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 d146
authors He, Jie
year 2001
title CAD Study in Visual Analysis of the Visual Sustainability for China Urban Natural Landscape Planning
source Chinese University of Hong Kong
summary In this thesis a GIS-based CAD system prototype of evaluating visual quality of urban natural landscape environment is presented. This prototype is an indispensable component of the integrative Visual Sustainability research, and offers a calculable and visualizable technique to urban visual natural landscape assessment. This scientific method provides precise data to estimate the visibility of natural landscape in urban construction actuality. Furthermore, it can also work out supporting information for maintaining and protecting valuable visual landscape resources in further planning. Introduction of this methodology intends to improve the natural landscape cooperation in China urban planning through visual protection. Combining with popular CAD software such as AutoCAD and Microstation, the research team uses ArcView GIS software and its 3D Analyst extension to accomplish a set of research procedure, which includes data modification, model making, viewshed and view sensibility analysis. In addition, this system can create simultaneous 3D scenes or hire other information media as reference tools for professional analysis, design consultation and intercommunication. The core technologies of this proposed system are viewshed calculation and overlay analysis. In viewshed analysis, human visual characteristics are simulated by a series of ergonomics parameters of viewpoints. Viewshed of each viewpoint can be calculated into vector data and mapped by polygons identifying which region is visible and which is not. Overlay function of the proposed system is used in visual sensibility analysis to achieve the division of higher visual sensible area which indicates the common visible area from different viewpoints. Additionally, viewshed maps and visual sensibility results can add more information to mark out the areas that can satisfy certain visual parameters such as appropriate visual angle or visual distance. These overlaying results can visualized the visible areas into hierarchical visual perception quality categories in order to define the visual landscape significance of particular planning regions. A case study was operated to evaluate this system. The case is in Zhongshan city, Guangdong Province of China. Jinzishan hill region is the study site that picked by collaborating discussion of research team and the local government. It is located on the edge of urban built-up area. Jinzishan massif is the prominent landscape element of the surrounding environment. There are three topics in Jinzishan visual perception in this paper. The first topic is the visual quality evaluation of the intersections of its surrounding road system. The second is the integrated visual perception of two main roads called Qiwandao and Bo’ailu. Finally is the analysis of the hill skyline visual quality in surrounding area. The analysis results in GIS vector data can be converted into popular data format and combined with other spatial information for practical application. And comments for future urban planning are collected and analyzed by professional responses to the computer-generated information investigation.
keywords Natural Landscaping; Computer-Aided Design; Landscape Architecture; City Planning; Geographic Information Systems
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 1f37
authors Alpha, Lee W.K. and Iki, Kazuhisa
year 2001
title Moving Architecture and Transiting Landscape. Interactive Rendering System for Animated Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 739-752
summary In this paper, an Interactive Rendering System for Animated Assessment (IRSA2) is proposed. Using IRSA2, different to the usual process that the respondents are allowed only to select alternatives designed by planners, they are allowed to participate in the design process and create alternatives as proposals in a web-based collaborative environment. This gives roads to an autonomous process in landscape planning and design. The system efficiency was verified by a case study of its use in a wind farm project in Japan.
keywords Collaborative Design, Utilization Of Internet, Overall Design Strategy,
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 1b10
id 1b10
authors Bay, Joo-Hwa
year 2001
title Cognitive Biases - The case of tropical architecture
source Delft University of Technology
summary This dissertation investigates, i) How cognitive biases (or illusions) may lead to errors in design thinking, ii) Why architects use architectural precedents as heuristics despite such possible errors, and iii) Develops a design tool that can overcome this type of errors through the introduction of a rebuttal mechanism. The mechanism controls biases and improves accuracy in architectural thinking. // The research method applied is interdisciplinary. It employs knowledge from cognitive science, environmental engineering, and architectural theory. The case study approach is also used. The investigation is made in the case of tropical architecture. The investigation of architectural biases draws from work by A. Tversky and D. Kahneman in 1982 on “Heuristics and biases”. According to Tversky and Kahneman, the use of heuristics of representativeness (based on similarity) and availability (based on ease of recall and imaginability) for judgement of probability can result in cognitive biases of illusions of validity and biases due to imaginability respectively. This theory can be used analogically to understand how errors arise in the judgement of environmental behaviour anticipated from various spatial configurations, leading to designs with dysfunctional performances when built. Incomplete information, limited time, and human mental resources make design thinking in practice difficult and impossible to solve. It is not possible to analyse all possible alternative solutions, multiple contingencies, and multiple conflicting demands, as doing so will lead to combinatorial explosion. One of the ways to cope with the difficult design problem is to use precedents as heuristic devices, as shortcuts in design thinking, and at the risk of errors. This is done with analogical, pre-parametric, and qualitative means of thinking, without quantitative calculations. Heuristics can be efficient and reasonably effective, but may not always be good enough or even correct, because they can have associated cognitive biases that lead to errors. Several debiasing strategies are discussed, and one possibility is to introduce a rebuttal mechanism to refocus the designer’s thinking on the negative and opposite outcomes in his judgements, in order to debias these illusions. The research is carried out within the framework of design theory developed by the Design Knowledge System Research Centre, TUDelft. This strategy is tested with an experiment. The results show that the introduction of a rebuttal mechanism can debias and improve design judgements substantially in environmental control. The tool developed has possible applications in design practice and education, and in particular, in the designing of sustainable environments.
keywords Design bias; Design knowledge; Design rebuttal; Design Precedent; Pre-parametric design; Tropical architecture; Sustainability
series thesis:PhD
type normal paper
email
last changed 2006/05/28 07:42

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
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 MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id diss_duarte
id diss_duarte
authors Duarte, J. P.
year 2001
title Customizing mass housing: a discursive grammar for Siza’s Malagueira houses
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary This thesis proposes a process of providing mass-customized housing based on computer-aided design and production systems. It focuses on the design part, which mainly consists of an interactive system for the generation of design solutions based on a mathematical model called discursive grammar. A discursive grammar includes a shape grammar, a description grammar, and a set of heuristics. The shape grammar provides the rules of formal composition, whereas the description grammar describes the design from other relevant viewpoints. The set of heuristics is used to guide the generation of designs by comparing the description of the evolving design with the description of the desired house. The generation of a design proceeds first by producing a design brief from the user-prompted requirements and then by finding a solution that satisfies this brief. Search is largely deterministic, which decreases the amount of time required to find a solution, thereby making it reasonable to develop Web-based implementations. The proposed model enables an enduring designer's dream, that of the mass customization of housing. The model is illustrated with a case study that includes a shape grammar developed for the houses designed by the architect Alvaro Siza at Malagueira, a description grammar based on the Portuguese housing regulations, and a set of heuristics inferred after a set of experiments. In these experiments, designers were asked to generate houses based on the Malagueira grammar for specific clients. It is argued that this discursive grammar provides a rigorous method for understanding and teaching Siza's design process and that similar grammars could be developed for other styles. A Web page for explaining the grammar and generating new designs on-line was developed as a prototype.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2001.230
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 230-241
summary Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place-like principles. Making places for human inhabitation is, of course, what architects, landscape architects, town planners, and interior designers have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they have adopted the woefully inadequate ‘document metaphor’: instead of ‘web-places’ we find ‘web-pages.’ 3D environments that closely mimic physical space are not much better suited for making Cyber-places: they are, by and large, devoid of essential characteristics that make a ‘place’ different from a mere ‘space,’ and only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a space rather than as means of communication, there will be a growing need to design it according to place-making principles rather than document-making ones. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
keywords Place, Internet, Cyberspace
series ACADIA
email
last changed 2022/06/07 07:52

_id 4dd3
authors Reymen, Isabelle M.M.J.
year 2001
title Improving design processes through structured reflection : a domain-independent approach
source Eindhoven University of Technology
summary In the world of designing, three fields of attention can be recognised, namely design research, design practice, and design education. Gaps exist between these three fields. In this thesis about designing, the focus is on the gap between design research and design practice. Design practice includes many design disciplines and an increasing number of multidisciplinary teams. Main problems in design practice are the communication between designers with a different background and the integration and co-ordination of important aspects during a design process. By tackling these problems, the effectiveness and efficiency of design processes in practice can be improved. The study of similarities and differences between design processes in several design disciplines and the development of support for reflection on design processes are topics that can improve design practice and that deserve more attention in design research. The goal of my research is to decrease the gap between design research and design practice in order to improve design processes. Reflection on design processes can help designers to improve their design process, its results, and the designer’s proficiency: By reflecting explicitly on the current design situation and on the performed design activities, in a systematic way and on a regular basis, designers can plan next design activities that can be performed effectively and efficiently given the design goal at that moment. In this thesis, the combination of systematic and regular reflection is called structured reflection. To improve design processes in various design disciplines in practice, the study of similarities and differences between design processes in several disciplines can be useful. Similarities between design processes are the basis for domain-independent design knowledge (as distinguished from domain-specific design knowledge). To reach the goal of my research, I have chosen to combine, in a broad explorative study, the development of support for structured reflection on design processes and the development of domain-independent design knowledge. This thesis describes a domain-independent approach to improve design processes through structured reflection. My research process can be summarised as follows. I studied three design disciplines, namely architecture, mechanical engineering, and software engineering. To get input from design practice, I did qualitative empirical research: I performed twelve case studies in the three disciplines to inventory characteristics of design processes and I compared the cases for similarities and differences. The similarities, together with the results of a literature study, have been the basis for the development of domain-independent descriptive design knowledge. The developed descriptive knowledge, in turn, formed the basis for developing domain-independent prescriptive design knowledge. At the end of the project, I confronted all results with design practice to get feedback on the results in another empirical study and I performed a literature study to position the results in the design literature. My design philosophy and design frame are the descriptive results developed to answer the first research question, namely “How to describe design processes in a domain-independent way?”. My design philosophy is a set of domain-independent concepts and terms for describing a design process. The concepts and terms are based on an application of the general theory of state-transition systems to the context of designing; the concepts of state and state transition correspond to the main concepts of design situation and design activity in my design philosophy. The answer to the first research question given by the design philosophy is refined in a design frame: The design frame offers a means to structure the description of a design process in a domain-independent way. Major structuring concepts of the design frame are dimensions and subjects. I define three dimensions, namely level, perspective, and time. These dimensions define a three-dimensional space, called a positioning space, in which important aspects of design processes can be positioned. A positioning space must be defined for each subject, being the three parts of a design situation: the product being designed, the design process, and the design context. My design frame is a domain-independent structure formed by the combination of the three dimensions for each subject. My design method is the prescriptive result developed to answer the second research question, namely “How to support structured reflection on design processes in a domain-independent way?”. My design method is a domain-independent aid that offers designers support for reflecting on design processes in a structured way. Reflection on design processes is defined as an introspective contemplation on the designer’s perception of the design situation and on the remembered design activities. A reflection process is described as a process that consists of three steps that are called preparation, image forming, and conclusion drawing. The design method is based on two main concepts: The first concept is the systematic description and analysis of design situations and design activities by means of forms and checklists; only systematic support for the preparation step of a reflection process is developed. The second concept is the idea of design sessions, introduced to stimulate designers to reflect regularly during a design process. A design session is defined as a period of time during which one or more designers are working on a subtask of a certain design task, for example, one afternoon, a whole day, or a week. Both concepts are combined to support structured reflection on design processes. The complete design method consists of five steps for each design session, namely planning a design session, defining the subtask of the design session, reflecting at the beginning of a design session, designing during the core of a design session, and reflecting at the end of a design session. A prototype software tool, called ECHO, has been developed to explore the benefits of using a software system to facilitate the use of the design method. Together, the design philosophy and the design frame offer concepts, a vocabulary, and a structure to describe design processes in a domain-independent way. The design method is a first proposal of a method that supports structured reflection on design processes. My results are thus possible answers to the mentioned research questions and are starting points to improve the effectiveness and efficiency of design processes. Based on the feedback I collected, I am optimistic about the applicability of my results in design practice. By asking input from design practice and by developing results that are useful for design practice and that contribute to design research, I contribute to decrease the gap between design research and design practice. The most important recommendations for further research are to test all results extensively in design practice and to investigate how to apply the results in design education.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ascaad2007_026
id ascaad2007_026
authors Sarji, E.A.; A. Rafi and R. Mat Rani
year 2007
title Preparing a multimedia-based gallery for institute of higher learning: A case study of Malaysian experience
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 305-316
summary While the majority of medium and small sized institutions still rely on their physical or traditional content, it has been observed a pre-disposition usually by major, recently founded or contemporary art institutions to display net-based projects (Buiani, 2001) and to some extent established as a permanent display. This changing of exhibitions has penetrated in many Asian galleries and as a result many schools trying to re-position and present in such a way that it can be easily changed and adapted to host multimedia, Internet, interactive and computer-based content. This funded research project investigates the functions of gallery in IHL in Malaysia. A triangulated study was conducted to understand the potentials and issues faced by galleries in public and private universities focusing on design schools that include art and design, and architecture. This research starts with the understanding of gallery design theories. It is then followed by a qualitative method survey to all galleries in the IHL. This research continues with an in depth study and a survey on Electronic Gallery (e-Gallery), Faculty of Creative Multimedia (FCM), Multimedia University (MMU) to understand between the theories and design ideas. A set of questionnaires was developed based on Mathews (1991) and Stewart’s (2002) principles and guidelines on research methods and distributed to visitors throughout a period of time consisting of open-ended, close-ended, Likert Summated Rating Scale and Multiple-choice. This involved a controlled group of visitors comprises students and staff of the faculty. The results of these studies will be used as a reference to further conduct a wider scope of galleries worldwide towards designing a multimedia-based gallery framework for Institute of Higher Learning.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 5166
authors Sass, Larry
year 2001
title Reconstructing Palladio’s Villas: A computational analysis of Palladio’s villa design and construction process
doi https://doi.org/10.52842/conf.acadia.2001.212
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 212-226
summary This project is ongoing research focused on finding a method of reconstruction, using computational devices to build, represent and evaluate Palladio’s un-built villas in three-dimensions. The first of The Four Books of Architecture contains text and images explaining Palladio’s design and construction systems in the form of rules. These rules were written for masons and craftsmen of the 16th century, offering one and two-dimensional data on each of Palladio’s villas, palaces and churches. The Four Books offers a general treatment of the villas; however, it is missing most of the physical construction data needed to execute a full reconstruction of an un-built building. Many architects and historians have attempted to reconstruct Palladio’s work in drawings, wooden models and computer imagery. This project presents a new method of reconstruction through the definition of construction rules, in addition to shape and proportional rules defined by previous scholars. In also uses 3D printing and texture mapped renderings as design tools. This study uses the Villa Trissino in Meledo as a test case for the process. The end product is a presentation of a method for reconstruction in the form of a three-dimensional analysis of Palladio’s design and construction rules. The goal is to recreate all 24 of the villas found in the Four Books with the same method and rules as a demonstration of qualitative and quantitative input and output from a computational device.
keywords Palladio, Computer Modeling, 3D Printing, Computer Rendering
series ACADIA
email
last changed 2022/06/07 07:57

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 0b74
authors Chow, B., Lam, S. and Tsou, J.
year 2001
title The impact of computer-based design tools for daylighting simulation and prediction for a built environment
doi https://doi.org/10.52842/conf.caadria.2001.169
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 169-179
summary This paper investigates the application of computer daylighting simulation to provide qualitative assessment and comparison for designers to improve the built environment especially for non-technical architecture students. A comprehensive study was carried out to evaluate different daylighting design tools and to identify the limitation of current systems in the academic field. The paper will focus mainly on the dynamic information exchange between scientific visualization and the design decision-making process. Both architectural design studio environment and practical design problems in the real world setting were experimented and evaluated. Two case studies are presented: a proposed gallery space for a museum, and a detail architectural design of a community church. Architectural design alterations are proposed, simulated and discussed. The recursive feedback of the designers are studied and documented. Through a combination of qualitative assessment and comparison, designers can evaluate and compare different design options in the computing environment before implementing in the real world situation.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 7ffb
authors Ciftcioglu, Özer and Durmisevic, Sanja
year 2001
title Knowledge management by information mining
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 533-545
summary Novel information mining method dealing with soft computing is described. By this method, in the first step, receptive fields of design information are identified so that connections among various design aspects are structured. By means of this, complex relationships among various design aspects are modeled with a paradigm, which is non-parametric and generic. In the second step, the structured connections between various pairs of aspects are graded according to the relevancy to each other. This is accomplished by means of sensitivity analysis, which is a computational tool operating on the model established and based on a concept measuring the degree of dependencies between pairs of quantities. The degree of relationships among various design aspects so determined enables one to select the most important independent aspects in the context of design or decision-making process. The paper deals with the description of the method and presents an architectural case study where numerical and as well as non-numerical (linguistic) design information are treated together, demonstrating a ranked or elective information employment which can be of great value for possible design intervention during reconstruction.
keywords Knowledge Management, Information Mining, Sensitivity Analysis
series CAAD Futures
email
last changed 2006/11/07 07:22

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 15:50

_id 5225
authors Gomez de Silva Garza, Andres and Maher, Mary Lou
year 2001
title Using Evolutionary Methods for Design Case Adaptation
doi https://doi.org/10.52842/conf.acadia.2001.180
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 180-191
summary Case-based reasoning (CBR) provides a methodology for directly using previous designs in the development of a new design. An aspect of CBR that is not well developed for designing is the combination and adaptation of previous designs. The difficulty with this aspect of case-based design is partly due to the extensive amounts of specialised knowledge needed to select the appropriate features of a previous design to include in the new design and the adaptation of these features to fit the context of a new design problem. In this paper we present a design process model that combines ideas from CBR and genetic algorithms (GA’s). The CBR paradigm provides a method for the overall process of case selection and adaptation. The GA paradigm provides a method for adapting design cases by combining and mutating their features until a set of new design requirements and constraints are satisfied. We have implemented the process model and illustrate the model for residential floor plan layout. We use a set of Frank Lloyd Wright prairie house layouts as the case base. The constraints used to determine whether new designs proposed by the process model are acceptable are taken from feng shui, the Chinese art of placement. This illustration not only clarifies how our process model for design through the evolutionary adaptation of cases works, but it also shows how knowledge sources with distinct origins can be used within the same design framework.
keywords Evolutionary Design, Case-Based Reasoning, Floor Plan Layout
series ACADIA
email
last changed 2022/06/07 07:51

_id 3dd6
authors Guzmán Dumont, Guillermo and Hughes, Thomas
year 2001
title MATERIAL PRESENCE: SPATIAL POTENTIAL
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 september 2001, pp. 186-188
summary This paper describes two design studio projects with first year architecture students at the University of Nottingham. Originally, this exercise was aimed to introduce them to CAD drawing tools, but due to some particular characteristics of the brief, some unexpected results came to add an interesting value to their design learning process. From the exploration of a functional building typology through the digital construction of an iconic case study, it was developed a creative fabrication of absent architecture based on research, analysis and imagination. Then there was identified the most appropriate medium for communication of these defining characteristics. Unexpected focus on material considerations over spatial analysis, motivated a second exercise which used image manipulation, based on graphic source material and digital imaging of physical models.
series other
email
last changed 2001/12/01 21:46

_id bb4f
authors He, Jie and Tsou Jin-Yeu
year 2001
title GIS-based Visual Perception Analysis of Urban Natural Landscape for Urban Planning Supporting: A Case Study of Jinzishan Hill Region
doi https://doi.org/10.52842/conf.ecaade.2001.505
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 505-510
summary In this paper we present a GIS-based system prototype in evaluating visual perception quality of natural landscape within urban environment. Through a case study, we demonstrate the entire procedure which includes data modification, model making, viewshed and view sensibility analysis as well as design aiding presentation of this system. This system prototype offers a calculatable and visulizable technique to evaluate the visual quality of urban natural landscape in either actual situation or planning future. Furthermore, we collaborate with local professional organization in a real urban site study to preparing regional planning instruction items by means of this system.
keywords GIS, Urban Natural Landscape, Visual Perception, Viewshed, Jinzishan
series eCAADe
email
last changed 2022/06/07 07:49

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