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 547

_id cf2011_p075
id cf2011_p075
authors Janssen, Patrick; Chen Kian Wee
year 2011
title Visual Dataflow Modelling: A Comparison of Three Systems
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. 801-816.
summary Visual programming languages enable users to create computer programs by manipulating graphical elements rather than by entering text. The difference between textual languages and visual languages is that most textual languages use a procedural programming model, while most visual languages use a dataflow programming model. When visual programming is applied to design, it results in a new modelling approach that we refer to 'visual dataflow modelling' (VDM). Recently, VDM has becoming increasingly popular within the design community, as it can accelerate the iterative design process, thereby allowing larger numbers of design possibilities to be explored. Furthermore, it is now also becoming an important tool in performance-based design approaches, since it may potentially enable the closing of the loop between design development and design evaluation. A number of CAD systems now provide VDM interfaces, allowing designers to define form generating procedures without having to resort to scripting or programming. However, these environments have certain weaknesses that limit their usability. This paper will analyse these weaknesses by comparing and contrasting three VDM environments: McNeel Grasshopper, Bentley Generative Components, and Sidefx Houdini. The paper will focus on five key areas: * Conditional logic allow rules to be applied to geometric entities that control how they behave. Such rules will typically be defined as if-then-else conditions, where an action will be executed if a particular condition is true. A more advanced version of this is the while loop, where the action within the loop will be repeatedly executed while a certain condition remains true. * Local coordinate systems allow geometric entities to be manipulated relative to some convenient local point of reference. These systems may be either two-dimensional or three-dimensional, using either Cartesian, cylindrical, or spherical systems. Techniques for mapping geometric entities from one coordinate system to another also need to be considered. * Duplication includes three types: simple duplication, endogenous duplication, and exogenous duplication. Simple duplication consists of copying some geometric entity a certain number of times, producing identical copies of the original. Endogenous duplication consist of copying some geometric entity by applying a set of transformations that are defined as part of the duplication process. Lastly, exogenous duplication consists of copying some geometric entity by applying a set of transformations that are defined by some other external geometry. * Part-whole relationships allow geometric entities to be grouped in various ways, based on the fundamental set-theoretic concept that entities can be members of sets, and sets can be members of other sets. Ways of aggregating data into both hierarchical and non-hierarchical structures, and ways of filtering data based on these structures need to be considered. * Spatial queries include relationships between geometric entities such as touching, crossing, overlapping, or containing. More advanced spatial queries include various distance based queries and various sorting queries (e.g. sorting all entities based on position) and filtering queries (e.g. finding all entities with a certain distance from a point). For each of these five areas, a simple benchmarking test case has been developed. For example, for conditional logic, the test case consists of a simple room with a single window with a condition: the window should always be in the longest north-facing wall. If the room is rotated or its dimensions changed, then the window must re-evaluate itself and possibly change position to a different wall. For each benchmarking test-case, visual programs are implemented in each of the three VDM environments. The visual programs are then compared and contrasted, focusing on two areas. First, the type of constructs used in each of these environments are compared and contrasted. Second, the cognitive complexity of the visual programming task in each of these environments are compared and contrasted.
keywords visual, dataflow, programming, parametric, modelling
series CAAD Futures
email patrick@janssen.name
last changed 2012/02/11 19:21

_id ecaade2020_147
id ecaade2020_147
authors Matìjovská, Dana and Achten, Henri
year 2020
title It’s Art Baby - The Science of Comparing and Scoring Artistic Endeavour at Schools of Higher Education
doi https://doi.org/10.52842/conf.ecaade.2020.2.527
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 527-534
summary Scientific output has well-established methods for comparing and scoring the quality and quantity of the work. For artistic output this matter is not settled at all and a subject of much debate. We present a method which has been developed in Czech republic since 2011. This method is used to compare and score the artistic output of all schools of arts in the country (for example, music, performative arts, architecture, literature, sculpture, painting). The system presented in this paper is based on the Saaty-method (also known as Analytic Hierarchy Process). After almost eight years of development and use, the system has proven as a valuable asset to assess in an objective way output between many different forms of artistic works. In 2016 the system was incorporated in the Higher Education Act. In the paper we present a brief history of the development and the principles of AHP applied in the system. In particular, we will focus on the findings in architecture derived from the system. Finally, we will discuss possible implications for architectural education in general.
keywords Register of Artistic Performance; SAATY method
series eCAADe
email matejovska@fa.cvut.cz
last changed 2022/06/07 07:58

_id ecaade2020_181
id ecaade2020_181
authors Soltani, Sahar, Dias Guimaraes, Gabriela, Liao, Pan, Calixto, Victor and Gu, Ning
year 2020
title Computational Design Sustainability: A Conceptual Framework for Built Environment Research
doi https://doi.org/10.52842/conf.ecaade.2020.1.219
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 219-228
summary This paper presents and demonstrates a "Computational Design Sustainability" (CDS) framework, inspired by "Computational Sustainability" (CS), which is a new area in computational research (C. Gomes & Yang, 2011). CS aims to apply techniques from computer science to address sustainability problems affecting a wide range of fields from environmental sciences to social studies. While CS has been broadly embraced in environmental science, the great potential of this concept to address grand challenges and solve complex problems seems to have not been adequately explored in the built environment domain. Therefore, this paper attempts to formally investigate the application of CS in built environment research addressing different scales of design problems with computational design through proposing the new concept of CDS . These approaches are demonstrated and evaluated through a range of projects collectively conducted by the research team. CDS proposes to advance computational deign research by creating a trade-off between pillars of sustainability in an integrated multifaceted and multidisciplinary approach. The presented conceptual framework provides a formal means to critically understand and further advance these approaches in a systematic way suitable for future development and broader application.
keywords Computational Design Sustainability; Computational Sustainability; Computational Design; Sustainable Development; Built Environment Research
series eCAADe
email sahar.soltani@mymail.unisa.edu.au
last changed 2022/06/07 07:56

_id ecaade2020_150
id ecaade2020_150
authors Stojanovski, Todor
year 2020
title Role-playing planning games as educational tool - Experiences of teaching with educational games in Sweden
doi https://doi.org/10.52842/conf.ecaade.2020.1.525
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 525-534
summary Teaching about cities and planning involves complexities of understanding urban development in space and time, evolution and transformation of cities, urban politics, actors and stakeholders. Delivering efficient ways of teaching, is very important for educators, particularly among lecturers at universities who work with urban planning and design. Games can be used as educational tools and role-playing games can capture the political struggle of different actors and stakeholders involved in planning processes. Games can enable students to experience urban development and take roles of different actors and stakeholders in the planning and development processes and practice the art of negotiations in urban politics. Two educational games were written for the planning courses at KTH Royal Institute of Technology, Sweden. Since 2011, 17 games were played in different courses. Data from the evaluation forms was collected on 14 games and 277 students answered questions. This paper analyses the evaluation forms and the comments of the students who took part in the games and discusses gaming as an educational tool. The experiences with role-playing planning games are very positive. These ratings occurs consistently in each game that was played with very small variations.
keywords urban planning; urban design; role-playing games; education tool; teaching; gaming
series eCAADe
email todor@kth.se
last changed 2022/06/07 07:56

_id cf2011_p092
id cf2011_p092
authors Bittermann, Michael S.
year 2011
title Sustainable Conceptual Building Design using a Cognitive System
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. 297-314.
summary A cognitive system for conceptual building design is presented. It is based on an adaptive multi-objective evolutionary algorithm. The adaptive approach is novel and, in contrast with conventional multi-objective evolutionary algorithms, it explores the solution space effectively, while maintaining diversity among the solutions. The suitability of the approach for conceptual design of a multi-purpose building complex is demonstrated in an application. In the application, the goal of maximizing sustainability is treated by means of a model, which is established using neural computations. The approach is found to be suitable for treating the soft nature of the sustainability concept. Also, the capability of the approach to compare the performance of alternative solutions from an unbiased viewpoint, i.e. without committing a-priori to a relative importance among the performance aspects, is demonstrated.
keywords computational design, sustainable design, adaptive evolutionary algorithm, Pareto optimality, neural computation
series CAAD Futures
email m.s.bittermann@tudelft.nl
last changed 2012/02/11 19:21

_id sigradi2011_121
id sigradi2011_121
authors Castral, Paulo Cesar; Tanoue Vizioli, Simone Helena
year 2011
title O desenho à mão-livre mediado pelo tablet [The freehand drawing mediated by tablet]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 64-68
summary This article discusses the redefinition of freehand drawing´s function in the design process, through digital media. This paper presents an experience for an interpretative analysis of drawing using tablets, by the students of Architecture and Urbanism of IAU - USP. It is a design exercise, emphasizing the draft phase. This empirical approach intends to be a pilot for the use of tablets in the perception´s process, suitable for architecture students as a reflection on the different cognitive dimensions that constitute the drawing practice and on its reinterpretation to reach new ideas.
keywords Freehand drawing; sketches; tablets; design process
series SIGRADI
email pcastral@sc.usp.br
last changed 2016/03/10 09:48

_id ijac20119404
id ijac20119404
authors Champion, Erik; Andrew Dekker
year 2011
title Biofeedback and Virtual Environments
source International Journal of Architectural Computing vol. 9 - no. 4, 377-395
summary This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of interacting within a virtual environment. Other advantages of indirect biofeedback might include increased personalization, thematic object creation, atmospheric augmentation, filtering of information, and tracking of participants’ understanding and engagement. Such features may help designers create more intuitive virtual environments with more thematically appropriate interaction while reducing cognitive loading on the participants. Another benefit would be more engaged clients with a better understanding of the richness and complexity of a digital environment.
series journal
last changed 2019/07/30 10:55

_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 pierre.cote@arc.ulaval.ca
last changed 2012/02/11 19:21

_id ecaade2011_066
id ecaade2011_066
authors de Boissieu, Aurélie; Lecourtois, Caroline; Guéna, François
year 2011
title “Operation of parametric modelling” and/or “operation of architectural conception”?: Expressing relationships in parametric modelling
doi https://doi.org/10.52842/conf.ecaade.2011.530
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.530-538
summary This research paper presents a specific understanding of the relations between parametric modelling activities and architectural conception activities. Our main question is: Can we make a distinction between cognitive operations of parametric modelling and cognitive operations of architectural conception? To shed light on this question, this paper is leaning on analyses of some uses of the parametric modeler Digital Project. The cases studies are students’ projects from two Architecture Studios: the Cross Over Studio of the Universität die Angewandte in Vienna; and the Studio P9 Digital Knowledge of the Ecole Nationale Supérieure d’Architecture de Paris Malaquais in Paris. Our main result is the observation of a distinction between cognitive operations of parametric modelling and cognitive operations of architectural conception. The distinction of these two kinds of operations leads at questioning the relation between them. We have questioned these relations in terms of induction from one to another. But some interesting merging of these two kinds of operations appeared also.
wos WOS:000335665500061
keywords Architectural design; parametric modelling; expressing relationship; Teaching; Digital Project
series eCAADe
email aurelie.deboissieu@paris-lavillette.archi.fr
last changed 2022/05/01 23:21

_id sigradi2011_070
id sigradi2011_070
authors Follonier, Maria; Castillo, Mónica
year 2011
title Enseñanza de Lenguajes Comunicacionales Visuales Heterológicos en Entornos Educativos Digitales [Teaching Languages communicational Heterológicos Visual in educational environments Digital]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 402-406
summary The updates made in subjects referred to University Careers with distance educational modality related to the production and dissemination of some of the aspects of knowledge in the field of Project and Habitat Design; allow developing educational strategies considering the didactic potential of interactive learning environments. These cognitive scenarios articulates syntagms of temporality and visuality into the paradigm of digital educational environments; and the syntagms of contents and forms into the paradigm of transformative didactics, deploying heterologycal visual communicational languages, in relation to projectuality and imagination.
series SIGRADI
email maf@fadu.unl.edu.ar
last changed 2016/03/10 09:52

_id ecaade2011_100
id ecaade2011_100
authors Hakak, Alireza M.; Biloria, Nimish
year 2011
title New perception of virtual environments, Enhancement of creativity: Increasing dimension of design starting point
doi https://doi.org/10.52842/conf.ecaade.2011.967
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.967-975
summary The digital era allows for a new domain of architectural experience. Within a virtual environment designs can be created that go beyond the mere accommodation of literal functions, and that affect and contribute to the human experience by dynamically interacting with and affecting the inhabitants’ life. A key point in “creativity”, considering different disciplines, is the role of previously gained experiences, which cause the emerging of intuition. Accentuating the role of new experiences in enhancing the intuition, by designing in an imaginary world, stands to be an interesting move. Detached from the real one in sense of time and matter, the imaginary world enables the designer to cross the borderline of reality. The hypothesis underlying this ongoing research, from a cognitive point of view, is that the extensiveness of experiences gained by exploring unconventional virtual environments relates positively to both creative performance (enhancing interactivity, lateral thinking, idea generation, etc) and creativity-supporting cognitive processes (retrieval of unconventional knowledge, recruitment of ideas from unconfined virtual environments for creative idea expansion). Practically, the authors propose starting the design from a point cloud in a virtual environment that can be manipulated by the designer immersing in this environment.
wos WOS:000335665500111
keywords Virtual Environment; Experience; Enhancing creativity; Point cloud
series eCAADe
email a.mahdizadehhakak@tudelft.nl
last changed 2022/05/01 23:21

_id ecaade2011_052
id ecaade2011_052
authors Hamadah, Qutaibah
year 2011
title The Polymorphic Diagram
doi https://doi.org/10.52842/conf.ecaade.2011.318
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.318-324
summary Thinking about space and its conception lies at the very essence of architectural design, yet only limited attention has been afforded towards developing and advancing its medium of conception. With the objective of better understanding and shaping spatial design workflows, the study sets its attention on what is widely embraced as the medium of thinking about space and its conception in architectural design: The diagram. The study begins with examining the cognitive affordances of the diagram in architecture design, discusses its limitation, then propose a computational-augmented concept for a new class of diagrams, the polymorphic diagram, to assist spatial thinking and cognition during the conceptual design phase.
wos WOS:000335665500036
keywords Design; Diagram; Spatial Thinking, Design Cognition; Computation
series eCAADe
email qutaibah@gmail.com
last changed 2022/05/01 23:21

_id caadria2011_040
id caadria2011_040
authors Hamadah, Qutaibah
year 2011
title The polymorphic diagram: On mediating spatial thinking in architecture design
doi https://doi.org/10.52842/conf.caadria.2011.419
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 419-428
summary This paper describes the polymorphic diagram, a conceptual building information modeling environment conceived to mediate spatial thinking during the conceptual design phase. In particular, the discussion is focused on how enabling multiple forms of representations can possibly support and improve architects’ cognitive capacity to reason about space configuration.
keywords Space configuration; conceptual design; diagrams
series CAADRIA
email qhamadah@iit.edu
last changed 2022/06/07 07:50

_id cf2011_p099
id cf2011_p099
authors Huang, Andy; Erhan Halil, Woodbury Robert, Nasirova Diliara, Kozlova Karine
year 2011
title Collaboration Workflow Simplified: Reduction of Device Overhead for Integrated Design Collaboration
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. 591-602.
summary Design collaboration relies on cognitive tools such as analog media and digital peripheral devices, and shows the characteristics of distributed cognition. It is a social and complex activity involving multiple agents communicating and using external cognitive tools to encode, decode, and share information in the process of collaborative task completion. The systems supporting this activity should meet the ’principle of least collaboration effort’ [4] that proposes that agents in collaboration minimize their effort in presentation and acceptance of information. Yet, current collaboration systems are dispersed mixed media that is often overloaded with representations and functionality, thus preventing seam- less information sharing. Designers are required to spend extra effort collecting information using peripheral devices and in system management when sharing information. The goal of this study is to understand these overheads in infor- mation collection and sharing using peripheral devices, and to provide designers with a supportive platform to enhance collaboration using both analog and digital media. In this paper, we first review available peripheral devices such as smart pens, digital cameras, and voice recorders, as well as existing collaboration sup- porting software systems for their benefits and deficiencies in collaboration. We then present ’DiNa’, a collaboration platform that is envisioned to improve pro- ductivity and reduce redundant work by integrating peripheral devices into the collaboration workflow. We demonstrate a possible workflow using this system through several scenarios where designers collaborate in performing a series of design tasks. We hope to bring attention to the importance least collaborative effort in designing systems to support real-world collaboration.
keywords Collaboration, Peripheral Devices, Knowledge Collection, Human Computer Interaction, Computer Aided Design
series CAAD Futures
email huang_a@sfu.ca
last changed 2012/02/11 19:21

_id caadria2011_060
id caadria2011_060
authors Kelly, Nick; John S. Gero and Robert Saunders
year 2011
title Constructive interpretation with examples from interpretation of floor plans
doi https://doi.org/10.52842/conf.caadria.2011.633
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 633-642
summary This paper describes the role that interpretation plays in facilitating situated design and presents an implementation that shows a system interpreting floor plans. Designers often see more in what they produce than they intentionally put there. Cognitive studies suggest that this helps develop design ideas. Interpretation is described as the use of expectations to construct an internal representation of an external representation (such as a sketch). An implementation is described. As an example of its capability the system, primed on floor plans, looks at a randomly generated image and can find a floor plan within it. The system produces different results with the same image if it has different expectations. This is used to discuss the notions of a space of possible designs and the two way relationship between expectations informing interpretation and interpretation changing the expectations (design ideas) of a designer. Further work is suggested and the ideas are discussed.
keywords constructive interpretation, situation, floor plan, reinterpretation, push-pull
series CAADRIA
email nkel7041@sydney.uni.edu.au
last changed 2022/06/07 07:52

_id caadria2011_028
id caadria2011_028
authors Lesage, Annemarie and Tomás Dorta
year 2011
title Two conceptual design tools and an immersive experience: Beyond the pragmatic-pleasurable split in UX
doi https://doi.org/10.52842/conf.caadria.2011.291
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 291-300
summary In a recent study, we compared two conceptual design tools supporting collaboration, a whiteboard software accessed through Internet, and a hybrid immersive system, the Hybrid Ideation Space (HIS). The result of the study appeared to favour the HIS because of its immersive qualities. In this paper, we seek possible explanations as to why immersion delivered a better experience, by looking at the mental workload in relationship to the experience. For the workload we rely on Wickens’ four-dimensional multiple resource model, specifically processing codes (verbal/spatial) and visual channels; and for the experience, Csikszentmihalyi’s concept of flow and our own concept of Design Flow. The designers seemed to be responding to different styles of information processing required of them by each tool, one being more experiential and the other requiring a heavier mental workload. Insight in the cognitive underpinning of a strictly pragmatic immersive experience suggests that UX has also to do with how the information is received and processed by users, without isolating the functional from the rest of the experience.
keywords User experience; immersion; flow; mental workload; Hybrid Ideation Space
series CAADRIA
email annemarie.lesage@umontreal.ca
last changed 2022/06/07 07:52

_id cf2011_p073
id cf2011_p073
authors Nasirova, Diliara; Erhan Halil, Huang Andy T, Woodbury Robert, Riecke Bernhard E.
year 2011
title Change Detection in 3D Parametric Systems: Human-Centered Interfaces for Change Visualization
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. 751-764.
summary The research on current parametric modeling systems concerns mainly about the underlying computational technology and designs produced; and emphasizes less human factors and design tasks. We observe users being challenged in interacting with these systems regardless of their expertise level. In these systems, user’s attention is divided on system-imposed actions such as tool selection and set-up, managing obscured views, frequent view manipulation, and switching between different types of representations. In essence, control of the system can become more demanding than the design task itself. We argue that this unbalanced emphasis inhibits one of the most important functions of parametric design: agility in exploration of design alternatives by applying frequent user-introduced or system-generated changes on the parametric design models. This compounded by the effect of cognitive limitations such as change blindness and shifts in locus of attention hinders change control and imposes an extra cognitive load in design. In this paper, we made a first step in developing a set of heuristics that is going to present how designers’ change control and detection can be improved. We experimented with three interfaces that control and visualize changes on three different compositions in relation to the designer’s locus of attention: on-model, peripheral and combined views. We measured designers’ performance as the number of changes detected, number of trials, and time required to complete each change detection task. The results support our hypothesis that change blindness significantly slows down and overloads design thinking, and thus should not be ignored. Furthermore, an interesting finding shows that visualizations on the visual periphery can equally support change detection as on-model visualizations, but it is significantly easier and faster to detect changes when they are visualized in both views. These findings can guide us to develop better interfaces in 3D parametric systems.
keywords parametric design, change detection, change blindness, user-centered design, interface ergonomics, HCI, CAD, visualization
series CAAD Futures
email dnasirov@sfu.ca
last changed 2012/02/11 19:21

_id caadria2011_041
id caadria2011_041
authors Pérez, Edgar and Tomás Dorta
year 2011
title Assessment of design tools for ideation
doi https://doi.org/10.52842/conf.caadria.2011.429
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 429-438
summary Designers interact with a wide range of design tools, in a variety of ways, in order to support their work. Any attempt to produce digital tools aimed at supporting ideation raises the question of the kind of information considered account and what is appropriate to the needs and expectations of designers. We developed and implemented an assessment method for digitally supported conceptual design based on reflective conversation, flow, cognitive ergonomics and activity theory. Our approach opens up the evaluation spectrum to include parameters beyond performances factors for conceiving new digital design tools. This assessment approach considers user (the designer), action (ideation) and object (the tool) in the ideation process, namely the designer’s experience interrelated to the needs of the task and the characteristics of the tool. In this paper we present the results of several research protocols in which we observed, analyzed and successively acted upon five different stages of the interface of a design tool as it was being developed, the Hybrid Ideation Space (HIS). Taken as a whole, these results suggest the limits and support of designers’ optimal relationship with an ideation interface.
keywords Ideation; assessment method; design tools; human computer interaction
series CAADRIA
email uriel.edgar.perez@umontreal.ca
last changed 2022/06/07 07:58

_id sigradi2011_144
id sigradi2011_144
authors Salive Puyana, Maria Clara; Parra Agudelo, Leonardo
year 2011
title Devenir en la Red: Reflexiones en torno a la experiencia estética hipertextual móvil [Dévenir the Web: Considerations encircling the mobile and hypertextual aesthetic experience]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 313-316
summary How to stop and look inside the hectic rhythm of a number of stimulus superimposed by modern major cities? Where is the aesthetic experience going when the passer-by wanders the web, and the problems of the voyage and body are to be devised again, within the contemporary society? This paper stems from these and other questions, regarding the transformation of the aesthetic experience by new media, that makes impervious the direct experience of the other, and the city; but at the same time unlocks a democratic identity construction opportunity, through a new perceptive and cognitive space, framed within the possibilities offered by a disembodied voyage.
keywords Dispositivos móviles; experiencia estética; hipertextualidad; desterritorialización
series SIGRADI
email mc.salive169@uniandes.edu.co
last changed 2016/03/10 09:59

_id sigradi2011_349
id sigradi2011_349
authors Soza, Pedro
year 2011
title Towards a New Generation of Geometrical Constraints in Parametric Sketches
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 468-471
summary Geometrical constraints are an open issue because the current technology only provide basis to defining constraints when sketching. Sketching with constraints requires the ability to define and visualize future directions in the design process. Therefore, decision making along design processes relates to the possibilities the constraint allows for the designer. This proposal seeks a way to improve constraints election and definition. We propose a tool to help designers see in advance the future states of their designs when defining constraints. The tool will also register constraint definitions, allowing designers to reuse cognitive effort and knowledge by constructing a reusable library of cases for design intent.
keywords Geometrical Constraints; Parametric Modeling; Design Processes
series SIGRADI
email psoza@gatech.edu
last changed 2016/03/10 10:01

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