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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_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ddss9422
id ddss9422
authors Daru, Roel and Snijder, Philip
year 1994
title Sketch-Trigger: A Specification for a Form Generator and Design Analysis Toolbox for Architectural Sketching
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In order to develop design and decision support techniques in the early sketch design phases, weshould (1) experience and (2) observe real behaviour in practice, (3) transform observations intoideas for improvement, (4) develop behaviour models to explain the sketch design activities and(5) to evaluate between the proposals, (6) decide between the alternatives, (7) implement theselected option in a supporting tool. Our paper reports about the results of step 3 in particular inthe first phase of a Ph D project, started this year. Our main objective is to amplify the effects ofthe sketch as a very effective instrument to generate original forms and to stimulate the mind to discover new shapes and meanings in the roughly sketched patterns. Instead of considering the sketch only as a representation of what the designer has in mind as is usually assumed in CAD systems, we see sketching as form activation. Thus, we want also to offer triggering images to spark off the imagination of the designer while generating images which are practically impossibleto create by hand and certainly not at short notice. The main improvement proposed is the use of an evolutionary form breeding system: one or more sketched parent images (either ready-made'partis' or basic schemes drafted by the designer) presented in the centre of the screen, will generate surrounding mutated children as defined at random but constrained by default or customization of the available transformations. By selecting one or more children a next generation will be produced in the same way. At all times the designer can introduce or reduce constraints. To complete the usually offered 'classical' symmetrical, spatial and logical operations,we want to introduce dis-functional operations like dislocation, explosion, deformation, anti-logic etc, in short all kinds of antagonistic operations, among them the transformations applied indeconstructionist and post-modern design. Our expectation is that these operations will correspond roughly to the 'move' pertaining to a design entity as the operational unit most appropriate for design behaviour research, in particular the analysis of the chunking and parsing behaviour of the designer. The applicability of the 'move' approach has been shown experimentally by Habraken and others. Goldschmidt has abandoned the usual typology approach of protocolanalysis based on moves and concentrated on the linking of moves, but has been hampered by the lack of a good representational instrument. This brings us to the representation of moves and linkages as a research instrument. The 'linkograph' approach as proposed by Goldschmidt is a first step towards a graphical representation of the designers associative reasoning mode, necessary for tracking the heuristics of designers at the most basic level, but its practical implementation remained as yet incredibly laborious. What is proposed here is an instrument and approach which makes such registration and analysis possible within a structured software environment.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9432
id ddss9432
authors Goldschmidt, G.
year 1994
title Visual Reference for Design: Analogy, Transformation and the Act of Sketching
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary All designers know that it is impossible to infer a design solution from the givens of a task alone, no matter how complete and well presented they are. Therefore, designers seek to complementinformation they receive, and the material they bring into the task environment includes visual images. Images may be gathered from every imaginable source, from domain-specific images (in architecture they are usually classified and pertain to building type, location, period, technology, style or creator) through 'metaphoric' images (art, nature) to eclectic personal favourites. Inaddition, randomly encountered images may find their way into a database of references: a depository of potentially useful images. With the exception of factual information that fills in thetask givens, it is usually far from clear what purpose may be served by images in general, or to what use the specific images aligned for a particular task may be put. We propose that the singlemost significant 'on line' role of visual references during the process of designing is to suggest potential analogies to the entity that is being designed. The process of discovering and exploitingan analogy in design is complex; we shall explain it in terms of Gentner's structure mapping theory, which we adapt to visual structures. We further propose that the abstraction process thatmust take place for the successful identification and mapping from source (visual reference) onto target (designed entity) requires transformations of images, and such transformations are bestachieved through sketching. Sketching facilitates the two way process of movement from the pictorial to the diagrammatic and from the schematic to the figural. Such transformations musttake place to arrive at the match that allows conceptual transfer, mapping of structural relations and insight through analogy.
series DDSS
email
last changed 2003/08/07 16:36

_id f7b9
authors Goldschmidt, G.
year 1994
title On visual design thinking: the via kids of architecture
source Design Studies 15 (2), pp. 158-174
summary Designers invariably use imagery to generate new form combinations which they represent through sketching. But they also do the reverse: they sketch to generate images of forms in their minds. Common belief regards such activity as non-rational. In contrast, we assert that interactive imagery through sketching is a rational mode of reasoning, characterized by systematic exchanges between conceptual and figural arguments. Cognitive science, strongly dominated by a linguistic paradigm, has yet to recognize the paramount role of visual reasoning in many instances of problem solving; and in design tool-making, computational and otherwise, we must learn to optimize rather than bypass intuitive visuality.
series journal paper
last changed 2003/04/23 15:14

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