Ilinax Skywalk Sanctuary

Investigating the future of Indian leisure spaces involves acknowledging the disconnect between current public spaces and the evolving needs of contemporary user groups. By embracing the concept of the “third place” within a specific context and demographic, experimental programming techniques can simulate an urban fitting for this concept. How might we effectively bridge the gap between work and leisure by leveraging intermediary spaces and envisioning third places tailored to user needs? How crucial is it to consider duality and the in-between aspects in spatial design, while addressing associated challenges, to create accessible and comfortable leisure environments?

Year

2023

Role / Collaboration

Undergraduate Thesis | Individual

Duration

Category

UX | Spatial Design

Category

Duration

5 Months

Thesis Abstract – "Reimagining Urban Leisure"

The abstract presents the core thesis idea: How can third places be integrated into rigid IT parks? The study examines the intersection of work, leisure, and digital interactions, proposing spatial interventions that foster community, relaxation, and engagement. The research seeks to redefine leisure spaces in urban India by adapting existing frameworks to contemporary needs.

Research Questions – Work, Play, and the Digital Spillover

What role do third places play in contemporary urban work cultures? How do digital platforms alter the way we perceive and engage with physical spaces? Can design translate cyber behaviors into spatial experiences, making IT parks more human-centric? These questions guide the research, framing an approach that bridges architecture, digital interactions, and urban informatics.

User Perceptions – What Do People Want?

A QR-based survey and interactive mapping exercise reveal how IT park users perceive space. Findings indicate a demand for modularity, adaptability, and social engagement zones, with users seeking informal gathering spaces, greenery, and flexible work settings. This data-driven approach ensures that interventions are grounded in real user needs, making them more impactful and integrated.

User Perceptions – What Do People Want?

A QR-based survey and interactive mapping exercise reveal how IT park users perceive space. Findings indicate a demand for modularity, adaptability, and social engagement zones, with users seeking informal gathering spaces, greenery, and flexible work settings. This data-driven approach ensures that interventions are grounded in real user needs, making them more impactful and integrated.

Rethinking the Multi-Level Car Park – From Storage to Social Hub

A key intervention repurposes multi-level car parks into weekend marketplaces, cultural hubs, and social lounges. These existing structures, often underutilized, become versatile third places, offering economic, cultural, and leisure opportunities with minimal architectural intervention.

Translating Cyber Behaviors into Spatial Experiences

The Skywalk is structured like an interactive platform—some areas encourage high-speed movement, others invite deep engagement and pause. Inspired by the dynamism of digital interfaces, it allows users to shape their experiences, fostering both individual exploration and collective interaction.

The Sanctuary – A Space to Breathe & Belong

In contrast to the Skywalk’s energy, The Sanctuary offers quiet, intimate third-place experiences. It integrates reading nooks, interactive installations, and small social zones, providing users with a momentary retreat from digital noise and corporate rigidity.

Sectional Studies – Understanding Spatial Depth

A series of sectional drawings illustrate how the intervention functions across multiple layers—how it weaves into existing infrastructure, facilitates smooth circulation, and activates previously dead zones within the IT park’s fabric.

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