The thesis, relating to architectural design, proposes to reinterpret the architectural project through play as an operational device capable of holding together rule and freedom, coherence and openness. The central hypothesis is that considering architecture as a play allows the generation of empathetic and inclusive spaces, which invite action and spontaneous appropriation. The theme is not "what is play in architecture", but "how do you design with play", trying to define how a project can be operationally guided by play. Play and architecture share the use of rules that leave room for exceptions and reinterpretations. It is precisely in the oscillation between prescription and openness - between game and play - that space becomes "playable": readable and safe, but permeable to unexpected uses and forms of spontaneous cooperation. The design center of gravity shifts from the control of outcomes to the control of conditions, providing opening options that allow the space to grow and transform together with its users. Compared to the state of the art, the research introduces an operational definition of "playability" as a relational quality and develops a taxonomy of case studies to extrapolate an alphabet of transferable regularities; The design choices are translated into concrete tactics that generate freedom of use without sacrificing the coherence of the architectural frame. The experimental phase took place with SOUxAncona (workshops for children aged 8 to 12), acting as a bridge between theory and practice. The tactics were tested on the field with real "play experts", inverting the perspective and transforming the architecture into a serious play, validating the assumptions elaborated. The work culminates in a "Handbook of playful design", which contains playful strategies and operational lines for designers and others. "rePLAY" invites us to conceive architecture as a civic resource and infrastructure of relationships: a space that multiplies possibilities, remaining open to future outcomes made possible - and not imposed - by the project.
La tesi, afferente alla progettazione architettonica, propone di rileggere il progetto di architettura attraverso il gioco come dispositivo operativo capace di tenere insieme regola e libertà, coerenza e apertura. L’ipotesi centrale è che considerare l’architettura come un campo di gioco permetta di generare spazi empatici e inclusivi, che invitano all’azione e all’appropriazione spontanea. Il tema non è “che cos’è il gioco in architettura”, ma “come si progetta con il gioco”, tentando di definire come un progetto possa essere guidato operativamente dal gioco. Gioco e architettura condividono l’uso di regole che lasciano spazio a eccezioni e reinterpretazioni. È proprio nell’oscillazione tra prescrizione e apertura - tra game e play - che lo spazio si rende “giocabile”: leggibile e sicuro, ma permeabile a usi imprevisti e a forme di cooperazione spontanea. Si sposta il baricentro progettuale dal controllo degli esiti al controllo delle condizioni, predisponendo opzioni di apertura che permettono allo spazio di crescere e trasformarsi insieme ai suoi utenti. Rispetto allo stato dell’arte, la ricerca introduce una definizione operativa di “giocabilità” come qualità relazionale e mette a punto una tassonomia di casi studio per estrapolare un alfabeto di regolarità trasferibili; le scelte progettuali vengono tradotte in tattiche concrete che generano libertà d'uso senza sacrificare la coerenza della cornice architettonica. La fase sperimentale si è svolta con SOUxAncona (laboratori per bambini dagli 8 ai 12 anni), agendo da ponte tra teoria e pratica. Le tattiche sono state verificate sul campo con veri “esperti di gioco”, invertendo la prospettiva e trasformando l’architettura in un gioco serio, validando le assunzioni elaborate. Il lavoro culmina in un “Handbook di progettazione giocosa”, che racchiude strategie ludiche e linee operative per progettisti e non solo. “rePLAY” invita a concepire l’architettura come risorsa civica e infrastruttura di relazioni: uno spazio che moltiplica le possibilità, restando aperto a esiti futuri resi possibili, e non imposti, dal progetto.
rePLAY - reInterpretare il Progetto di Architettura Attraverso le Lenti del Gioco / Moretti, Leonardo. - (2026 Mar 06).
rePLAY - reInterpretare il Progetto di Architettura Attraverso le Lenti del Gioco
MORETTI, LEONARDO
2026-03-06
Abstract
The thesis, relating to architectural design, proposes to reinterpret the architectural project through play as an operational device capable of holding together rule and freedom, coherence and openness. The central hypothesis is that considering architecture as a play allows the generation of empathetic and inclusive spaces, which invite action and spontaneous appropriation. The theme is not "what is play in architecture", but "how do you design with play", trying to define how a project can be operationally guided by play. Play and architecture share the use of rules that leave room for exceptions and reinterpretations. It is precisely in the oscillation between prescription and openness - between game and play - that space becomes "playable": readable and safe, but permeable to unexpected uses and forms of spontaneous cooperation. The design center of gravity shifts from the control of outcomes to the control of conditions, providing opening options that allow the space to grow and transform together with its users. Compared to the state of the art, the research introduces an operational definition of "playability" as a relational quality and develops a taxonomy of case studies to extrapolate an alphabet of transferable regularities; The design choices are translated into concrete tactics that generate freedom of use without sacrificing the coherence of the architectural frame. The experimental phase took place with SOUxAncona (workshops for children aged 8 to 12), acting as a bridge between theory and practice. The tactics were tested on the field with real "play experts", inverting the perspective and transforming the architecture into a serious play, validating the assumptions elaborated. The work culminates in a "Handbook of playful design", which contains playful strategies and operational lines for designers and others. "rePLAY" invites us to conceive architecture as a civic resource and infrastructure of relationships: a space that multiplies possibilities, remaining open to future outcomes made possible - and not imposed - by the project.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


