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 546

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9813
id ga9813
authors Pontecorvo, Michael Steven
year 1998
title Designing the Undesigned: Emergence as a tool for design
source International Conference on Generative Art
summary Design, as an act and a result, is a natural part of the larger biological context in which we live. It is both a behavior and a tangible side effect of the organic system from which it arises. A design can be characterized as a physical exemplar of the concept of memes, the 'genetic' building blocks of ideas or units of cultural transmission. In this capacity, design has served to extend humankind's reach and ensure and enrich humankind's survival in the full range and variability of conditions the Earth has to offer. In a very real sense, design has 'evolved' its own rich ecosystem, with a robust diversity of elements, dynamics, and interrelationships rivaling that of the organic system from which it derives. In the ecology of design, designs obey laws analogous to the laws of survival and selection that organisms in nature obey. Given the recent advances in understanding and modeling of the biological and physical systems, it is not surprising that artists and designers are now turning to these models as a 'new' resource for the conceptualization and design of structured artifacts and spaces. While there are many fundamental technical issues surrounding development and application of generative models and processes, the relationship of artist to the process of creation is a central issue in the scaling up and widespread accessibility/acceptance of the generative approach. This paper will present a set of observations from the perspective of a small company of artist/ technologists trying to bridge the commercial and artistic application of generative processes. Specifically, the paper will explore some approaches to the designer/system relationship and process control metaphor, the balancing of serendipity and design convergence, the definitions and representations of design spaces, and finally, present some ideas about the future prospects and promising new techniques for generative design.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9801
id ga9801
authors Soddu, Celestino
year 1998
title Argenia, a Natural Generative Design
source International Conference on Generative Art
summary Leon Battista Alberti defines the Beauty of Architecture "a concert of all the parts together, performed with proportion and logic in something in which it is possible to find again each event, in a modality that will not allow the inserting, extracting out or changing anything without decreasing its Beauty". With generative art we can approach, directly, this complex paradigm of proportions and logic, and we can directly design the Beauty, or better our idea of beauty, before the realization of each single possible artificial event. This is the heart of generative approach. The Generative Art work for the beauty, in the sense of the humanistic approach of Renaissance, because the generative code, which is the project of generative design, is the real structure of the idea. It defines how to concert all the parts and the dynamic relationship among these parts in the evolution of complexity. The generative project defines which is the law of proportion and which logic the dynamic evolution will follow. All the events that this code can generate will be, in humanistic sense, beautiful, or, if we prefer, will belong and represent our Idea of world. And more. The generative art produces events that are unique and complex. The uniqueness and complexity are strongly related one each other. As in Nature, each event is generated through an artificial life, which, as in the natural life, produces uniqueness, identity and complexity during a identifiable time. This complexity is a natural-like complexity. We can recognise, in the artificial ware we produce through this generative approach, the harmony and the beauty of the natural-like complexity that refers to the Humanistic approach of Renaissance: Man, Geometry, and Nature as references for "the harmony which is not thought as an individual caprice but as conscious reasoning." (L.B.Alberti, De re aedificatoria).
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9815
id ga9815
authors Annunziato, M.
year 1998
title The Nagual Experiment
source International Conference on Generative Art
summary This paper refers to an experiment about the use of artificial life structures in order to simulate/evocate natural or artificial patterns. These patterns are the effect of the self-organisation of a population of individuals during their process of development and growth. Although the local dynamics and interactions have a chaotic (partially random) behaviour, the global dynamics of the population produces interesting and well structured patterns. The graphic images generated with these procedures show a wide variety of structures in terms of life (growth) simulations and graphic geometries.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2a12
authors Burry, Mark and More, Gregory
year 1998
title Representation, Realism and Computer Generated Architectural Animation
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 241-249
summary This paper documents a simple architectural form which, but for computer generated animation, has no ready alternative explanatory process for its complex generation. The subject is a column in the nave of the Sagrada Familia Church in Barcelona conceived by Gaudí at the beginning of this century without the contemporary opportunities for animated design exploration. The column is based on a set of counter-rotating mutually interfering profiles. As the column gains height, the profiles increase in interference with each other resulting in an increasingly fluted cross section, a tendency towards the Doric Order. For most, however, there is no easy access to a plausible explanation of the inherent rationale for the column. Animating the generation of the column reveals a unique and concealed sublimation of natural patterns of growth. Animation aids an understanding of the effect of the fourth dimension on design itself by releasing a meaning of time from an otherwise inanimate object. Here animation is used to decipher one aspect of the mystery of Gaudí's design while strengthening another: the source and conceptual power of Gaudí to anticipate this phenomenon. Rather than trivialising this design mystery, the explanatory role of the animation enriches comprehension of the formal concept of mutation through displacement or an evolutionary design paradigm. The paper discuss the implications of this ability to show transition, translation and dislocation without delving too deeply into how the animation was made, nor indeed the subject which, after all, requires animation to fully represent its less tangible qualities.
series plCAD
email
last changed 2003/05/17 10:01

_id ga9808
id ga9808
authors Ceccato, Cristiano
year 1998
title MICROGENESIS, The Architect as Toolmaker: Computer-Based Generative Design Tools and Methods
source International Conference on Generative Art
summary The purpose of this paper is to illustrate the results of various stages of research into the development of generative design methods and tools, conducted at the Architectural Association School of Architecture (London), Imperial College of Science, Technology and Medicine (London), and independently. A brief introduction explains the philosophy behind generative design methods and their basic principles. A number of computer software tools and projects developed by the author are then used to illustrate the methodology, techniques and features of generative design and its organisation of information.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ab2e
authors Cheng, Nancy Yen-Wen
year 1998
title Wayfinding In Cyberspace - Negotiating Connections between Sites
doi https://doi.org/10.52842/conf.caadria.1998.083
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 83-92
summary As the number of 3D virtual worlds grow, the distributed nature of the Internet will juxtapose many different kinds of spatial environments. Moving between these environments can be disorienting due to the lack of structural continuity. How can we create an easily navigable experience in a realm so different from the stable, natural world that we inhabit? This paper provides background about navigating virtual worlds, discusses the boundary gaps and describes efforts in how to bridge these gaps. Using examples from an academic exercise, archetypes of negotiated connections between sites are proposed.
keywords Electronic Design Media, Virtual Reality, Precedence and Prototypes
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id ee24
authors Chien, S.-F., Magd, D., Snyder, J. and Tsa, W.-J.
year 1998
title SG-Clips: A System to Support the Automatic Generation of Designs From Grammars
doi https://doi.org/10.52842/conf.caadria.1998.445
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 445-454
summary SG-CLIPS is a computer tool that supports the automatic generation of designs from a predefined set of grammar rules that encapsulate the composition principles of a certain style of design. It is an open system that accepts any grammar conforming to the conventions described in this paper. We demonstrate the system through an example and discuss the relation to shape grammars and limitations.
keywords Generative Systems, Shape Grammars, Rule-based Design Tools, CLIPS
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id fb22
authors Chien, Sheng-Fen
year 1998
title Supporting information navigation in generative design systems
source Camegie Mellon University, School of Architecture
summary Generative design systems make it easier for designers to generate and explore design altematives, 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. Such aids may improve the usability of generative design systems and encourage their use in architectural practice. This dissertation presents a comprehensive approach to support navigation in generative design systems. This approach takes account of studies related to human spatial cognition, wayfinding in physical environments, and information navigation in electronic media. It contains a general model of design space, basic navigation operations, and principles for designing navigation support. The design space model describes how the space may grow and evolve along predictable dimensions. The basic operations facilitate navigation activities in this multi-dimensional design space. The design principles aim at guiding system developers in creating navigation utilities tailored to the needs of individual design systems. This approach is validated through prototype implementations and limited pilot usability studies. The validity of the design space model and basic navigation operations is examined through the development of a design space navigation framework that encapsulates the model and operations in a software environment and provides the infrastructure and mechanisms for supporting navigation. Three prototype navigation tools are implemented using this framework. These tools are subjected to usability studies. The studies show that these tools are easy to leam and are efficient in assisting designers locating desired information. In summary, it can be demonstrated that through the prototype implementations and usability studies, this approach offers sufficient support for the design and implementation of navigation aids in a generative design system. The research effort is a pioneer study on navigation support in generative design systems. It demonstrates why navigation support is necessary; how to provide the support; and what types of user interaction it can offer. This research contributes to information navigation studies not only in the specific domain of generative design system research, but also in the general field of human-computer interaction.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 0c54
authors Datta, Sambit and Woodbury, Robert F.
year 1998
title Reducing Semantic Distance in Generative Systems: A Massing Example
doi https://doi.org/10.52842/conf.acadia.1998.164
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. 164-171
summary Generative design formalisms utilise discrete, constructive steps to encode strategies for formal change. In physical design media, the pervasive metaphor for doing design is the direct and continuous manipulation of the developing form. The goal of our investigation is to develop mixed initiative approaches to design exploration. In this paper, we address how constrained manipulation in generative systems can support both discrete and continuous modes of interaction. Massing is a common strategy for processing conceptual notions about three dimensional form. We use massing models of tenth century temple cellas as an example to illustrate an environment for constrained manipulation.

series ACADIA
email
last changed 2022/06/07 07:55

_id ga9811
id ga9811
authors Feuerstein, Penny L.
year 1998
title Collage, Technology, and Creative Process
source International Conference on Generative Art
summary Since the turn of the twentieth century artists have been using collage to suggest new realities and changing concepts of time. Appropriation and simulation can be found in the earliest recycled scraps in Cubist collages. Picasso and Braque liberated the art world with cubism, which integrated all planes and surfaces of the artists' subjects and combined them into a new, radical form. The computer is a natural extension of their work on collage. The identifying characteristics of the computer are integration, simultaneity and evolution which are inherent in collage. Further, the computer is about "converting information". There is something very facinating about scanning an object into the computer, creating a texture brush and drawing with the object's texture. It is as if the computer not only integrates information but different levels of awareness as well. In the act of converting the object from atoms to bits the object is portrayed at the same conscious level as the spiritual act of drawing. The speed and malleability of transforming an image on the computer can be compared to the speed and malleability of thought processes of the mind. David Salle said, "one of the impulses in new art is the desire to be a mutant, whether it involves artificial intelligence, gender or robotic parts. It is about the desire to get outside the self and the desire to trandscend one's place." I use the computer to transcend, to work in different levels of awareness at the same time - the spiritual and the physical. In the creative process of working with computer, many new images are generated from previous ones. An image can be processed in unlimited ways without degradation of information. There is no concept of original and copy. The computer alters the image and changes it back to its original in seconds. Each image is not a fixed object in time, but the result of dynamic aspects which are acquired from previous works and each new moment. In this way, using the computer to assist the mind in the creative processes of making art mirrors the changing concepts of time, space, and reality that have evolved as the twentieth century has progressed. Nineteenth-century concepts of the monolithic truth have been replaced with dualism and pluralism. In other words, the objective world independent of the observer, that assumes the mind is separate from the body, has been replaced with the mind and body as inseparable, connected to the objective world through our perception and awareness. Marshall Mcluhan said, "All media as extensions of ourselves serve to provide new transforming vision and awareness." The computer can bring such complexities and at the same time be very calming because it can be ultrafocused, promoting a higher level of awareness where life can be experienced more vividly. Nicholas Negroponte pointed out that "we are passing into a post information age, often having an audience of just one." By using the computer to juxtapose disparate elements, I create an impossible coherence, a hodgepodge of imagery not wholly illusory. Interestingly, what separates the elements also joins them. Clement Greenberg states that "the collage medium has played a pivotal role in twentieth century painting and sculpture"(1) Perspective, developed by the renaissance archetect Alberti, echoed the optically perceived world as reality was replaced with Cubism. Cubism brought about the destruction of the illusionist means and effects that had characterized Western painting since the fifteenth century.(2) Clement Greenberg describes the way in which physical and spiritual realities are combined in cubist collages. "By pasting a piece of newspaper lettering to the canvas one called attention to the physical reality of the work of art and made that reality the same as the art."(3) Before I discuss some of the concepts that relate collage to working with computer, I would like to define some of the theories behind them. The French word collage means pasting, or gluing. Today the concept may include all forms of composite art and processes of photomontage and assemblage. In the Foreword on Katherine Hoffman's book on Collage Kim Levin writes: "This technique - which takes bits and pieces out of context to patch them into new contexts keeps changeng, adapting to various styles and concerns. And it's perfectly apt that interpretations of collage have varied according to the intellectual inquiries of the time. From our vantage point near the end of the century we can now begin to see that collage has all along carried postmodern genes."(4) Computer, on the other hand is not another medium. It is a visual tool that may be used in the creative process. Patrick D. Prince's views are," Computer art is not concrete. There is no artifact in digital art. The images exist in the computer's memory and can be viewed on a monitor: they are pure visual information."(5) In this way it relates more to conceptual art such as performance art. Timothy Binkley explains that,"I believe we will find the concept of the computer as a medium to be more misleading than useful. Computer art will be better understood and more readily accepted by a skeptical artworld if we acknowledge how different it is from traditional tools. The computer is an extension of the mind, not of the hand or eye,and ,unlike cinema or photography, it does not simply add a new medium to the artist's repertoire, based on a new technology.(6) Conceptual art marked a watershed between the progress of modern art and the pluralism of postmodernism(7) " Once the art is comes out of the computer, it can take a variety of forms or be used with many different media. The artist does not have to write his/her own program to be creative with the computer. The work may have the thumbprint of a specific program, but the creative possibilities are up to the artist. Computer artist John Pearson feels that,"One cannot overlook the fact that no matter how technically interesting the artwork is it has to withstand analysis. Only the creative imagination of the artist, cultivated from a solid conceptual base and tempered by a sophisticsated visual sensitivity, can develop and resolve the problems of art."(8) The artist has to be even more focused and selective by using the computer in the creative process because of the multitude of options it creates and its generative qualities.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9802
id ga9802
authors Frazer, J.H.
year 1998
title MACROGENESIS: Generative Design at the Urban Scale
source International Conference on Generative Art
summary This is a reflective paper indicating key points in the author’s involvement in generative design. Selected work is summarised in a series of snapshots of key developments. More recent evolutionary work is explained more fully including the "Groningen Experiment" which applied generative ideas to an interactive city planning model for Groningen that enabled citizen interaction with a generative model. The project has now been relocated in the School of Design, the Hong Kong Polytechnic University where the work is being expanded into the realm of industrial design and graphics.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id abed
authors Frazer, John Hamilton and Tang, Ming Xi
year 1998
title Development of an Integrated Design System
doi https://doi.org/10.52842/conf.caadria.1998.473
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 473-482
summary The School of Design in the Hong Kong Polytechnic University is developing advanced computer-based design systems by integrating Artificial Intelligence and evolutionary computing techniques with CAD/CAAD systems. Applications embrace architectural and environmental design as well as interior, industrial, fashion, graphic, and photographic design. The integration of the design systems developed in these domains provides a good basis for building a virtual design studio in collaboration with leading design research centres and institutions around the world. This virtual design studio is intended as a powerful computational environment for the integration of Asian cultural values with modern interdisciplinary design technologies.
keywords AI, Generative Techniques, Evolutionary Techniques, Virtual Studio
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id ga9814
id ga9814
authors Gatarski, Richard
year 1998
title Evolutionary Banners, exploring a generative design approach
source International Conference on Generative Art
summary This working paper reports pre-mature findings from an ongoing research project that uses Genetic Algorithms (GAs) to automate the design of objects in the World Wide Web (WWW). Digital communications technology has on the business side been conceptualized as electronic commerce (E-commerce). Digitization implies a new cost structure for message design, test and implementation. One important problem regards the use and effectiveness of different means for E-commerce market communications. The purpose with the research presented here is to experiment with a particular use of GAs in E-commerce retailing. It is not to look for an optimal algorithm or fine-tune its parameters. This paper contributes with findings and a discussion of a new E-commerce possibility – evolutionary banner design The scientific aim is to explore the value of such an approach. As well as identify important issues. In a soon-to-be-realized implementation, the commercial aim will be to increase the sales volume for a specific product. In a sense the evolutionary banner works as an artificial art director. Still, a human director is needed to design the banner organism, its genetic code and related parameters. And of course to develop more creative uses of the approach presented below.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 7560
authors Gomez, Nestor
year 1998
title Conceptual Structural Design Through Knowledge Hierarchies
source Carnegie Mellon University, Department of Civil and Environmental Engineering, Pittsburgh
summary Computer support for conceptual design still lags behind software available for analysis and detailed design. The Software Environment to Support the Early Phases in Building Design (SEED) project has the goal of providing design generation and exploration capabilities to aid in the conceptual design of buildings, from architectural programming and layout to enclosure design and structural configuration. The current work presents a component of the efforts of the SEED-Config Structure group in providing computer support for conceptual structural design. The Building Entity and Technology (BENT) approach models data about building elements in a general, hierarchical form, where design evolution is represented by the growing specificity of the design description. Two methods of system-supported design generation are provided: case-based reasoning and application of knowledge rules. The knowledge rules, termed technologies, and how they are specified and used are the primary focus of this thesis. In the BENT approach, conceptual structural engineering knowledge is modularized into technology nodes arranged in a directed 'AND/OR' graph, where OR nodes represent alternative design decisions and AND nodes represent problem decomposition. In addition, nodes in the graph may also be specified as having AND/OR incoming arcs thus reducing the duplication of nodes and enhancing the representational power of the approach. In order to facilitate the incorporation of new knowledge into the system, and verify and/or change the knowledge already in the system, the data model and the interface allow for dynamic creation, browsing, and editing of technology nodes. Design generation through the use of the knowledge hierarchy involves the conditional application of nodes according to the design context as represented by the building element(s) under consideration. Each application of a technology node expands the design of building elements by increasing the detail of the design description or by decomposing the elements into less abstract components. In addition, support for simultaneous design of multiple elements and for iteration control are also provided. An important feature of the BENT approach is that the generative knowledge (i.e., the technology hierarchy) is detached from the information repository (i.e., the database of entities which make up the building). This allows the technology hierarchies to be used in a modular fashion from building problem to building problem.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id c65d
authors Habraken, N.J. and Teicher, J (ed.)
year 1998
title The Structure of the Ordinary
source MIT Press, Cambridge, USA, pp. 73-76
summary According to N. J. Habraken, intimate and unceasing interaction between people and the forms they inhabit uniquely defines built environment. The Structure of the Ordinary, the culmination of decades of environmental observation and design research, is a recognition and analysis of everyday environment as the wellspring of urban design and formal architecture. The author's central argument is that built environment is universally organized by the Orders of Form, Place, and Understanding. These three fundamental, interwoven principles correspond roughly to physical, biological, and social domains. Historically, "ordinary" environment was the background against which architects built the "extraordinary." Drawing upon extensive examples from archaeological and contemporary sites worldwide, the author illustrates profound recent shifts in the structure of everyday environment. One effect of these transformations, Habraken argues, has been the loss of implicit common understanding that previously enabled architects to formally enhance and innovate while still maintaining environmental coherence. Consequently, architects must now undertake a study of the ordinary as the fertile common ground in which form- and place-making are rooted. In focusing on built environment as an autonomous entity distinct from the societies and natural environments that jointly create it, this book lays the foundation for a new dialogue on methodology and pedagogy, in support of a more
series other
last changed 2003/04/23 15:14

_id ddss9825
id ddss9825
authors Hartog, J. P. den, Koutamanis, A. and Luscuere, P. G.
year 1998
title Simulation and evaluation of environmental aspects throughout the designprocess
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The evaluation of environmental aspects in architectural design has traditionally been performed by means of simple (and often simplistic) rule systems. These generally remain at the normative level of minimal control one encounters in building rules and regulations, thereby failing to provide sufficient information and clarity for design guidance. Despite this, evaluation results normally bound subsequent design decisions as fundamental, inflexible constraints. At much later design stages, whenarchitectural form has been largely crystallized and when environmental subsystems must be specified in detail, both the architect and the contributing engineers often realize the severe limitation of theinitial choices. A frequently voiced argument for such simplification in the guise of abstraction is the lack of detailed information on the form and functional content of a building in the early stages of the designprocess. This obviously presupposes a tabula rasa generative approach. The application of a priori knowledge in the form of types, cases, precedents and automated recognition permits direct transaction from the abstract to the specific at and between a number of predefined relevant abstraction levels in the representation. The combination of a priori knowledge at the typological level with multilevel representations permits the use of precise simulation techniques already in the early design stages and throughout thedesign process. The simulation results employ the dual representation principle of scientific visualization, thereby linking form with measurable performance. Feedback from the simulation provides the analysis and evaluation means for design guidance and for communication between thearchitect and the contributing engineers. A prerequisite to this is that the abstraction level in the representation constrains the analysis derived from the simulation, e.g., by means of grades of fuzziness applied to different zones in the representation on the basis of information specificity.
series DDSS
last changed 2003/08/07 16:36

_id 0fbd
authors Hartog, J.P., Koutamanis, A. and Luscuere, P.G.
year 1998
title Simulation and evaluation of environmental aspects throughout the design process
source 4th Design and Decision Support Systems in Architecture and Urban Planning Conference. Eindhoven
summary The evaluation of environmental aspects in architectural design has traditionally been performed by means of simple (and often simplistic) rule systems. These generally remain at the normative level of minimal control one encounters in building rules and regulations, thereby failing to provide sufficient information and clarity for design guidance. Despite this, evaluation results normally bound subsequent design decisions as fundamental, inflexible constraints. At much later design stages, when architectural form has been largely crystallized and when environmental subsystems must be specified in detail, both the architect and the contributing engineers often realize the severe limitation of the initial choices. A frequently voiced argument for such simplification in the guise of abstraction is the lack of detailed information on the form and functional content of a building in the early stages of the design process. This obviously presupposes a tabula rasa generative approach. The application of a priori knowledge in the form of types, cases, precedents and automated recognition permits direct transaction from the abstract to the specific at and between a number of predefined relevant abstraction levels in the representation. The combination of a priori knowledge at the typological level with multilevel representations permits the use of precise simulation techniques already in the early design stages and throughout the design process. The simulation results employ the dual representation principle of scientific visualization, thereby linking form with measurable performance. Feedback from the simulation provides the analysis and evaluation means for design guidance and for communication between the architect and the contributing engineers. A prerequisite to this is that the abstraction level in the representation constrains the analysis derived from the simulation, e.g., by means of grades of fuzziness applied to different zones in the representation on the basis of information specificity.
series other
email
last changed 2003/04/23 15:50

_id ga9817
id ga9817
authors Hartwell, David
year 1998
title Design Methodology in Higher Education and the Role of Generative Approach to Problem-Solving
source International Conference on Generative Art
summary The Design Process - inherent conflicts? It is frequently stated that the activity of design is an iterative one; ie that it is a process whereby ideas are refined through constant change and development; if one also considers that designing is also very difficult: Hartwell and Holland (1) describe design "as an activity which attempts to reach an effective compromise between conflicting, complex and often apparently irreconcilable criteria"; then the key question arises: how can there be an effective interface between the obviously creative (generative?) elements of the design process and the (often) very functional / technical requirements of a typical design outcome.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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