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 449

_id acadia10_218
id acadia10_218
authors Chok, Kermin; Donofrio, Mark
year 2010
title Structure at the Velocity of Architecture
doi https://doi.org/10.52842/conf.acadia.2010.218
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 218-226
summary This paper outlines a digital design workflow, utilized by the authors, which actively links the geometry platforms being utilized by architects with tools for structural analysis, design, form-finding, and optimization. This workflow leads to an accelerated generation and transfer of information to help guide and inform the design process. The engineering team is thus empowered to augment the architect’s design by ensuring that the design team is conscious of the structural implications of design decisions throughout the design process. A crucial element of this design process has been the dynamic linkage of parametric geometry models with structural analysis and design tools. This reduces random errors in model generation and allows more time for critical analysis evaluation. However, the ability to run a multitude of options in a compressed time frame has led to ever increasing data sets. A key component of this structural engineering workflow has become the visualization and rigorous interpretation of the data generated by the analysis process. The authors have explored visualization techniques to distill the complex analysis results into graphics that are easily discernable by all members of the design team.
keywords Workflows, Structure, Collaboration, Visualizations, Analysis
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ecaade2018_204
id ecaade2018_204
authors de Oliveira, Maria Jo?o, Moreira Rato, Vasco and Leit?o, Carla
year 2018
title KINE[SIS]TEM'17 - A methodological process for a Nature-Based Design
doi https://doi.org/10.52842/conf.ecaade.2018.1.561
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 561-570
summary Architecture is the mediator between the Environment and Humans. Nature maximal performance and minimal resources creations are Humanity inspiration that led us to exceed structural, material, mechanisms, tools, systems and methods boundaries (Oxman, 2010).Nature are the Architect of the most reliable and sustainable systems. Looking into Nature's lessons, this paper presents a Nature-based design methodology conducted during Kine[SIS]tem'17 Shading Systems International Summer School, held by the ISCTE-Instituto Universitário de Lisboa, Portugal, between 19th - 30th June 2017. The methodology encompasses two main stages, one before and other during the Summer School. From a pre-definition of context constrains, a nature based design strategy, to a planning of the manufacture and construction still during the phase of development of the design, conducted the Summer School participants through a defined biomimetic process that achieved the construction of 1:1 scale prototype.
keywords Kinesis; Shading; System; Nature-based design
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2012_167
id sigradi2012_167
authors Gutiérrez, Nicolás Sáez
year 2012
title Ejercicio de arte fotográfico. Reconstrucción de una vivencia espacial a través de una percepción inmersiva de la imagen (Fotografía) - escena (Arquitectura) [A photographic art exercise. Reconstruction of a spatial experience through an immersive perception of image (photography) - scene (architecture)]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 373-377
summary This work constitutes one of the main lines of visual exploration derived from the photographic work done by the author. As an architect that makes and investigates photography, his exercises of art study the translations from visual perception of architectonic space to its photographic simulation, work that so far has only been done and exhibited in large format. The work here presented is based on projects undertaken from 2007 to 2010 and mainly elaborates on a recent project to be soon exhibited in Concepción between January and March 2013.
keywords Fotografía de autor; percepción visual; inmersión virtual; espacio de exhibición; realidad aumentada
series SIGRADI
email
last changed 2016/03/10 09:53

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2010_173
id sigradi2010_173
authors Merlin, José Roberto
year 2010
title Instrumentos digitais na produção espacial: novas relações gesto, olhar, pensamento [Digital tools in space construction: new relationships between gestures, sight and thoughts]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 173-176
summary This work seeks to understand the creation of projects today given the radical changes in the relationships between the gestures, looks and thoughts of traditional architect due to the inclusion of digital technologies. Computers have been disseminated in architecture, leaving behind a phase of manually repeated drawing, and now reach all creative work by being able to insert the cultural characteristics of people through forms. This irreversible expansion has created the necessity for interdisciplinary study that generates a collective creative subject, whose work demands more respect for otherness and a sense of cooperation than individual intuition.
keywords architectural design; digital technologies; computer graphics; Creation in architecture; creativity
series SIGRADI
email
last changed 2016/03/10 09:55

_id ascaad2021_041
id ascaad2021_041
authors Taºdelen, Sümeyye; Leman Gül
year 2021
title Social Network Analysis of Digital Design Actors: Exploratory Study Covering the Journal Architectural Design
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 280-292
summary This research asks the question of how the design knowledge production mechanism is processed differentiates digital design actors from each other in the social media/professional and academic fields of architecture. Due to the broad nature of the research question, the study focuses on academia and academia-related media through prominent architect-authors and subject titles in the literature. Bourdieu’s concept of capital is introduced, in which cultural and symbolic capital are considered part of the production values of digital design actors. Digital design actors use image-based social media tools such as Instagram effectively. The paper uses two methods: the first is a bibliographical analysis of author-texts, and the second is a social network analysis. By employing the keyword-based search from the Web of Science database, this study has managed to extract papers with full records (citations, keywords, and abstracts), with the journal Architectural Design having most publications. Considering that both academicians and professionals contribute to publications in Architectural Design, we selected all its publications between 2010-2020 for bibliometric analysis. These analysis techniques include the bibliometric network analyses and social network analysis with the focus on visualizing the algorithms and statistical calculations of well-established metrics. The research reveals the most critical nodes of the bibliometric network by calculating the appropriate central metrics. The network formed by the selected Instagram accounts of digital design actors are shown to be a small-scale network group, while the hashtags of digital design concepts are more numerous than the digital design actors.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ijac20108408
id ijac20108408
authors Brown, Andre; Nicholas Webb
year 2010
title Examination of the Designs by Auguste Perret Using Digitally-Enabled Forensic Techniques
source International Journal of Architectural Computing vol. 8 - no. 4, p. 537
summary This paper discusses how digitally-enabled techniques can be used to augment our understanding of a designer's work, particularly in relation to unbuilt or lost projects. In the first half of the twentieth century Auguste Perret gained international recognition for his buildings and we employ two of his unbuilt museums as the basis for illustration of the technique. Current knowledge of his unbuilt projects is based on surviving literature and incomplete illustrations. We show that the use of digitally-enabled techniques facilitates a fuller examination of the original material. Interpretation of material requires parallel studies into the architect, their influences and the context they operated within in order to extrapolate and fill gaps in an informed way. The construction of various digital representations enables a forensic analysis of the projects; consequently we can produce a richer set of information that can, in turn, enhance our analysis and understanding of an architect and their work, in this case, Perret.
series journal
last changed 2019/05/24 09:55

_id ecaade2010_074
id ecaade2010_074
authors Droste, Stephan
year 2010
title Extreme Designing: Proposal for the transfer of concepts from the agile development to the architectural design process
doi https://doi.org/10.52842/conf.ecaade.2010.661
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.661-666
summary Obviously, design collaboration, the design process, and its methods are strongly interdependent. In order do understand collaborative processes and their requirements, methods of design process are focused prelimarly. After the hype during the last decades collaborative design seems to remain in a selfcentred discourse with little concrete application outside the academic world, while in the same time collaboration is omnipresent in conventional architectural design. Interestingly, the initiation of the so called agile methods in software design were initiated by new tools and paradigms in software design and on the other hand defective conditions in the collaborative process, corresponding widely to the challenges of the architectural design process. This paper opposes principles of software development to the architect’s approach to (early) design. Subsequently some implications for the extension of (collaborative) design tools are suggested.
wos WOS:000340629400071
keywords Design process; Collaborative design; Design methods; Agile processes; Software development
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2010_294
id sigradi2010_294
authors Germen, Murat; Kavlak Emrah
year 2010
title Future Users, Future Cities: Dwellers as Designers
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 294-297
summary As technology advances, users become more detached from the way things work and are produced. Users end up being pure consumers and leave their positions as decision makers behind. Before the architectural and building processes were industrialized, most practitioners of so - called vernacular architecture were in fact the inhabitants of what they built, which easily met their specific personal needs because they were in total control of the building process. This paper will focus on the possibility of non - architect users of architecture as decision - makers in order to establish designs that satisfy their individual needs.
keywords user - driven architecture, architecture without architects, architecture as interface, sustainability, user involvement
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade2010_029
id ecaade2010_029
authors Germen, Murat; Kavlak, Emrah
year 2010
title Future Users, Future Cities: Dweller as Designer
doi https://doi.org/10.52842/conf.ecaade.2010.057
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.57-64
summary As technology advances, users get more detached from the way things work and are produced. Users end up being pure consumers and leave their positions as decision makers behind. Before the architecture and buildings processes were industrialized, most practitioners of the so-called vernacular architecture were in fact the dwellers of what they built and they easily met the specific personal needs since they were in total control. Some “architectural theorists have turned to vernacular construction with the conviction that such buildings and settlements express the interconnectedness between humans and the landscapes they live in.” (Beesley and Bonnemaison 2008). Considering the present day intense building activity, such relationship of dweller and architecture seems not possible excepting a very few examples to later referred to. This paper will instead focus on the possibility of the non-architect users of architectures as decision makers in order to reach designs that meet the requirements of their addressees.
wos WOS:000340629400005
keywords User driven architecture; Architecture without architects; Architecture as interface; Sustainability; User involvement
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2010_73
id sigradi2010_73
authors Hunold, Lara Arthur; Gorge Canella Eduardo; Giacaglia Marcelo Eduardo; Corrêa Norberto; Moura da Silva
year 2010
title Brinquedos, modelos: uma atividade lúdica se transforma em curricular com apoio das novas tecnologias de fabricação digital [Toys, models: a fun activity becomes curriculum, supported by new digital fabrication technologies]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 73-76
summary This research seeks to assess the use of digital fabrication of toys reusing wood from earlier models produced in undergraduate courses in architecture and design. Froebel (2002) discusses the pedagogical application of blocks of wood that he created, inspired by the information that the architect Frank Lloyd Wright was influenced in his childhood by playing with toy blocks. Among other authors, we found a catalog from the Aladdin factory that is owned by Uruguayan modern artist Torres Garcia. The research aimed to recreate similar educational toys within a context of global crisis and interest in sustainability.
keywords design education; design methodology; digital fabrication
series SIGRADI
email
last changed 2016/03/10 09:53

_id ascaad2010_097
id ascaad2010_097
authors Kenzari, Bechir
year 2010
title Generative Design and the Reduction of Presence
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 97-106
summary Digital design/fabrication is slowly emancipating architectural design from its traditional static/representational role and endowing it instead with a new, generative function. In opposition to the classical isomorphism between drawings and buildings, wherein the second stand as translations of the first, the digital design/fabrication scenario does not strictly fall within a semiotic frame as much as within a quasi biological context, reminiscent of the Aristotelian notion of entelechy. For the digital data does not represent the building as much it actively works to become the building itself. Only upon sending a given file to a machine does the building begin to materialize as an empirical reality, And eventually a habitable space as we empirically know it. And until the digital data actualizes itself, the building qua building is no more than one single, potential possibility among many others. This new universe of digital design/fabrication does not only cause buildings to be produced as quick, precise, multiply-generated objects but also reduces their presence as original entities. Like cars and fashion items, built structures will soon be manufactured as routinely-consumed items that would look original only through the subtle mechanisms of flexibility: frequent alteration of prototype design (Style 2010, Style 2015..) and “perpetual profiling” (mine, yours, hers,..). The generic will necessarily take over the circumstantial. But this truth will be veiled since “customized prototypes” will be produced or altered to individual or personal specifications. This implies that certain “myths” have to be generated to speed up consumption, to stimulate excessive use and to lock people into a continuous system which can generate consumption through a vocabulary of interchangeable, layered and repeatable functions. Samples of “next season’s buildings” will be displayed and disseminated to enforce this strategy of stimulating and channeling desire. A degree of manipulation is involved, and the consumer is flattered into believing that his or her own free assessment of and choice between the options on offer will lead him or her to select the product the advertiser is seeking to sell. From the standpoint of the architect as a maker, the rising upsurge of digital design and fabrication could leave us mourning the loss of what has been a personal stomping ground, namely the intensity of the directly lived experiences of design and building. The direct, sensuous contact with drawings, models and materials is now being lost to a (digital) realm whose attributes refer to physical reality only remotely. Unlike (analogue) drawings and buildings, digital manipulations and prototypes do not exercise themselves in a real space, and are not subjected in the most rigorous way to spatial information. They denote in this sense a loss of immediacy and a withering of corporal thought. This flexible production of space and the consequent loss of immediate experience from the part of the designer will be analyzed within a theoretical framework underpinned mainly by the works of Walter Benjamin. Samples of digitally-produced objects will be used to illustrate this argument.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_195
id ecaade2010_195
authors Leitão, António; Cabecinhas, Filipe; Martins, Susana
year 2010
title Revisiting the Architecture Curriculum: The programming perspective
doi https://doi.org/10.52842/conf.ecaade.2010.081
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.81-88
summary Nowadays, programming is quickly becoming part of the tool chest of the modern architect. Unfortunately, the architecture curriculum does not yet recognize its importance and usefulness or uses inadequate languages or programming environments to teach it. In this paper we argue that it is necessary to include computer science courses in the architecture curriculum and that these courses should be tailored to the needs of the architects. To help achieve this goal, we propose VisualScheme, an interactive programming environment that accompanies the architect from the learning phases to the advanced uses and that can be explored in pedagogic, research, and industry settings.
wos WOS:000340629400008
keywords Generative design; Programming; Teaching; Computer-aided-design
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2010_185
id sigradi2010_185
authors Moema, Falci Loures; Lunardelli Cavallazzi Rosângela
year 2010
title Possibilidade IMAginal: projeto, repetição e devir [IMAginal possibility: design, repetitionand becoming]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 185-188
summary This paper seeks to provide opportunities to potentiate the creative dimensions of design in urban space. Our focus is on repetition as the basis for creative and imaginative processes. In this we focus on the work of the filmmaker Serguei Eisenstein and his studies of assembly and repetition, specifically in the film The Battleship Potemkin. Likewise, we highlight architect Bernard Tschumi’s Manhattan Transcript project and its reverberations in the design of Parc La Villette. Our continuous search is for the possibility of opening up urban design to a creative gesture through a “burst of reality”.
keywords design; urban space; repetition; assembly; imaginative
series SIGRADI
email
last changed 2016/03/10 09:55

_id ijac20108103
id ijac20108103
authors Narahara, Taro
year 2010
title Designing for Constant Change: An Adaptable Growth Model for Architecture
source International Journal of Architectural Computing vol. 8 - no. 1, 29-40
summary Design of universal components that can tolerate technological, environmental, and circumstantial changes over time is a challenge for an architect. In this paper, I would like to propose a scaled prototype of architectural components that can reconfigure themselves into globally functional configurations based on feedback from locally distributed intelligence embedded inside the component. The project aims at demonstrating a design system that can respond to dynamically changing environment over time without imposing a static blueprint of the structure in a top-down manner from the outset of design processes. The control of the subunits are governed by the logic of a distributed system simulated by the use of multiple microcontrollers, and appropriate geometrical configurations will be computationally derived based on physical-environmental criteria such as solar radiation from various sensors and social-programmatic issues.
series journal
last changed 2019/05/24 09:55

_id sigradi2010_256
id sigradi2010_256
authors Peronti, Santiago Rodrigo; Malard Monteiro Humberto
year 2010
title Interfaces computacionais colaborativas: considerações para a construção de um universo teórico [Collaborative computer interfaces: considerations for the construction of a theoretical universe]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 256-259
summary This paper discusses current technological environments based on the digital media, the definitions of computing interfaces, and their origins and the collaborative interface, in an attempt to build a theoretical universe from different fields of knowledge. It also discusses the role of the architect in developing this particular kind of interface.
keywords information and communications technology; collaborative computing interfaces; collaborative works; architecture and digitalmedia.
series SIGRADI
email
last changed 2016/03/10 09:57

_id acadia10_348
id acadia10_348
authors Schmiedhofer, Heinz
year 2010
title Interactive Geometric Design of Architectural Freeform Hulls with Embedded Fabrication Information
doi https://doi.org/10.52842/conf.acadia.2010.348
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 348-356
summary As a possible solution to the quandary of seeing two natural parts of the architectural process—free design and successive rationalization--in the hands of two separate professions when it comes to freeform architecture, this paper proposes the incorporation of respective geometric information into architectural design tools. An exemplary prototypical software is introduced, empowering an architect to interactively design and edit architectural freeform shapes represented as regular quad meshes with planar faces. The sustained planarity of faces is an integral part of the design process, thus considerably decreasing the need for elaborate post processing towards feasibility.
keywords architectural geometry, architectural freeform design, PQ meshes, planar quads, architectural CAD modeling
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id sigradi2010_248
id sigradi2010_248
authors Stumpp, Monika Maria; Calovi Pereira Claudio
year 2010
title A simetria como ferramenta de projeto: estudo de caso na obra de Andrea Palladio [Symmetry as a design tool, a case study: works of Andrea Palladio]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 248-251
summary This study addresses symmetry as a compositional resource in the work of Italian architect Andrea Palladio, and aims to verify the formal, spatial and perceptual developments, caused by the use of symmetry in the domestic architecture of Palladio, represented here by the Villa Foscari (Malcontenta di Mira, 1559). Three - dimensional models are generated with the objective of verifying the transformations caused by the symmetry; these represent the geometric shape of space. As a result we evaluate the potential of three - dimensional models to represent the consequences generated by use of symmetry.
keywords symmetry; space; Andrea Palladio
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2010_290
id sigradi2010_290
authors Toloudi, Zenovia
year 2010
title Forming and Perceiving Architectonic Taste through PICANICO and Architaste
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 290-293
summary This paper assumes that in an information - rich and time - poor society, mental shortcuts that discourage rational thought are important in shaping decisions among selections. The research focuses on understanding and forming the taste of people on architects’ identities. The broader scope aims to establish an architectonic language of communication based on the links emerging among identity - taste dyads. The methodology consists of surveys, social networks analysis tools and PICANICO game: they all gather, classify and eventually form this language’s mental shortcuts. A possible application of this experimentation is an interface between the architect and the client, where the learning yields out of a left right arrow.
keywords identity, taste, aesthetics, form, decision making
series SIGRADI
email
last changed 2016/03/10 10:01

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
doi https://doi.org/10.52842/conf.ecaade.2010.389
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
wos WOS:000340629400041
keywords Requirements checking; Participative design
series eCAADe
email
last changed 2022/06/07 07:57

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