From an industrial language of architecture defined by the new ways of production to the vindication of ludic as a catalyzer of social dynamics in the contemporary architecture. Concepts like EFFICIENCE AND ROUTINE have established an architecture determined by CONTROL, where the space turns to be a container of defined habits, leaving aside the possibility to change and be reinvented for the unexpected.
What would happen if the design is thought as an ambience catalyzer where the architecture learns to be an event, the architect learns to communicate, the inhabitant learns to have control and new ways of inhabiting are built?
The debate for diversity and multiplicity rises nowadays calling for the need of opportunities that will allow the transgression of the imposed limits, breaking the rigid rules assigned to the space. The changing and unstable contemporary world has brought the toy/game/ludic as a tool that can concede people the control of the space. This tool serves as a trigger for new behaviors and situations that are new, unexpected, abnormal… with the power of causing new cultural, economic and political answers when it produces social transformations.