Reflecting on Design Style Readings - Computing Design Theory | ARCH 587, Papers of Architecture

Material Type: Paper; Class: DSGN COMUT THEORY; Subject: Architecture; University: University of Washington - Seattle; Term: Unknown 1989;

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Pre 2010

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Susan Locsin
Arch 587
Reflections on design style readings.
I was amazed at the many diverse ways that the different papers approached the
explanation of the design process. No two papers approached it in the same way, though
there were some similarities in descriptions. It is very interesting that something that is
so hard to decompose and define is the key ingredient for the architectural industry. Can
you name any other industry whose functional core is so ill defined, documented and
understood?
I propose that design is learned through the evaluation and understanding gained from
our cumulative lifetime experiences. Depending upon what environments and stimuli we
have been exposed to greatly affect the ideas that we can conceptualize. Questions: How
would a blind man describe the room he was in? How would he describe a room that he
has entered for the first time? How would a deaf person describe an orchestral concert vs.
a rock concert?
I can only describe a design process by comparison to things that I have knowledge and
experience about. Much of this knowledge / experience is from self discovery rather than
formal structured education. Only by framing my experiences in terms used and
documented by others can I gain a common understanding. Since we are all from such
diverse backgrounds, how can we understand that which cannot be conveyed in writing?
When talking about defining style, I must break down the items presented into smaller
pieces that I can compare to other things in my experience. I interpret things through my
own experiences and not someone else’s.
When designing from a software engineering perspective, I try to discover / document all
of the requirements about a project. They are written in a manner that leaves room for
interpretation by others but distills to the essence of the need. The requirements are also
rated as must have, nice to have, and if it’s not impossible.
Another common approach for software design is through the prototyping method. This
is used most often when a certain esthetic or functional ease is desired. This process
generates several examples of what a final product might look like without putting all of
the details that make it function in place. This method allows feedback to be gathered
quickly and early in the development process.
A third approach to software design is the iterative or waterfall approach. This process
combines both requirements and prototyping into a structured method. Some
requirements gathering occurs, some prototyping occurs and then both are evaluated
internally and externally by the stakeholders for the project. Areas of improvement as
well as success are documented and feed back into the process for the next iteration. By
the short and fast iterations, more understanding of the problem and its possible solutions
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Susan Locsin Arch 587

Reflections on design style readings.

I was amazed at the many diverse ways that the different papers approached the explanation of the design process. No two papers approached it in the same way, though there were some similarities in descriptions. It is very interesting that something that is so hard to decompose and define is the key ingredient for the architectural industry. Can you name any other industry whose functional core is so ill defined, documented and understood?

I propose that design is learned through the evaluation and understanding gained from our cumulative lifetime experiences. Depending upon what environments and stimuli we have been exposed to greatly affect the ideas that we can conceptualize. Questions : How would a blind man describe the room he was in? How would he describe a room that he has entered for the first time? How would a deaf person describe an orchestral concert vs. a rock concert?

I can only describe a design process by comparison to things that I have knowledge and experience about. Much of this knowledge / experience is from self discovery rather than formal structured education. Only by framing my experiences in terms used and documented by others can I gain a common understanding. Since we are all from such diverse backgrounds, how can we understand that which cannot be conveyed in writing?

When talking about defining style, I must break down the items presented into smaller pieces that I can compare to other things in my experience. I interpret things through my own experiences and not someone else’s.

When designing from a software engineering perspective, I try to discover / document all of the requirements about a project. They are written in a manner that leaves room for interpretation by others but distills to the essence of the need. The requirements are also rated as must have, nice to have, and if it’s not impossible.

Another common approach for software design is through the prototyping method. This is used most often when a certain esthetic or functional ease is desired. This process generates several examples of what a final product might look like without putting all of the details that make it function in place. This method allows feedback to be gathered quickly and early in the development process.

A third approach to software design is the iterative or waterfall approach. This process combines both requirements and prototyping into a structured method. Some requirements gathering occurs, some prototyping occurs and then both are evaluated internally and externally by the stakeholders for the project. Areas of improvement as well as success are documented and feed back into the process for the next iteration. By the short and fast iterations, more understanding of the problem and its possible solutions

are examined by a group of people that are sharing experiences, knowledge and growing a common understanding.

This iterative or waterfall approach most closely resembles what occurs in architectural design. People who work together for any length build a common understanding through shared experiences and understanding. Some people will put a marketing spin label on it to define, explain or justify there decisions to the outside world. If you asked each person to define the essence of the style, they would all answer with the pre-canned marketing speak or separately from there own interpretation framed through there experience.

Architectural design thinking involves the ability to consider everything one knows, discard the irrelevant; juggle, manipulate and predict those things that are relevant and to sum it all up in a manner that anyone can understand. Is this getting close to a god like description? or should it be labeled more as supernatural?

I have included for my review those passages from the readings that were significant to me. I will try to explain why I consider them important on occasion.

The design studio: I can understand and relate most to this article because it matches the experiences I have had. There exists no usable science of design combination art, science and history Artistry is liable to be confused with applied science; architecture is liable to no such confusion The studio tradition builds examples of practice and critical reflection on practice into the core experience of learning architectural design Program – a set of design requirements – a graphic description of the site Present preliminary sketches and describe problems Describe and appreciate the consequences, implications and changes stance toward the situation Design domain – names of elements, features, relations and actions and norms used to evaluate problems, consequences and implications Program / Use Siting Building Elements Organization of Space Form Structure / Technology Scale Cost Building Character Precedent Representation Explanation Norms for access, circulation and use The designer’s moves yield systems of implications architectural design is like playing chess The designer must consider not only the present choice but the tree of further choices to which it leads compared to a decision tree with pruning when bad choices are made The designer evaluates his moves in a three fold way: desirability of their consequences, conformity or in violation of implications, and appreciation of new problems or potentials The projected experience of passage through the space in order to take note of the larger relationships on which the qualities of the whole idea will depend Engage in a conversation with the situation they are shaping Constructs variations on themes with which he is familiar Is there any truly new thinking or concepts? Make use of his past experience without reducing the new situation to features that conform to a set of familiar rules Don’t get caught in the same design rut To manipulate his virtual world save time and money To experiment at minimum risk

How designers think: I felt like I had been teased after reading this article. There was no real meat for me to digest, just references to things to come. Design situations vary not just because the problems are dissimilar, but because designers habitually adopt different approaches Vocational design courses that begin to resemble degrees in behavioral and social sciences

The reasoning of designers: Type 1 failure: plan does not accomplish what was intended Type 2 failure: when the execution of the plan causes side effects that were unforeseen and unintended and prove to be undesirable Learning what the problems is “IS” the problem Model of design as argumentation Sachzwang – design or decision by the majority – releases the designer from responsibility Changeables and invariants – rigid rules of variances (UBC) Constraints – decided selected or self imposed and not implied, derived or logical necessities Guarantors – unquestionable sources of reliable knowledge Design takes place in a social context Three tasks: to further develop theories of design, to learn more about the reasoning of designers Pursue empirical inquiries into how plans come about and what effects of plans are in comparison with which they intend Look for tools to support designers in their work