CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 243

_id ed4a
authors Kalisperis, Loukas N. and Groninger, Randal L.
year 1992
title Design Philosophy: Implications for Computer Integration in the Practice of Architecture
doi https://doi.org/10.52842/conf.acadia.1992.027
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 27-37
summary The growing complexities of modern environments and the socioeconomic pressures to maintain efficient design/build cycles have forced architects to seek new tools and methods to help them manage the processes that have developed as a result of new knowledge in architectural design. This trend has accelerated in the past few decades because of developments in both cognitive and computer sciences. In allied disciplines, the introduction and use of comPuters have significantly improved design practices. Yet at best, in disciplines such as architectural design, computational aids have attained marginal improvements in the design process despite efforts by universities in the professional education of architects.
series ACADIA
email
last changed 2022/06/07 07:52

_id 2312
authors Carrara, G., Kalay Y.E. and Novembri, G.
year 1992
title Multi-modal Representation of Design Knowledge
doi https://doi.org/10.52842/conf.ecaade.1992.055
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 55-66
summary Explicit representation of design knowledge is needed if scientific methods are to be applied in design research, and if computers are to be used in the aid of design education and practice. The representation of knowledge in general, and design knowledge in particular, have been the subject matter of computer science, design methods, and computer-aided design research for quite some time. Several models of design knowledge representation have been developed over the last 30 years, addressing specific aspects of the problem. This paper describes a different approach to design knowledge representation that recognizes the multimodal nature of design knowledge. It uses a variety of computational tools to encode different kinds of design knowledge, including the descriptive (objects), the prescriptive (goals) and the operational (methods) kinds. The representation is intended to form a parsimonious, communicable and presentable knowledge-base that can be used as a tool for design research and education as well as for CAAD.
keywords Design Methods, Design Process Goals, Knowledge Representation, Semantic Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id 6ef4
authors Carrara, Gianfranco and Kalay, Yehuda E.
year 1992
title Multi-Model Representation of Design Knowledge
doi https://doi.org/10.52842/conf.acadia.1992.077
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 77-88
summary Explicit representation of design knowledge is needed if scientific methods are to be applied in design research, and if comPuters are to be used in the aid of design education and practice. The representation of knowledge in general, and design knowledge in particular, have been the subject matter of computer science, design methods, and computer- aided design research for quite some time. Several models of design knowledge representation have been developed over the last 30 years, addressing specific aspects of the problem. This paper describes a different approach to design knowledge representation that recognizes the Multi-modal nature of design knowledge. It uses a variety of computational tools to encode different kinds of design knowledge, including the descriptive (objects), the prescriptive (goals) and the operational (methods) kinds. The representation is intended to form a parsimonious, communicable and presentable knowledge-base that can be used as a tool for design research and education as well as for CAAD.
keywords Design Methods, Design Process, Goals, Knowledge Representation, Semantic Networks
series ACADIA
email
last changed 2022/06/07 07:55

_id 2325
authors Chilton, John C.
year 1992
title Computer Aided Structural Design in Architectural Instruction
doi https://doi.org/10.52842/conf.ecaade.1992.443
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 443-450
summary In schools of architecture there is a tendency to associate the use of computers solely with the production of graphic images as part of the architectural design process. However, if the architecture is to work as a building it is also essential that technical aspects of the design are adequately investigated. One of the problem areas for most architectural students is structural design and they are often reluctant to use hand calculations to determine sizes of structural elements within their projects. In recent years, much of the drudgery of hand calculation has been removed from the engineer by the use of computers, and this has, hopefully, allowed a more thorough investigation of conceptual ideas and alternatives. The same benefit is now becoming available to architectural students. This is in the form of structural analysis and design programs that can be used, even by those having a limited knowledge of structural engineering, to assess the stability of designs and obtain approximate sizes for individual structural elements. The paper discusses how the use of such programs is taught, within the School of Architecture at Nottingham. Examples will be given of how they can assist students in the architectural design process. In particular, the application of GLULAM, a program for estimating sizes of laminated timber elements and SAND, a structural analysis and design package, will be described.
series eCAADe
last changed 2022/06/07 07:55

_id c434
authors Colajanni, B., Pellitteri, G. and Scianna, A.
year 1992
title Two Approaches to Teaching Computers in Architecture: The Experience in the Faculty of Engineering in Palermo, Italy
doi https://doi.org/10.52842/conf.ecaade.1992.295
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 295-306
summary Teaching the use of computers in architecture poses the same kind of problems as teaching mathematics. To both there are two possible approaches. The first presents the discipline as a tool of which the merely instrumental aspect is emphasized. Teaching is limited to show the results obtainable by existing programs and how to get them. The second approach, on the contrary emphasizes the autonomous nature of the discipline, mathematics as much as computing, on the basis of the convincement that the maximum of instrumental usefulness can be obtained through the knowledge at the highest degree of generality and, then, of abstraction. The first approach changes little in the mind of the student. He simply learns that is possible, and then worthy doing, a certain amount of operations, mainly checks of performances (and not only the control of the aspect, now easy with one of the many existing CAD) or searches of technical informations in some database. The second approach gives the student the consciousness of the manageability of abstract structures of relationships. He acquires then the idea of creating by himself particular structures of relationships and managing them. This can modify the very idea of the design procedure giving the student the consciousness that he can intervene directly in every segment of the design procedure, reshaping it to some extent in a way better suited to the particular problem he is dealing with. Of course this second approach implies learning not only a language but also the capability of coming to terms with languages. And again it is a cultural acquisition that can be very useful when referred to the languages of architecture. Furthermore the capability of simulating on the computer also a small segment of the design process gives the student a better understanding both of the particular problem he is dealing with and of the very nature of design. As for the first effect, it happens whenever a translation is done from a language to another one. One is obliged to get to the core of the matter in order to overcome the difficulties rising from the different bias of the two languages. The second effect comes from the necessity of placing the studied segment in the general flow of the design process. The organisation in a linear sequence of action to be accomplished recursively in an order always varying in any design occasion is an extremely useful exercise to understand the signification and the techniques of formalisation of design problems.
series eCAADe
email
last changed 2022/06/07 07:56

_id 4857
authors Escola Tecnica Superior D'arquitectura de Barcelona (Ed.)
year 1992
title CAAD Instruction: The New Teaching of an Architect?
doi https://doi.org/10.52842/conf.ecaade.1992
source eCAADe Conference Proceedings / Barcelona (Spain) 12-14 November 1992, 551 p.
summary The involvement of computer graphic systems in the transmission of knowledge in the areas of urban planning and architectural design will bring a significant change to the didactic programs and methods of those schools which have decided to adopt these new instruments. Workshops of urban planning and architectural design will have to modify their structures, and teaching teams will have to revise their current programs. Some european schools and faculties of architecture have taken steps in this direction. Others are willing to join them.

This process is only delayed by the scarcity of material resources, and by the slowness with which a sufficient number of teachers are adopting these methods.

ECAADE has set out to analyze the state of this issue during its next conference, and it will be discussed from various points of view. From this confrontation of ideas will come, surely, the guidelines for progress in the years to come.

The different sessions will be grouped together following these four themes:

(A.) Multimedia and Course Work / State of the art of the synthesis of graphical and textual information favored by new available multimedia computer programs. Their repercussions on academic programs. (B.) The New Design Studio / Physical characteristics, data concentration and accessibility of a computerized studio can be better approached in a computerized workshop. (C.) How to manage the new education system / Problems and possibilities raised, from the practical and organizational points of view, of architectural education by the introduction of computers in the classrooms. (D.) CAAI. Formal versus informal structure / How will the traditional teaching structure be affected by the incidence of these new systems in which the access to knowledge and information can be obtained in a random way and guided by personal and subjective criteria.

series eCAADe
email
last changed 2022/06/07 07:49

_id 7ce5
authors Gal, Shahaf
year 1992
title Computers and Design Activities: Their Mediating Role in Engineering Education
source Sociomedia, ed. Edward Barret. MIT Press
summary Sociomedia: With all the new words used to describe electronic communication (multimedia, hypertext, cyberspace, etc.), do we need another one? Edward Barrett thinks we do; hence, he coins the term "sociomedia." It is meant to displace a computing economy in which technicity is hypostasized over sociality. Sociomedia, a compilation of twenty-five articles on the theory, design and practice of educational multimedia and hypermedia, attempts to re-value the communicational face of computing. Value, of course, is "ultimately a social construct." As such, it has everything to do with knowledge, power, education and technology. The projects discussed in this book represent the leading edge of electronic knowledge production in academia (not to mention major funding) and are determining the future of educational media. For these reasons, Sociomedia warrants close inspection. Barrett's introduction sets the tone. For him, designing computer media involves hardwiring a mechanism for the social construction of knowledge (1). He links computing to a process of social and communicative interactivity for constructing and desseminating knowledge. Through a mechanistic mapping of the university as hypercontext (a huge network that includes classrooms as well as services and offices), Barrett models intellectual work in such a way as to avoid "limiting definitions of human nature or human development." Education, then, can remain "where it should be--in the human domain (public and private) of sharing ideas and information through the medium of language." By leaving education in a virtual realm (where we can continue to disagree about its meaning and execution), it remains viral, mutating and contaminating in an intellectually healthy way. He concludes that his mechanistic model, by means of its reductionist approach, preserves value (7). This "value" is the social construction of knowledge. While I support the social orientation of Barrett's argument, discussions of value are related to power. I am not referring to the traditional teacher-student power structure that is supposedly dismantled through cooperative and constructivist learning strategies. The power to be reckoned with in the educational arena is foundational, that which (pre)determines value and the circulation of knowledge. "Since each of you reading this paragraph has a different perspective on the meaning of 'education' or 'learning,' and on the processes involved in 'getting an education,' think of the hybris in trying to capture education in a programmable function, in a displayable object, in a 'teaching machine'" (7). Actually, we must think about that hybris because it is, precisely, what informs teaching machines. Moreover, the basic epistemological premises that give rise to such productions are too often assumed. In the case of instructional design, the episteme of cognitive sciences are often taken for granted. It is ironic that many of the "postmodernists" who support electronic hypertextuality seem to have missed Jacques Derrida's and Michel Foucault's "deconstructions" of the epistemology underpinning cognitive sciences (if not of epistemology itself). Perhaps it is the glitz of the technology that blinds some users (qua developers) to the belief systems operating beneath the surface. Barrett is not guilty of reactionary thinking or politics; he is, in fact, quite in line with much American deconstructive and postmodern thinking. The problem arises in that he leaves open the definitions of "education," "learning" and "getting an education." One cannot engage in the production of new knowledge without orienting its design, production and dissemination, and without negotiating with others' orientations, especially where largescale funding is involved. Notions of human nature and development are structural, even infrastructural, whatever the medium of the teaching machine. Although he addresses some dynamics of power, money and politics when he talks about the recession and its effects on the conference, they are readily visible dynamics of power (3-4). Where does the critical factor of value determination, of power, of who gets what and why, get mapped onto a mechanistic model of learning institutions? Perhaps a mapping of contributors' institutions, of the funding sources for the projects showcased and for participation in the conference, and of the disciplines receiving funding for these sorts of projects would help visualize the configurations of power operative in the rising field of educational multimedia. Questions of power and money notwithstanding, Barrett's introduction sets the social and textual thematics for the collection of essays. His stress on interactivity, on communal knowledge production, on the society of texts, and on media producers and users is carried foward through the other essays, two of which I will discuss. Section I of the book, "Perspectives...," highlights the foundations, uses and possible consequences of multimedia and hypertextuality. The second essay in this section, "Is There a Class in This Text?," plays on the robust exchange surrounding Stanley Fish's book, Is There a Text in This Class?, which presents an attack on authority in reading. The author, John Slatin, has introduced electronic hypertextuality and interaction into his courses. His article maps the transformations in "the content and nature of work, and the workplace itself"-- which, in this case, is not industry but an English poetry class (25). Slatin discovered an increase of productive and cooperative learning in his electronically- mediated classroom. For him, creating knowledge in the electronic classroom involves interaction between students, instructors and course materials through the medium of interactive written discourse. These interactions lead to a new and persistent understanding of the course materials and of the participants' relation to the materials and to one another. The work of the course is to build relationships that, in my view, constitute not only the meaning of individual poems, but poetry itself. The class carries out its work in the continual and usually interactive production of text (31). While I applaud his strategies which dismantle traditional hierarchical structures in academia, the evidence does not convince me that the students know enough to ask important questions or to form a self-directing, learning community. Stanley Fish has not relinquished professing, though he, too, espouses the indeterminancy of the sign. By the fourth week of his course, Slatin's input is, by his own reckoning, reduced to 4% (39). In the transcript of the "controversial" Week 6 exchange on Gertrude Stein--the most disliked poet they were discussing at the time (40)--we see the blind leading the blind. One student parodies Stein for three lines and sums up his input with "I like it." Another, finds Stein's poetry "almost completey [sic] lacking in emotion or any artistic merit" (emphasis added). On what grounds has this student become an arbiter of "artistic merit"? Another student, after admitting being "lost" during the Wallace Steven discussion, talks of having more "respect for Stevens' work than Stein's" and adds that Stein's poetry lacks "conceptual significance[, s]omething which people of varied opinion can intelligently discuss without feeling like total dimwits...." This student has progressed from admitted incomprehension of Stevens' work to imposing her (groundless) respect for his work over Stein's. Then, she exposes her real dislike for Stein's poetry: that she (the student) missed the "conceptual significance" and hence cannot, being a person "of varied opinion," intelligently discuss it "without feeling like [a] total dimwit." Slatin's comment is frightening: "...by this point in the semester students have come to feel increasingly free to challenge the instructor" (41). The students that I have cited are neither thinking critically nor are their preconceptions challenged by student-governed interaction. Thanks to the class format, one student feels self-righteous in her ignorance, and empowered to censure. I believe strongly in student empowerment in the classroom, but only once students have accrued enough knowledge to make informed judgments. Admittedly, Slatin's essay presents only partial data (there are six hundred pages of course transcripts!); still, I wonder how much valuable knowledge and metaknowledge was gained by the students. I also question the extent to which authority and professorial dictature were addressed in this course format. The power structures that make it possible for a college to require such a course, and the choice of texts and pedagogy, were not "on the table." The traditional professorial position may have been displaced, but what took its place?--the authority of consensus with its unidentifiable strong arm, and the faceless reign of software design? Despite Slatin's claim that the students learned about the learning process, there is no evidence (in the article) that the students considered where their attitudes came from, how consensus operates in the construction of knowledge, how power is established and what relationship they have to bureaucratic insitutions. How do we, as teaching professionals, negotiate a balance between an enlightened despotism in education and student-created knowledge? Slatin, and other authors in this book, bring this fundamental question to the fore. There is no definitive answer because the factors involved are ultimately social, and hence, always shifting and reconfiguring. Slatin ends his article with the caveat that computerization can bring about greater estrangement between students, faculty and administration through greater regimentation and control. Of course, it can also "distribute authority and power more widely" (50). Power or authority without a specific face, however, is not necessarily good or just. Shahaf Gal's "Computers and Design Activities: Their Mediating Role in Engineering Education" is found in the second half of the volume, and does not allow for a theory/praxis dichotomy. Gal recounts a brief history of engineering education up to the introduction of Growltiger (GT), a computer-assisted learning aid for design. He demonstrates GT's potential to impact the learning of engineering design by tracking its use by four students in a bridge-building contest. What his text demonstrates clearly is that computers are "inscribing and imaging devices" that add another viewpoint to an on-going dialogue between student, teacher, earlier coursework, and other teaching/learning tools. The less proficient students made a serious error by relying too heavily on the technology, or treating it as a "blueprint provider." They "interacted with GT in a way that trusted the data to represent reality. They did not see their interaction with GT as a negotiation between two knowledge systems" (495). Students who were more thoroughly informed in engineering discourses knew to use the technology as one voice among others--they knew enough not simply to accept the input of the computer as authoritative. The less-advanced students learned a valuable lesson from the competition itself: the fact that their designs were not able to hold up under pressure (literally) brought the fact of their insufficient knowledge crashing down on them (and their bridges). They also had, post factum, several other designs to study, especially the winning one. Although competition and comparison are not good pedagogical strategies for everyone (in this case the competitors had volunteered), at some point what we think we know has to be challenged within the society of discourses to which it belongs. Students need critique in order to learn to push their learning into auto-critique. This is what is lacking in Slatin's discussion and in the writings of other avatars of constructivist, collaborative and computer-mediated pedagogies. Obviously there are differences between instrumental types of knowledge acquisition and discoursive knowledge accumulation. Indeed, I do not promote the teaching of reading, thinking and writing as "skills" per se (then again, Gal's teaching of design is quite discursive, if not dialogic). Nevertheless, the "soft" sciences might benefit from "bridge-building" competitions or the re-institution of some forms of agonia. Not everything agonistic is inhuman agony--the joy of confronting or creating a sound argument supported by defensible evidence, for example. Students need to know that soundbites are not sound arguments despite predictions that electronic writing will be aphoristic rather than periodic. Just because writing and learning can be conceived of hypertextually does not mean that rigor goes the way of the dinosaur. Rigor and hypertextuality are not mutually incompatible. Nor is rigorous thinking and hard intellectual work unpleasurable, although American anti-intellectualism, especially in the mass media, would make it so. At a time when the spurious dogmatics of a Rush Limbaugh and Holocaust revisionist historians circulate "aphoristically" in cyberspace, and at a time when knowledge is becoming increasingly textualized, the role of critical thinking in education will ultimately determine the value(s) of socially constructed knowledge. This volume affords the reader an opportunity to reconsider knowledge, power, and new communications technologies with respect to social dynamics and power relationships.
series other
last changed 2003/04/23 15:14

_id cc68
authors García, Agustín Pérez
year 1992
title Learning Structural Design - Computers and Virtual Laboratories
doi https://doi.org/10.52842/conf.ecaade.1992.525
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 525-534
summary This paper shows how the spreading use of computers can improve the quality of education, specially in the field of architecture. An Innovative Teaching Project oriented to the discipline Structural Design of Buildings has been implemented at the School of Architecture of Valencia. The main objective of this project is the transformation of the computer room into a virtual laboratory for simulating the behaviour of structural typologies using mathematical models of them. An environment, specially oriented to Structural Design, has been integrated in a Computer Aided Design platform to teach how design the Structure of Buildings.
series eCAADe
last changed 2022/06/07 07:51

_id eda3
authors Goldschmidt, Gabriela
year 1992
title Criteria for Design Evaluation : A Process-Oriented Paradigm
source New York: John Wiley & Sons, 1992. pp. 67-79. includes bibliography
summary Architectural research of the last two or three decades has been largely devoted to design methodology. Systematic evaluations of design products and prescription of their desired qualities led to specifications for better designs and possible routines to achieve them. Computers have facilitated this task. The human designer, however, has largely resisted the use of innovative methods. In this paper the author claims that the reason for that lies in insufficient regard for innate cognitive aptitudes which are activated in the process of designing. A view of these aptitudes, based on patterns of links among design moves, is presented. It is proposed that process research is mandatory for further advancements in design research utility
keywords cognition, design process, research, protocol analysis, architecture
series CADline
last changed 1999/02/12 15:08

_id 56e9
authors Huang, Tao-Kuang
year 1992
title A Graphical Feedback Model for Computerized Energy Analysis during the Conceptual Design Stage
source Texas A&M University
summary During the last two decades, considerable effort has been placed on the development of building design analysis tools. Architects and designers have begun to take advantage of computers to generate and examine design alternatives. However, because it has been difficult to adapt computer technologies to the visual orientation of the building designer, the majority of computer applications have been limited to numerical analysis and office automation tasks. Only recently, because of advances in hardware and software techniques, computers have entered into a new phase in the development of architectural design. haveters are now able to interactively display graphics solutions to architectural related problems, which is fundamental to the design process. The majority of research programs in energy efficient design have sharpened people's understanding of energy principles and their application of those principles. Energy conservation concepts, however, have not been widely used. A major problem in the implementation of these principles is that energy principles their applications are abstract, hard to visualize and separated from the architectural design process. Furthermore, one aspect of energy analysis may contain thousands of pieces of numerical information which often leads to confusion on the part of designers. If these difficulties can be overcome, it would bring a great benefit to the advancement of energy conservation concepts. This research explores the concept of an integrated computer graphics program to support energy efficient design. It focuses on (1) the integration of energy efficiently and architectural design, and (2) the visualization of building energy use through graphical interfaces during the conceptual design stage. It involves (1) the discussion of frameworks of computer-aided architectural design and computer-aided energy efficient building design, and (2) the development of an integrated computer prototype program with a graphical interface that helps the designer create building layouts, analyze building energy interactively and receive visual feedbacks dynamically. The goal is to apply computer graphics as an aid to visualize the effects of energy related decisions and therefore permit the designer to visualize and understand energy conservation concepts in the conceptual phase of architectural design.
series thesis:PhD
last changed 2003/02/12 22:37

_id ed78
authors Jog, Bharati
year 1993
title Integration of Computer Applications in the Practice of Architecture
doi https://doi.org/10.52842/conf.acadia.1993.089
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 89-97
summary Computer Applications in Architecture is emerging as an important aspect of our profession. The field, which is often referred to as Computer-Aided Architectural Design (CAAD) has had a notable impact on the profession and academia in recent years. A few professionals have predicted that as slide rules were replaced by calculators, in the coming years drafting boards and parallel bars will be replaced by computers. On the other hand, many architects do not anticipate such a drastic change in the coming decade as present CAD systems are supporting only a few integral aspects of architectural design. However, all agree that architecture curricula should be modified to integrate CAAD education.

In 1992-93, in the Department of Architecture of the 'School of Architecture and interior Design' at the University of Cincinnati, a curriculum committee was formed to review and modify the entire architecture curriculum. Since our profession and academia relate directly to each other, the author felt that while revising the curriculum, the committee should have factual information about CAD usage in the industry. Three ways to obtain such information were thought of, namely (1) conducting person to person or telephone interviews with the practitioners (2) requesting firms to give open- ended feed back and (3) surveying firms by sending a questionnaire. Of these three, the most effective, efficient and suitable method to obtain such information was an organized survey through a questionnaire. In mid December 1992, a survey was organized which was sponsored by the School of Architecture and Interior Design, the Center for the Study of the Practice of Architecture (CSPA) and the University Division of Professional Practice, all from the University of Cincinnati.

This chapter focuses on the results of this survey. A brief description of the survey design is also given. In the next section a few surveys organized in recent years are listed. In the third section the design of this survey is presented. The survey questions and their responses are given in the fourth section. The last section presents the conclusions and brief recommendations regarding computer curriculum in architecture.

series ACADIA
last changed 2022/06/07 07:52

_id 6d34
authors Kensek, Karen and Noble, Doug (Eds.)
year 1992
title Mission - Method - Madness [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1992
source ACADIA Conference Proceedings / ISBN 1-880250-01-2 ) 1992, 232 p.
summary The papers represent a wide variety of exploration into the uses of computers in architecture. We have tried to impose order onto the collection by organizing them into six sessions: Metaphor, Mission, Method, Modeling for Visualization, Modeling, and Generative Systems. As with any ordering system for such a diverse selection, some session papers are strongly related while others are loosely grouped. Madness, an additional session not in the proceedings, will include short presentations of work in progress. Regarding the individual papers, it is particularly exciting to see research being conducted that is founded on previous work done by others. It is also interesting to note that half of the papers have been submitted by teams of authors. Whether this represents "computer supported cooperative work" remains to be seen. Certainly the work in this book represents an interesting and wide variety of explorations into computer supported design in architecture.
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id 65aa
authors Madrazo, Leandro
year 1992
title From Sketches to Computer Images: A Strategy for the Application of Computers in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1992.331
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 331-350
summary The use of computer tools in architectural practice has been steadily increasing in recent years. Many architectural offices are already using computer tools, mostly for production tasks. Hardly any design is being done with the computer. With the new computer tools, architects are confronted with the challenge to use computers to express their design ideas right from conception.

This paper describes a project made for a competition which recently took place in Spain. Sketches and computer models were the only tools used in designing this project. A variety of computer tools were used in different stages of this project: two dimensional drawing tools were used in the early stages, then a three-dimensional modeling program for the development of the design and for the production of final drawings, and a rendering program for final presentation images.

series eCAADe
email
last changed 2022/06/07 07:59

_id a72b
authors Madrazo, Leandro
year 1992
title Design as Formal Language
doi https://doi.org/10.52842/conf.ecaade.1992.319
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 319-330
summary Geometry and language are disciplines with which architecture holds a strong relationship. They have highly structured natures, which make them well-suited for computer implementation. Architecture, on the other hand, lacks such an abstract and hierarchical system. This is one of the main obstacles to the integration of computers in architecture at this point. This paper presents the results of a pedagogic approach based on the association of language, geometry and computers. This association can be successfully used in the education of basic design principles that, although not directly related with architecture, are fundamental to the education of an architect.
series eCAADe
email
last changed 2022/06/07 07:59

_id 612c
authors Madrazo, Leandro
year 1998
title Computers and Architectural Design: Going Beyond the Tool
doi https://doi.org/10.52842/conf.acadia.1998.044
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 44-57
summary More often than not, discussions taking place in specialised conferences dealing with computers and design tend to focus mostly on the tool itself. What the computer can do that other tools cannot, how computers might improve design and whether a new aesthetic would result from the computer; these are among the most recurrent issues addressed in those forums. But, by placing the instrument at the center of the debate, we might be distorting the nature of design. In the course KEYWORDS, carried out in the years 1992 and 1993 at the ETH Zurich, the goal was to transcend the discourses that concentrate on the computer, integrating it in a wider theoretical framework including principles of modern art and architecture. This paper presents a summary of the content and results of this course.

series ACADIA
email
last changed 2022/06/07 07:59

_id 80b9
authors Madrazo, Leandro
year 2000
title Computers and architectural design: going beyond the tool
source Automation in Construction 9 (1) (2000) pp. 5-17
summary More often than not, discussions taking place in specialised conferences dealing with computers and design tend to focus mostly on the tool itself. What the computer can do that other tools cannot, how computers might improve design and whether a new aesthetic would result from the computer; these are among the most recurrent issues addressed in those forums. But, by placing the instrument at the center of the debate, we might be distorting the nature of design. In the course KEYWORDS, carried out in the years 1992 and 1993 at the ETH Zurich, the goal was to transcend the discourses that concentrate on the computer, integrating it in a wider theoretical framework including principles of modern art and architecture. This paper presents a summary of the content and results of this course.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c93a
authors Saggio, Antonino
year 1992
title Object Based Modeling and Concept-Testing: A Framework for Studio Teaching
doi https://doi.org/10.52842/conf.acadia.1992.049
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 49-63
summary This chapter concludes with a proposal for a studio structure that incorporates computers as a creative stimulus in the design process. Three related experiences support this hypothesis: the role played in concrete designs by an Object Based Modeling environment, teaching with Computer Aided Architectural Design and OBM in the realm of documentation and analysis of architecture, previous applications of the Concept-Testing methodology in design studios. Examples from these three areas provide the framework for mutual support between OBM and a C-T approach for studio teaching. The central sections of the chapter focus on the analysis of these experiences, while the last section provides a 15 week, semester based, studio structure that incorporates OBM in the overall calendar and in key assignments.

series ACADIA
email
last changed 2022/06/07 07:56

_id 1963
authors Tweed, Chris and Woolley, Tom
year 1992
title USER PARTICIPATION IN DESIGN: TECHNIQUES FOR DIALOGUE
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 17-24
summary Many projects in which users participate in the design process are merely examples of professionals communicating their ideas to their clients. Conventional computer systems can be powerful tools for helping designers to present design informations to lay audiences, but when combined with computer modelling and simulation, they create opportunities for users to construct their own sequences of images and thus explore designs from their own viewpoint. Building on extensive experience of traditional methods of user participation, this paper explores the use of narratives to create dialogues between users, designers and computers. The concept of "design stories" as a route to fully shared creativity is explained. The paper also argues that this approach is needed to bring into focus design issues that cannot be described or resolved by computer modelling alone.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:41

_id 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
doi https://doi.org/10.52842/conf.acadia.2000.137
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 137-145
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

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