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 520

_id 7e15
authors Kvan, Thomas
year 1997
title Chips, chunks and sauces
source International Journal of Design Computing, 1, 1997 (Editorial)
summary I am sure there is an art in balancing the chunks to use with your chips. Then there is the sauce that envelops them both. I like my chips chunky and not too saucy. Not that I am obsessed with food but I don't think you can consider design computing without chunks. It's the sauce I'm not sure about. The chunks of which I write are not of course those in your salsa picante but those postulated by Chase and Simon (1973) reflecting on good chess players; the chunks of knowledge with which an expert tackles a problem in their domain of expertise. The more knowledge an expert has of complex and large configurations of typical problem situations (configurations of chess pieces), the greater range of solutions the expert can bring a wider to a particular problem. Those with more chunks have more options and arrive at better solutions. In other words, good designs come from having plenty of big chunks available. There has been a wealth of research in the field of computer-supported collaborative work in the contexts of writing, office management, software design and policy bodies. It is typically divided between systems which support decision making (GDSS: group decision support systems) and those which facilitate joint work (CSCW: computer-based systems for co-operative work) (see Dennis et al. (1988) for a discussion of the distinctions and their likely convergence). Most implementations in the world of design have been on CSCW systems, few have looked at trying to make a group design decision support system (GDDSS?). Most of the work in CSCD has been grounded in the heritage of situated cognition - the assumption that collaborative design is an act that is intrinsically grounded in the context within which it is carried out, that is, the sauce in which we find ourselves swimming daily. By sauce, therefore, I am referring to anything that is not knowledge in the domain of expertise, such as modes of interaction, gestures, social behaviours.
series journal paper
email
last changed 2003/05/15 10:29

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id 2698
authors Chien, Sheng Fen and Flemming, Ulrich
year 1997
title Information Navigation in Generative Design Systems
doi https://doi.org/10.52842/conf.caadria.1997.355
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 355-365
summary Generative design systems take an active part in the generation of computational design models. They make it easier for designers to explore conceptual alternatives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed to enable designers to access the information with ease and low cognitive loads. We present an approach to support navigation in generative design systems. Our approach takes account of studies related to navigation in physical environments as well as information navigation in electronic media. Results of studies from the physical environment and electronic media reveal that 1) people exhibit similar cognitive behaviours (spatial cognition and the use of spatial knowledge) while navigating in physical and information spaces; and 2) the information space lacks legibility and imageability. The proposed information navigation model take these findings into account.
series CAADRIA
email
last changed 2022/06/07 07:55

_id cc87
authors Johnson, Scott
year 1997
title What's in a Representation, Why Do We Care, and What Does It Mean? Examining Evidence from Psychology
doi https://doi.org/10.52842/conf.acadia.1997.005
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 5-15
summary This paper examines psychological evidence on the nature and role of representations in cognition. Both internal (mental) and external (physical or digital) representations are considered. It is discovered that both types of representation are deeply linked to thought processes. They are linked to learning, the ability to use existing knowledge, and problem solving strategies. The links between representations, thought processes, and behavior are so deep that even eye movements are partly governed by representations. Choice of representations can affect limited cognitive resources like attention and short-term memory by forcing a person to try to utilize poorly organized information or perform "translations" from one representation to another. The implications of this evidence are discussed. Based on these findings, a set of guidelines is presented, for digital representations which minimize drain of cognitive resources. These guidelines describe what sorts of characteristics and behaviors a representation should exhibit, and what sorts of information it should contain in order to accommodate and facilitate design. Current attempts to implement such representations are discussed.

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

_id 75a8
authors Achten, Henri H.
year 1997
title Generic representations : an approach for modelling procedural and declarative knowledge of building types in architectural design
source Eindhoven University of Technology
summary The building type is a knowledge structure that is recognised as an important element in the architectural design process. For an architect, the type provides information about norms, layout, appearance, etc. of the kind of building that is being designed. Questions that seem unresolved about (computational) approaches to building types are the relationship between the many kinds of instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called ‘prototypes’) face problems clarifying these questions. The research work at hand proposes to investigate the role of knowledge associated with building types in the design process. Knowledge of the building type must be represented during the design process. Therefore, it is necessary to find a representation which supports design decisions, supports the changes and transformations of the design during the design process, encompasses knowledge of the design task, and which relates to the way architects design. It is proposed in the research work that graphic representations can be used as a medium to encode knowledge of the building type. This is possible if they consistently encode the things they represent; if their knowledge content can be derived, and if they are versatile enough to support a design process of a building belonging to a type. A graphic representation consists of graphic entities such as vertices, lines, planes, shapes, symbols, etc. Establishing a graphic representation implies making design decisions with respect to these entities. Therefore it is necessary to identify the elements of the graphic representation that play a role in decision making. An approach based on the concept of ‘graphic units’ is developed. A graphic unit is a particular set of graphic entities that has some constant meaning. Examples are: zone, circulation scheme, axial system, and contour. Each graphic unit implies a particular kind of design decision (e.g. functional areas, system of circulation, spatial organisation, and layout of the building). By differentiating between appearance and meaning, it is possible to define the graphic unit relatively shape-independent. If a number of graphic representations have the same graphic units, they deal with the same kind of design decisions. Graphic representations that have such a specifically defined knowledge content are called ‘generic representations.’ An analysis of over 220 graphic representations in the literature on architecture results in 24 graphic units and 50 generic representations. For each generic representation the design decisions are identified. These decisions are informed by the nature of the design task at hand. If the design task is a building belonging to a building type, then knowledge of the building type is required. In a single generic representation knowledge of norms, rules, and principles associated with the building type are used. Therefore, a single generic representation encodes declarative knowledge of the building type. A sequence of generic representations encodes a series of design decisions which are informed by the design task. If the design task is a building type, then procedural knowledge of the building type is used. By means of the graphic unit and generic representation, it is possible to identify a number of relations that determine sequences of generic representations. These relations are: additional graphic units, themes of generic representations, and successive graphic units. Additional graphic units defines subsequent generic representations by adding a new graphic unit. Themes of generic representations defines groups of generic representations that deal with the same kind of design decisions. Successive graphic units defines preconditions for subsequent or previous generic representations. On the basis of themes it is possible to define six general sequences of generic representations. On the basis of additional and successive graphic units it is possible to define sequences of generic representations in themes. On the basis of these sequences, one particular sequence of 23 generic representations is defined. The particular sequence of generic representations structures the decision process of a building type. In order to test this assertion, the particular sequence is applied to the office building type. For each generic representation, it is possible to establish a graphic representation that follows the definition of the graphic units and to apply the required statements from the office building knowledge base. The application results in a sequence of graphic representations that particularises an office building design. Implementation of seven generic representations in a computer aided design system demonstrates the use of generic representations for design support. The set is large enough to provide additional weight to the conclusion that generic representations map declarative and procedural knowledge of the building type.
series thesis:PhD
email
more http://alexandria.tue.nl/extra2/9703788.pdf
last changed 2003/11/21 15:15

_id eea1
authors Achten, Henri
year 1997
title Generic Representations - Typical Design without the Use of Types
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 117-133
summary The building type is a (knowledge) structure that is both recognised as a constitutive cognitive element of human thought and as a constitutive computational element in CAAD systems. Questions that seem unresolved up to now about computational approaches to building types are the relationship between the various instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed functional use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called 'prototypes') face problems clarifying these questions. It is proposed in this research not to focus on a definition of 'type,' but rather to investigate the role of knowledge connected to building types in the design process. The basic proposition is that the graphic representations used to represent the state of the design object throughout the design process can be used as a medium to encode knowledge of the building type. This proposition claims that graphic representations consistently encode the things they represent, that it is possible to derive the knowledge content of graphic representations, and that there is enough diversity within graphic representations to support a design process of a building belonging to a type. In order to substantiate these claims, it is necessary to analyse graphic representations. In the research work, an approach based on the notion of 'graphic units' is developed. The graphic unit is defined and the analysis of graphic representations on the basis of the graphic unit is demonstrated. This analysis brings forward the knowledge content of single graphic representations. Such knowledge content is declarative knowledge. The graphic unit also provides the means to articulate the transition from one graphic representation to another graphic representation. Such transitions encode procedural knowledge. The principles of a sequence of generic representations are discussed and it is demonstrated how a particular type - the office building type - is implemented in the theoretical work. Computational work on implementation part of a sequence of generic representations of the office building type is discussed. The paper ends with a summary and future work.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id 4a30
authors Chiu, Mao-Lin
year 1997
title Analogical Reasoning in Architectural Design: Comparison of Human Designers and Computers in Case Adaptation
doi https://doi.org/10.52842/conf.caadria.1997.205
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 205-215
summary Design cases were considered as the design solution or condensed knowledge of design experience. In the analogical reasoning process, case adaptation is the fundamental task for solving the problem. This paper is aimed to study the difference between human designers and computers in case adaptation. Two design experiments are undertaken for examining how designers apply dimensional and topological adaptation, exploring the difference of case adaptation by novice and experienced designers, and examining the difference between human judgement in case adaptation and the evaluation mechanism by providing similarity assessment. In conclusion, this study provides the comparative analysis from the above observation and implications on the development of case-based reasoning systems for designers.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 123c
authors Coomans, M.K.D. and Timmermans, H.J.P.
year 1997
title Towards a Taxonomy of Virtual Reality User Interfaces
source Proceedings of the International Conference on Information Visualisation (IV97), pp. 17-29
summary Virtual reality based user interfaces (VRUIs) are expected to bring about a revolution in computing. VR can potentially communicate large amounts of data in an easily understandable format. VR looks very promising, but it is still a very new interface technology for which very little application oriented knowledge is available. As a basis for such a future VRUI design theory, a taxonomy of VRUIs is required. A general model of human computer communication is formulated. This model constitutes a frame for the integration of partial taxonomies of human computer interaction that are found in the literature. The whole model constitutes a general user interface taxonomy. The field of VRUIs is described and delimited with respect to this taxonomy.
series other
last changed 2003/04/23 15:50

_id c4a6
authors Haapasalo, Harri
year 1997
title The Role of CAD In Creative Architectural Sketching
doi https://doi.org/10.52842/conf.ecaade.1997.x.o2b
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The history of computers in architectural design is very short; only a few decades; when compared to the development of methods in practical design (Gero 1983). However, the development of the user interfaces has been very fast. According to the practical observations of over one hundred architects, user interfaces are at present inflexible in sketching, although computers can make drafts and the creation of alternatives quicker and more effective in the final stages of designing (Haapasalo 1997). Based on our research in the field of practical design we would wish to stimulate a wider debate about the theory of design. More profound perusal compels us to examine human modes, pre-eminently different levels of thinking and manners of inference. What is the meaning of subconscious and conscious thinking in design? What is the role of intuition in practical design? Do the computer aided design programs apply to creative architectural sketching? To answer such questions, distinct, profound and broad understanding from different disciplines is required. Even then, in spite of such specialist knowledge we cannot hope to unambiguously and definitively answer such questions.
keywords Creativity, Design Process, Architectural Design, Sketching, Computer Aided Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/haapas/haapas.htm
last changed 2022/06/07 07:50

_id 5c74
authors HCIL
year 1997
title Spatial Perception in Perspective Displays
source Report Human-Computer Interaction Lab, Virginia
summary Increasingly, computer displays are being used as the interface "window" between complex systems and their users. In addition, it is becoming more common to see computer interfaces represented by spatial metaphors, allowing users to apply their vast prior knowledge and experience in dealing with the three-dimensional (3D) world (Wickens, 1992). Desktop VR or window on a world (WoW), as it is sometimes called, uses a conventional computer monitor to display the virtual environment (VE). The 3D display applies perspective geometry to provide the illusion of 3D space.
series report
last changed 2003/04/23 15:50

_id c5ff
authors Hellgardt, Michael and Kundu, Sourav
year 1997
title Spatium - A System for the Definition and Design of Shape Grammars
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 83-96
summary It is shown how Augmented Transition Networks (ATN) can be gradually programmed with shape grammar structures. This work is inspired by natural language parsing. Another major reference is the space-between or spatium assumption. An application is given with a simulation of Palladio villas. Then is shown that ATN frames can be encoded in a way that allows their use without specific knowledge of computer modeling. Connections between human and machine learning are touched on.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id cb26
authors Koutamanis, Alexander
year 1997
title Digital Architectural Visualization
doi https://doi.org/10.52842/conf.ecaade.1997.x.p8n
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The traditional emphasis of architectural education and practice on spatial visualization has contributed to the development of an overtly visual architectural culture which agrees with our predominantly visual interaction with the built environment. The democratization of computer technologies is changing architectural visualization in two significant ways. The first is that the availability of affordable, powerful digital versions of analogue visual media and of new, complementary techniques is facilitating the application of computer visualization in most aspects of the design and management of the built environment. The second is the opening of a wide and exciting new market for visualization in information systems, for example through interfaces that employ spatial metaphors, which arguably are extensions of the three dimensional structures the architect knows better than other design specialists of today.

The transition from analogue to digital visualization poses questions that encompass the traditional investigation of relationships between geometric representations and built form, as well as issues such as a unified theory of architectural representation, the relationships between analysis and visualization and the role of abstraction in the structure of a representation. In addition to theoretical investigations, the utilization of new possibilities in architectural visualization requires technology and knowledge transfer from areas other than computer science. The integration of such transfers suggests flexible, modular approach which contradicts the holistic, integral principles of computer-aided architectural design.

keywords Visualization
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/koutam/koutam1.htm
last changed 2022/06/07 07:50

_id acadia23_v1_136
id acadia23_v1_136
authors Alima, Natalia
year 2023
title InterspeciesForms
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 136-143.
summary The hybridization of architectural, biological and robotic agencies Situated in the field of architectural biodesign, InterspeciesForms explores a closer relationship between the fungus Pleurotus ostreatus and the designer in the creation of form. The intention of hybridizing mycelia’s agency of growth with architectural design intention is to generate novel, non-indexical crossbred designed outcomes that evolve preconceived notions of architectural form. Mycelium are threadlike fibrous root systems made up of hyphae, that form the vegetative part of a fungus (Jones 2020). Known as the hackers of the wood wide web (Simard 1997) mycelia form complex symbiotic relationships with other species that inhabit our earth. Michael Lim states “Fungi redefine resourcefulness, collaboration, resilience and symbiosis” (Lim 2022, p. 14). When wandering around the forest to connect with other species or searching for food, fungi form elaborate and entangled networks by spreading their hyphal tips. Shown in Figure 1, this living labyrinth results in the aesthetic formation of an intricate web. Due to the organisms ability to determine the most effective direction of growth, communicate with its surrounding ecosystem, and connect with other species, fungi are indeed an intelligent species with a unique aesthetic that must not be ignored. In drawing on these concepts, I refer to the organism’s ability to search for, tangle, and digest its surroundings as ‘mycelia agency of growth’. It is this specific behavioral characteristic that is the focus of this research, with which I, as the architect, set out to co-create and hybridize with.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id 455e
authors Gero, John S. and Nath, Gourabmoy
year 1997
title Formalising Situated Learning in Computer-Aided Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 801-808
summary In this paper, we propose and begin to formalise an approach to machine learning in design called situated learning with the purpose of providing a foundation to developing better design tools in an agent-based framework. Situated learning theory postulates that the situations that an expert is exposed to forms the developmental conditions of expertise. We extend and adapt that theory for computer-aided design with the primary objective of learning the use of existing knowledge, rather than simply the knowledge itself. The idea behind situated learning is to learn situations and associate them with some knowledge with the intention of using the knowledge in similar situations.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_id 8ec9
authors Asanowicz, Alexander
year 1997
title Incompatible Pencil - Chance for Changing in Design Process
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 93-101
summary The existing Caad systems limit designers creativity by constraining them to work with prototypes provided by the system's knowledge base. Most think of computers as drafting machines and consider CAAD models as merely proposals for future buildings. But this kind of thinking (computers as simple drafting machines) seems to be a way without future. New media demands new process and new process demands new media. We have to give some thougt to impact of CAAD on the design process and in which part of it CAAD can add new value. In this paper there will be considered two ways of using of computers. First - creation of architectural form in an architect's mind and projects visualisation with using renderings, animation and virtual reality. In the second part - computer techniques are investigated as a medium of creation. Unlike a conventional drawing the design object within computer has a life of its own. In computer space design and the final product are one. Computer creates environments for new kind of design activities. In fact, many dimensions of meaning in cyberspace have led to a cyberreal architecture that is sure to have dramatic consequences for the profession.
series AVOCAAD
last changed 2005/09/09 10:48

_id 127c
authors Bhavnani, S.K. and John, B.E.
year 1997
title From Sufficient to Efficient Usage: An Analysis of Strategic Knowledge
source Proceedings of CHI'97 (1997), 91-98
summary Can good design guarantee the eflicient use of computer tools? Can experience guarantee it? We raise these questions to explore why empirical studies of real-world usage show even experienced users under-utilizing the capabilities of computer applications. By analyzing the use of everyday devices and computer applications, as well as reviewing empirical studies, we conclude that neither good design nor experience may be able to guarantee efficient usage. Efficient use requires task decomposition strategies that exploit capabilities offered by computer applications such as the ability to aggregute objects, and to manipulate the aggregates with powerful operators. To understand the effects that strategies can have on performance, we present results from a GOMS analysis of a CAD task. Furthermore, we identify some key aggregation strategies that appear to generalize across applications. Such strategies may provide a framework to enable users to move from a sufficient to a more ef)icient use of computer tools.
keywords Strategies; Task Decomposition; Aggregation
series other
email
last changed 2003/11/21 15:16

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