Anne Judkis

Document Type





Spring 5-2016


architecture, sleep, health, smart environments, kinetic architecture, dormitory




Architectural Technology | Interior Architecture | Other Architecture


In recent decades, technology has proliferated throughout our architectural spaces, from personalized handheld gadgetry to smart systems and appliances. This constant barrage of screens and interfaces that humans interact with for large portions of our day has grown to define our very living conditions, particularly by disrupting our circadian rhythms. It is well documented that lack of sleep can lead to numerous long and short term health problems such as weight gain, irritability, to more sever acute conditions like hallucinations and organ failure. This thesis will address architecture's potential to interact with individuals utilizing smart environments that drive kinetic architecture. Through communication between many connected gadgets and the architecture of the college dormitory, the room will be able to create the optimal working or sleeping conditions for the user.

The room will adjust five specific factors that control the quality of a person's sleep: light, sound, temperature, body position, and brain activity. In the case of sound, the room will break up and disperse noise by creating uneven surfaces and exposing soft textures, such as fur. The room can automate physical change according to personal preferences set by the user and constant communication to smart devices that are ubiquitous in modern society. By constantly monitoring and adjusting these five factors, architecture can induce and sustain a more restorative sleep for the inhabitant, leading to increased work production, as well as improved mood and general health for the occupant.

This architecture will allow for a more efficient sleep-work schedule, which will contribute to greater health, focus, and well-being of the average overworked college student.


local input

Creative Commons License

Creative Commons Attribution 3.0 License
This work is licensed under a Creative Commons Attribution 3.0 License.