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 14 of 14

_id cdrf2022_478
id cdrf2022_478
authors Andrea Macruz, Mirko Daneluzzo, and Hind Tawaku
year 2022
title Performative Ornament: Enhancing Humidity and Light Levels for Plants in Multispecies Design
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_41
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary The paper shifts the design conversation from a human-centered design methodology to a posthuman design, considering human and nonhuman actors. It asks how designers can incorporate a multispecies approach to creating greater intelligence and performance projects. To illustrate this, we describe a project of “ornaments” for plants, culminating from a course in an academic setting. The project methodology starts with “Thing Ethnography” analyzing the movement of a water bottle inside a house and its interaction with different objects. The relationship between water and plant was chosen to be further developed, considering water as a material to increase environmental humidity for the plant and brightness through light reflectance and refraction. 3D printed biomimetic structures as supports for water droplets were designed according to their performance and placed in different arrangements around the plant itself. Humidity levels and illuminance of the structures were measured. Ultimately, this created a new approach for working with plants and mass customization. The paper discusses the resultant evidence-based design and environmental values.
series cdrf
email
last changed 2024/05/29 14:03

_id caadria2020_209
id caadria2020_209
authors Bissoonauth, Chitraj, Fischer, Thomas and Herr, Christiane M.
year 2020
title An Ethnographic Enquiry into Digital Design Tool Making
doi https://doi.org/10.52842/conf.caadria.2020.2.213
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 213-222
summary This paper presents an ethnographic pilot study into the design and application of digital design tools in a leading Shanghai-based architecture and engineering firm. From a participant observer's point of view, we employ qualitative research methods to enquire the conditions and experiences entailed in day-to-day collaborative activities in conjunction with the custom-development of digital design tools in advanced practice. The described initial ethnographic enquiry lasted for six weeks. While previous studies tended to favour post-rationalised and outcome-focused reports into toolmaking for design, we observe through participant observation that daily collaboration in practice is multi-faceted and overwhelmingly more complex. This paper further portrays and reflects on the concomitant opportunities and challenges of participant observation as a research method that can bridge academia and practice. We argue that, in order to appreciate and to inform digital design toolmaking practices, it is essential to recognise the richness of practice, in and of itself.
keywords digital design toolmaking; custom-developed tools; collaborative processes; ethnography; participant observation
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2022_391
id caadria2022_391
authors Burden, Alan, Donovan, Jared, Caldwell, Glenda and Belek Fialho Teixeira, Muge
year 2022
title Hybrid Digital Crafts With Collaborative Robotics
doi https://doi.org/10.52842/conf.caadria.2022.2.021
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 21-30
summary Bespoke manufacturers that fabricate for architecture and design rely on skill artisans such as patternmakers to remain profitable. Collaborative robotics and augmented reality (AR) offer new technological options and approaches that integrate with existing artisan techniques. Can these technologies provide productive and practical assistance to skilled handcraft artisans? This research presents an original approach to robotic fabrication using AR robot control, and artisan techniques to fabricate an original design. The method includes documenting artisan ethnography, designing a custom cutting end effector and an AR control interface, utilising the capabilities of the robot fabricating system. The research outcome is a hybrid digital craft approach to collaborative robotic patternmaking and handcrafting. The fabrication system reduced the amount of time and physical exertion of designing and cutting out patterns from various materials. This demonstrates that robotic tools can expand rather than replace the capability of existing artisan occupations, helping to strengthen resilience in local industries and promote new innovations.
keywords Collaborative robotic fabrication, hybrid digital craft, artisan manufacturing, augmented reality, SDG9.
series CAADRIA
email
last changed 2022/07/22 07:34

_id 602f
authors Büscher, Monika
year 2001
title Landscapes of Practice: Bricolage as a Method for Situated Design
source Computer Supported Cooperative Work (CSCW) 10(1): 1-28; Jan 2001
summary This paper proposes a ‘bricolage’ approach to designing systems for cooperative work.This involves users, participatory designers and ethnographers in a continuing cycle of design andrevised work practice, often in settings where resources are limited and short-termresults are required.If exploits the flood to market of hardware, software and services. The approach is illustrated withresults from a project with a practice of landscape architects. Their work is analysed in terms ofcommunities of practice and actor networks. These perspectives help to identify the ‘socilities’ ofpeople and technologies and of the relationships between them. They help to distinguish differentforms of cooperation with differing support needs, opportunities and vulnerabilities. They inform thedesign of technical support, the assessment of outcomes, and the design of further solutions, in acycle of ‘situated experimentation’.
keywords Actor-Networks; Bricolage; Communities of Practice; CSCW; Ethnography; Participatory Design
series other
email
last changed 2002/07/07 16:01

_id ecaade2022_249
id ecaade2022_249
authors Carrasco Hortal, Jose, Hernandez Carretero, Sergi, Abellan Alarcon, Antonio and Bermejo Pascual, Jorge
year 2022
title Algae, Gobiidae Fish and Insects that inspire Coastal Custodian Entities - Digital models for a real-virtual space using TouchDesigner
doi https://doi.org/10.52842/conf.ecaade.2022.1.361
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 361–370
summary At the beginning of the twenty-first century, a discipline at the intersection of digital art and science explores how natural and artificial species are affected, coexist, and feed back to humans based on multi-scalar hybrid models. They embody types of surveillance entities or non-human custodians, and serve as inspiration for another generation of designs produced ten years later, the case studies that are presented here. This paper explains the design and parametric fundamentals of a digital architecture installation at the University of Alicante (Spain 2021) using CNC models and the TouchDesigner programming environment. The installation contains a clan of technological-virtual hybrid species, non-human custodians, which: (a) strengthen the Proposal’s discourse on the recognition of legal identity of the Mar Menor lagoon (Southeast Spain); (b) incorporate reactive designs; (c) help raise awareness of the effect of human actions on the lagoon’s ecology and nearby streams. The viewpoint is not anthropocentric, because it adopts the perspective of the foraging fish species or the oxygen-seeking algae species, among others, in order to reveal the deterioration processes. In most cases, the result is a sort of synaesthetic conversation that interweaves light, sound, movement and data.
keywords Human-Machine Interaction, TouchDesigner, Non-Human Custodian, Responsive Interface, Ethnography of Things
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2012_135
id ecaade2012_135
authors Dorta, Tomás; Lesage, Annemarie; Bartolo, Carmelo Di
year 2012
title Collaboration and Design Education Through the Interconnected HIS: Immature vs. Mature CI Loops Observed Through Ethnography by Telepresence
doi https://doi.org/10.52842/conf.ecaade.2012.2.097
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 97-105
summary This paper documents the very first use of the interconnected HIS in a pedagogical setting. For this Augmented Design Studio, where three interconnected HIS were set up, the aim was to foster collaboration and co-design between the project participants as a new approach to teach the virtual design studio and to study the collaborative ideation process. The HIS (Hybrid Ideation Space) is an immersive system that uses freehand sketches and models to exteriorize conceptual ideas. Two innovative research methods have been used to assess this studio: the Collaborative Conversation framework that analyses the design discourse and the Ethnography by Telepresence, a non-intrusive observation method through an unused HIS. The Augmented Design Studio has been observed to help the design students push their project from abstract concepts to formalised concepts because in a pedagogical setting, it fosters collaboration over traditional top-down teacher-student interactions.
wos WOS:000330320600009
keywords Design collaboration; Augmented Design Studio; Design Conversations; Ethnography by Telepresence; Hybrid Ideation Space
series eCAADe
email
last changed 2022/06/07 07:55

_id 6eb1
authors Lloyd, P. and Deasley, P.
year 1998
title Ethnographic description of design networks
source Automation in Construction 7 (2-3) (1998) pp. 101-110
summary One of the central themes of a commercial design process is communication. Complex design artefacts, rather than being rationally thought out by individuals, evolve through designers negotiating and bargaining with clients and peers alike. Problems are resolved through discussion and explanation. The 'design process,' as a reified entity, cannot be apprehended by any individual. Understanding of the process is spread over a social network, and through the narratives and discourses that are forged from day to day. This is design as a social process. The focus of the present paper is twofold. First, we wish to establish the field of ethnography as a particularly useful method of describing design in its social form. Secondly, we describe the results of a design case study we have carried out, using ethnographic methods, in an aerospace manufacturing company. We observe informal structures determining work activity, and the use of subtle `role' playing in problem-solving.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id sigradi2007_af19
id sigradi2007_af19
authors López de Anda, María Magdalena
year 2007
title Aesthetics and spatial representation in the Ragnarok On Line [La estética y la representación espacial en el Ragnarok On Line]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 397-403
summary Videogames known as “persistan worlds” have become an important object of study because of the increasing and large number of users, and the time they spent playing and interacting with them. This document presents a fragment (space and aesthetic) of the research on the discourse construction process in the Ragnarok On Line game. This work is the result of a documentary quest, analysis and ethnography work.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2022_147
id sigradi2022_147
authors Macruz, Andrea; Daneluzzo, Mirko; Tawakul, Hind; Al Hashimi, Mona
year 2022
title Performative Accessories in Multispecies Design: Enhancing Humidity Levels for Plants with 3D-printed Biomimetic Structures
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1201–1212
summary The paper moves the design debate from human-centered toward posthuman design, discussing how designers can use a strategy based on Multispecies Ethnography and Participatory Design, considering nonhuman agents to create efficient designs. To illustrate this, it describes a project of 3D-printed biomimetic structures for plants that enhances humidity levels in internal environments. The project methodology started by analyzing the ideal humidity for indoor plants and humans, which is between 40% to 50%. Subsequently, a biomimicry study was done to understand how to generate a cooler indoor microclimate using passive strategies and how to create an effective interlocking system to connect structures. 3D-printed structures as supports for water droplets were designed according to their performance and placed in different arrangements around the plant itself. The structures were tested, and humidity levels increased by approximately 13%. The paper discusses the resultant evidence-based design and a new approach to mass customization.
keywords Bio-Inspired Design, Multispecies Design, Biomimicry, 3D printing, Humidity Control
series SIGraDi
email
last changed 2023/05/16 16:57

_id architectural_intelligence2023_9
id architectural_intelligence2023_9
authors Mirko Daneluzzo, Andrea Macruz, Hind Tawakul & Mona Al Hashimi
year 2023
title Multispecies design: 3D-printed biomimetic structures to enhance humidity levels
doi https://doi.org/https://doi.org/10.1007/s44223-023-00027-y
source Architectural Intelligence Journal
summary The paper changes the focus of the design debate from a human-centered design methodology to a posthuman design that takes both human and nonhuman agents into account. It examines how designers might use a multispecies perspective to produce projects with distinguished intelligence and performance. To illustrate this, we describe a project of structures for plants that started on a course in an academic setting. The project methodology begins with “Thing Ethnography”, investigating the movement of a water bottle inside a house and its interaction with other objects. The correlation between water and plants was decided to be further expanded, considering how water might enhance the environmental humidity and create a cooler microclimate for indoor plants. According to their effectiveness, 3D-printed biomimetic structures were designed and manufactured as water droplet supports considering different materials, and positioned in various configurations around a plant. Humidity levels and temperature of the structures were measured. As a result, this created a novel method for mass customization and working with plants. The paper discusses the resultant evidence-based design and the environmental values related to it.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id cf2019_067
id cf2019_067
authors Pebryani , Nyoman Dewi and Michael C.B. Kleiss
year 2019
title Ethno-Computation: Culturally Specific Design Application of Geringsing Textile Patterns
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, pp. 538-551
summary This study focuses on (1) understanding the indigenous algorithm of specific material culture named Geringsing textile patterns, and then (2) transforming the indigenous algorithm into an application that best serves local artisans and younger generation as a design tool and educational tool. Patterns design, which is created in textile as a material culture from a specific area, has a unique design grammar. Geringsing textile is unique to this part of the world because it is produced with double-ikat weaving technique, and this technique is only used in three places in the world. This material culture passes from generation to generation as an oral tradition. To safeguard, document, and digitize this knowledge, a sequential research methodology of ethnography and computation is employed in this study to understand the indigenous algorithm of Geringsing textile patterns, and then to translate the algorithm with computer simulation. This culturally specific design application then is tested by two local artisans and two aspiring artists from the younger generations in the village to see whether this application can serve as a design and educational tool.
keywords Ethno-Computation, Culturally specific, Indigenous algorithm, Geringsing
series CAAD Futures
email
last changed 2019/07/29 14:18

_id cf2015_175
id cf2015_175
authors Sauda, Eric; Beorkrem, Chris; Souvenir, Richard; Lanclos, Donna and Spurlock Scott
year 2015
title Intelligent Architectural Settings Using a Computer Vision Based Visual Analytic Interface
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. 175-189.
summary This paper presents a framework to enable the understanding and designing of interactive architectural settings. We present our work in interactive public displays in the lobbies of university building, demonstrating both the design and evaluative dimensions. We identify the need for a method to understand meaningful behavior in architectural settings. We then present a unique approach combining computer vision and ethnography in a visual analytic interface using the SENSING Toolkit, a computer vision framework for collecting and storing long-term, large-scale human motion, and VALSE (Visual Analytics for Large-Scale Ethnography) an interactive, visual analytic interface called designed to allow domain experts to query and understand the data. Finally, we propose a new concept of media rich spaces that we call intelligent architectural settings.
keywords Smart buildings, computer vision, ethnography, visual analytics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id f19c
authors Shannon, S.J.
year 1995
title The studio critique in architectural education
source University of Adelaide, Adelaide, South Australia
summary A feminist poststructuralist thesis about studio-based, architectural critique in architectural education. Undertakes a critical ethnography of a School of Architecture including extensive observations and interviews. The author argues from her location as a feminist researcher, architect and teacher that critique is not equitable for all students discriminating in many ways against some students, particularly women.
keywords Architectural Criticism; Architecture Study and Teaching (Higher); Effective Teaching, Feminism and Education
series thesis:PhD
last changed 2003/02/12 22:37

_id cf2011_p047
id cf2011_p047
authors Vermeersch, Peter-Willem; Nijs Greg, Heylighen Ann
year 2011
title Mediating Objects in Architectural Design: a Non-Visual Exploration
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. 721-734.
summary Through their daily interactions with the built environment, people with disabilities become able to appreciate spatial qualities or detect obstacles that architects may not be attuned to. This observation motivated us to explore scenarios for involving people with sensory disabilities as experts in the design process. An architecture office participating in a real-world design competition is teamed up with two blind persons. The design process is studied in real time through a team ethnography. The analysis in this paper focuses on the mediating aspects of objects in the actions, perception and cognition in one collaborative design meeting in particular. In general, disability situations can teach us something about fixed ways of doing by making perceivable, or questioning practices that seem self-evident. In this particular situation, the blind person’s involvement in a design meeting that relies heavily on representational artifacts, makes perceivable or questions everyday practices in architects’ design process that are taken for granted. Examples include knowing and indicating to others where design elements are on the site, knowing what design element is being talked about, holding the element and its environment ‘in place’, or spatially exploring the design’s spatial configuration. As such, our study shows that exploring inclusivity ‘upstream’, i.e. in the design process, may contribute not only to inclusive design, but also to a more articulate understanding of the working of mediating objects and their use in architects’ design processes tout court.
keywords architectural design, blindness, disability, participant observation, users
series CAAD Futures
email
last changed 2012/02/11 19:21

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