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 caadria2015_208
id caadria2015_208
authors Sharif, Shani and T. Russell Gentry
year 2015
title Design Cognition Shift from Craftsman to Digital Maker
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 683-692
doi https://doi.org/10.52842/conf.caadria.2015.683
summary The process of design and fabrication involves a complex cognitive activity, in which the human brain is part of a larger cognitive system that encompasses brain, body, tool, material and environment. In this system the cognition resides in the interaction of all these elements one with another in different stages of a design and making activity. This paper investigates the intermediary role of digital fabrication machines in changing the discourse of design cognition in relation to the action of making, inquiring into the diverging path from traditional craftwork. This research is shaped around the concept of transparent machine tools for an interactive participation in the process of design-making, shaping a human-machine interaction to unify the design and fabrication process.
keywords Digital fabrication; crafts; design cognition; distributed cognition; embodiment.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2016_621
id sigradi2016_621
authors Gomes, Maria Cecília Rocha Couto; Santos, Ana Paula Baltazar dos; Arruda, Guilherme Ferreira de; Cabral Filho , José dos Santos; Silva, Luís Henrique Marques de Oliveira; Diniz, Luiza Encarnaç?o; Lima, Mariana Julia Souza Barbosa; Stralen, Mateus de Sousa van
year 2016
title Parametrizaç?o para além do processo de projeto: experimentando aberturas para interaç?o [Parametrization beyond the design process: trying out openness for interaction]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.790-794
summary This paper discusses the use of parametrization and digital fabrication in architecture proposing a shift from increasing the architect’s control over the final product (determinist paradigm), towards increasing users' interaction. It presents the design process of an experimental interactive object intended to meet the former discussion and test the limits and difficulties that might arise during the process. Such an object was developed by Lagear (UFMG), as a response to the exhibition Homo Faber: Digital Fabrication in Latin America, CAAD FUTURES 2015.
keywords Interactive object; Parametrization; Digital Fabrication; Representation; Interaction
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 553-562
doi https://doi.org/10.52842/conf.caadria.2019.1.553
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2015_105
id caadria2015_105
authors Hosny, A.; N. Jacobson and Z. Seibold
year 2015
title Voxel Beam
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 755-764
doi https://doi.org/10.52842/conf.caadria.2015.755
summary Voxelbeam explores precedents in the optimization of architectural structures, namely the Sydney Opera house Arup beam. The authors research three areas crucial to conceiving an innovative contemporary reinterpretation of the beam: A shift in structural analysis techniques from analytical to numerical models such as topology optimization, the fundamental differences between digital and analog representations of structural forces, and the translation of structural analysis data into methods for digital fabrication. The research aims to re-contextualize the structural beam within contemporary digital platforms, explores the architectural implications of topology optimization, and proposes two fabrication strategies based on the analysis results – including automated off-site pre-casting and multi-material 3d printing.
keywords Digital Fabrication, Topology Optimization, Multi-material 3D Printing, Emergent Structural Design, Arup Beam.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 caadria2015_188
id caadria2015_188
authors Krakhofer, Stefan and Martin Kaftan
year 2015
title Augmented Reality Design Decision Support Engine for the Early Building Design Stage
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 231-240
doi https://doi.org/10.52842/conf.caadria.2015.231
summary Augmented reality has come a long way and experienced a paradigm shift in 1999 when the ARToolKit was released as open source. The nature of interaction between the physical world and the virtual-world has changed forever. Fortunately for the AECO industry, the transition from traditional Computer Aided Design to virtual building design phrased as Building Information Modeling has created a tremendous potential to adopt Augmented Reality. The presented research is situated in the early design stage of project inception and focuses on supporting informed collective decision-making, characterized by a dynamic back and forth analytical process generating large amounts of data. Facilitation aspects, such as data-collection, storage and access to enable comparability and evaluation are crucial for collective decision-making. The current research has addressed these aspects by means of data accessibility, visualization and presentation. At the core of the project is a custom developed Augmented Reality framework that enables data interaction within the design model. In order to serve as a collaborative decision support engine, the framework also allows multiple models and their datasets to be displayed and exercised simultaneously. The paper demonstrates in the case study the successful application of the AR tool during collaborative design decision meetings.
keywords Augmented Reality; Design Decision Support; Data Visualization.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2015_33
id ecaade2015_33
authors Oxman, Rivka and Gu, Ning
year 2015
title Theories and Models of Parametric Design Thinking
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 477-482
doi https://doi.org/10.52842/conf.ecaade.2015.2.477
wos WOS:000372316000054
summary Due to significant recent design-related technological developments, design theories and processes are undergoing re-formulation and an epistemological shift. The tools and practices of parametric design are beginning to impact new forms of Parametric Design Thinking (PDT). The present work is motivated by the need to explore and formulate the body of theoretical concepts of parametric design. It is built around the intersection of three areas of knowledge: cognitive models of design, digital models of design, and parametric tools and scripts. The work identifies forms of cognitive mechanisms in parametric design; types of logical flow of information that can be applied in digital processes for performance-based design; generative design and form finding. It explores the impact of parametric models and tools upon styles of design thinking from conception to production. These are presented as a body of knowledge in the search for thinking and process models of PDT in design.
series eCAADe
email
last changed 2022/06/07 08:00

_id ascaad2016_004
id ascaad2016_004
authors Peteinarelis, Alexandros; Socrates Yiannoudes
year 2016
title Algorithmic Thinking in Design and Construction - Working with parametric models
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 19-28
summary This paper examines the parametric model in algorithmic design processes, using the outcome of an educational digital design and fabrication course as a case study. In its long history, algorithmic design as a form-finding method, allowed designers to manage complex non-standard associative geometries, suggesting a shift from the digital representation of form, to its systematic representation into a parametric model through code. Rather than a style or a tool, the parametric model is best defined in mathematical terms; in practice it incorporates the organizational logic of the form and the topological associations of its parts, so that a change in its constitutive parameters will invoke a concerted update of the entire model, and, iteratively, formal and structural variations. In a series of design experiments that took place at the School of Architecture of the Technical University of Crete in the spring of 2015, we used parametric models represented into visual code, from the initial conceptual stage to fabrication. From the experience and outcome of this course, we deduced that, compared to other digital formation methods, parametric models allow the designer to constantly interact with the model through the code, producing discreet variations without losing control of the design intentions, by “searching” into a wide range (albeit finite) of virtual results. This suggested a shift in culturally embedded patterns of modernist design thinking.
series ASCAAD
email
last changed 2017/05/25 13:13

_id caadria2015_070
id caadria2015_070
authors Rosenberg, Eliot; M. Hank Haeusler and Jeffrey Koh
year 2015
title From Bob the Builder to Baxter the Builder
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 85-94
doi https://doi.org/10.52842/conf.caadria.2015.085
summary Robotics in Architecture is a widely established research field with various notable scholarly contributions. Historically automobile manufactures have established the production and use of robot arms and have consequently had the most impact on the design of robot arms with their demands in mind. Thus one could argument that most robot arms were and are developed for an industry where the product comes to the tool in a fixed site. When translating this mode of production ‘product – tool – site’ to an architectural context one has to admit that the mode of production differs (site varies – tool needs to come to site – product is result of site-specific design enabled by tools). This paper is a position paper that questions if robot arms designed and developed for a different mode of production are the right tools for pursuing digital fabrication in constructing and building architecture. By introducing collaborative robotics the paper discusses and outlines the advantages as well as disadvantages of collaborative robotics systems. It concludes with recent findings in creative and collaborative robotics that could shift the use of industry robots in architecture as a research tool to collaborative robots as a pseudo-human colleague working on construction sites together with humans.
keywords Robots in Architecture; Digital Fabrication; Collaborative Robotics; Creative Robotics; New Design Tools.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2015_3.209
id sigradi2015_3.209
authors Silva, Neander Furtado; Aviani, Francisco Leite
year 2015
title The Role of Digital Education in Paradigm Shifting in Contemporary Architecture: from standardization to mass customization
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 113-118.
summary Mass customization, which may lead to greater variety of architectural solutions, seems to be a concept mostly unknown and difficult to grasp or hard to believe by many. We argue in this paper that education may have a rule to play in bringing about a better understanding of these among students and professionals. We show here the results of a survey on people’s beliefs about mass standardization and mass customization and a comparative study of students’ design projects produced under a certain pedagogical strategy and how these might be influenced by their education.
keywords Architecture, Digital Fabrication, Mass Customization, Architectural Education Paradigm Shift
series SIGRADI
email
last changed 2016/03/10 10:00

_id cf2015_061
id cf2015_061
authors van Stralen, Mateus de Sousa and Cezarino, Cristiano
year 2015
title Woka: Towards a dialogical design of future cities
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 61-76.
summary This paper presents an experiment on an open source construction system named Woka, which allows anyone to design and produce dwellings using standard CNC techniques. Woka was developed as a dialogical design process that empowers self-builders to act in a more autonomous way, expanding the traditional role of design practice and the way buildings are created. The advent and popularization of new design and fabrication processes have encouraged a flux of new theories and project strategies based on computing, each with its promise of changing the architectural practice. Some of these resulted in intellectually seductive; visually provocative and complex shaped architectures, generating a new formal repertoire, but doesn’t indicate a paradigm shift in the process of production of architectural space, still based on authorship. Woka challenges this traditional process proposing dialogue as a design approach, shifting the focus from the object to intersubjectivity, amplifying the potential for novelty to arise.
keywords Parametric design, digital fabrication, dialogical design, autonomous building
series CAAD Futures
email
last changed 2015/06/29 07:55

_id sigradi2015_4.219
id sigradi2015_4.219
authors Özgan, Sibel Yasemin; Sevmen, Deniz Pastutmaz
year 2015
title Recalling the Heritage of Ancient Wreath Designs: An Exploration of the Computation In Making
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 183-189.
summary The making of ancient gold wreaths is one of the unique and forgotten crafting activities, which has influenced various modern designs such as jewelries, furniture, wall decorations and ornaments. Wreath designs stand as good examples for hands-on material computation, since they are made from gold, which is known for its extraordinary durability and malleability. In this study, we try to decompose the overall rules by investigating the design development of ancient gold wreaths. The crafting activity stand as an essential attribute, which alters visual grammar rules. By decomposing the visual rules, we are able to define the relations between crafting, material properties, making techniques and visual appearance.
keywords Digital Heritage, Digital Craftsman, Ancient Wreath, Traditional Crafts, Computational Making
series SIGRADI
email
last changed 2016/03/10 10:03

_id caadria2015_090
id caadria2015_090
authors Altabtabai, Jawad and Wei Yan
year 2015
title A User Interface for Parametric Architectural Design Reviews
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 65-74
doi https://doi.org/10.52842/conf.caadria.2015.065
summary Architectural form and performance are affected by the designer's graphical representation methods. Parametric CAD systems, as design and representation tools, have become ubiquitous in architectural practice and education. Literature in the area of parametric design reviews is scarce and focused within building inspection and construction coordination domains. Additionally, platforms marketed as design review tools lack basic functionality for conducting comprehensive, parametric, and performance-based reviews. We have developed a user interface prototype where geometric and non-geometric information of a Building Information Model were translated into an interactive gaming environment. The interface allows simultaneous occupation and simulation of spatial geometry, enabling the user to engage with object parameters, as well as, performance-based, perspectival, diagrammatic, and orthographic representations for total spatial and performance comprehension.
keywords Design cognition; Virtual/augmented reality and interactive environments; Human-computer interaction.
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2015_202
id caadria2015_202
authors Amtsberg, Felix; Felix Raspall and Andreas Trummer
year 2015
title Digital-Material Feedback in Architectural Design
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 631-640
doi https://doi.org/10.52842/conf.caadria.2015.631
summary This paper studies the architectural potential of the implementation of material feedback using computer vision before and during an automated fabrication process. The combination of an industrial robot and a 3D camera is used expand the typical one-way design and fabrication process (from a digital design to a physical output), to a feedback loop, where specific material information becomes the main trigger of design decisions and fabrication processes. Several projects developed by the authors and tested during a robotic workshop aim to unveil different aspects of material feedback in architectural design, opening a discussion for the benefit and challenges of this new approach to design and fabrication.
keywords Material feedback; robotic fabrication; computer vision; digital workflow; robotic workshop;
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2015_126
id caadria2015_126
authors Aydin, Serdar and Marc Aurel Schnabel
year 2015
title Fusing Conflicts Within Digital Heritage Through the Ambivalence of Gaming
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 839-848
doi https://doi.org/10.52842/conf.caadria.2015.839
summary Digital Heritage is amphibian by spanning between unreal-real (digital) and real-real (actual) environments. Or its amphiboly derives from a fact that relies not on contrasting realities but a hub from which an oscillation occurs between the real and the actual. Inferring to Baudrillard’s criticism of contemporary art, this paper presents these disparities and ambivalent conditions found in digital heritage by examining a full-dome media-art application called Look-Up. Touching upon the authenticity issue in cultural heritage, a design research project, Augmenting Kashgar, is then introduced on the basis of the claim that a design manner can fuse conflicts within Digital Heritage. Developed within the special context of Kashgar, China’s westernmost city, the methodology of the project that follows a Research through Design (RtD) approach is provided. Making use of the architectural features of Kashgar, designing a digital game as a counter-strategy to existing cultural heritage programmes is discussed with references to Baudrillard’s perspective on video games and gamers.
keywords Digital Heritage; Research through Design; game design; Augmenting Kashgar Project; Baudriallard.
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2015_11.34
id sigradi2015_11.34
authors Bacinoglu, Saadet Zeynep
year 2015
title From material to material with new abilities. Performative Skin: an unfinished product derived through the organizational logic as developed through research on ‘movement’
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 631-636.
summary This paper presents the process and products from research on ‘a movement behavior’, transforming the initial surface from one state to other states. The study developed an initial model of material organization inspired by nature: the adaptable exoskeleton of the armadillium vulgare. Through geometric analysis of functional variation in the exoskeleton’s unit shape, and physical model making, the underlying principle is translated into design & production rules. The generative model of ‘an adaptable segmented system’ is constructed through a geometric abstraction of the exoskeleton, achieving diverse functions such as variability in form, volume, porosity, flexibility and strength, through a distribution of ‘material geometry’ with the folding technique. The potentiality of this parametric physical model (based on simple systematicity) is questioned in relation to diverse situations that result in complex surface adaptations. This research shows the formulation of a design intention.
keywords Digital Craft, Folding, Material Computation, Informed Matter
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2015_215
id ecaade2015_215
authors Balakrishnan, Bimal and Oprean, Danielle
year 2015
title Communication, Coordination and Collaboration: Media affordances and Team Performance in a Collaborative Design Environment
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 225-232
doi https://doi.org/10.52842/conf.ecaade.2015.2.225
wos WOS:000372316000027
summary Advances in digital media are encouraging designers to adopt digital tools during early stages of design ideation as well as to facilitate collaboration in design teams. Collaborative environments for design teams should take into consideration both the multimodal nature of design representation as well as the complexity of team cognition. Collaborative tools that take a “black-box” approach often limit affordances for design ideation and collaboration. We describe here a collaborative environment that we put together using a kit-of-parts approach and underlying theoretical considerations. We also describe systematic usability evaluation of the collaborative environment by constraining select media affordances and qualitatively examining the impact on a team's design process. Preliminary findings were used to improve the environment and lay the groundwork for developing tele-collaborative environments.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=d219f772-6e90-11e5-b69a-00190f04dc4c
last changed 2022/06/07 07:54

_id sigradi2015_7.184
id sigradi2015_7.184
authors Barber, Gabriela; Lafluf, Marcos
year 2015
title New Media Art; an approach to videomapping
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 283-291.
summary This approach to the videomapping technique and theory rises from the experience in the Vidialab environment. Aiming to generate a quality input in the knowledge of this technical and artistic practice that is closely linked to advanced digitalization and digital design, we have limited this study to the local state of the art of it in order to get quality results. The contribution to the unavoidable debate of a practice that involves technology, art, design, architecture and communication is our foremost objective.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2015_10.381
id sigradi2015_10.381
authors Barros, Diana Rodríguez; Mandagarán, María; Nigro, Paola; Hernández, María Inés
year 2015
title Design Thinking, Visual narratives and Creativity. Case teaching practices in disruptive postdigitals environments
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 618-622.
summary From the perspective of Design Thinking, we present a case of teaching practice focused on the moments of ideation, design and production of graphics database in postdigitales environments. We were interested to investigate nontraditional modalities for the representation and communication of works in Architecture; develop and optimize working methods of digital image processing; create and manage visual narratives, near the transmedia storytelling, as a teaching resource facilitator of learning construction of meaning. Also, as indicators of creativity, analyzing such experience framed studies EMIDA Research Group (CEAC) CIPADI FAUD UNMdP, Argentina.
keywords Design Thinking, Visual Narratives, Creativity, Disruptive Practice, Postdigital
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2015_3.300
id sigradi2015_3.300
authors Batistello, Paula; Balzan, Katiane Laura; Piaia, Luana Peroza; Miotto, Juliano
year 2015
title Rapid prototyping and digital fabrication in vertical atelier: from process to materialization
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 137-142.
summary The evolution of techniques and digital tools has aided and complemented actions in the design process, generating alternatives and reducing costs in short times. This paper reports experience that integrated the rapid prototyping in vertical atelier, in one of Pronto 3D network institution member. The results shows that use of rapid prototyping technology contributes to design improvement process applied to teaching of architecture and urbanism, mainly in relation of identification in failures and conflicts of proposals, which eventually pass unnoticed by students in different phases of the course.
keywords Rapid Prototyping, Architectural Design Process, Vertical Atelier
series SIGRADI
email
last changed 2016/03/10 09:47

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