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ACADIA 1999: Media & Design Process

1999, Proceedings of ACADIA 1999

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The conference proceedings of ACADIA 1999 explore the multifaceted relationship between media and the design process in architecture, proposing that media serves as both a tool and an environment for influencing cognitive processes in design. The papers compiled present various theoretical and practical perspectives without providing a singular answer, aiming instead to foster further inquiry and understanding. Contributors are encouraged to advance the discourse on integrating digital media into architectural education and practice through collective experimentation and theoretical development.

Media & Design Process Editors' Preface to the ACADIA 1999 Proceedings Throughout known architectural history, representation, media and design have been recognized to have a close relationship. This relationship is inseparable; representation being a means for engaging in design thinking and making and this activity requiring media. Interpretations as to what exactly this relationship is or means have been subject to debate, disagreement and change along the ages. Whereas much has been said about the interactions between representation and design, little has been elaborated on the relationship between media and design. Perhaps, it is not until now, surrounded by all kinds of media at the turn of the millennium, as Johnson argues (1997), that we have enough context to be able to see and address the relationship between media and human activities with some degree of perspective. Media as a word has been defined in many different ways. Its most popular definition in today’s culture refers to the mass carrier of communications: radio, television, newspapers, and magazines. Some see media as new audiovisual aids; some as information technology. A general definition that has gained popularity recently is “a tool.” When we consider the literal meaning of the word itself, we see that media is the plural form of the word medium, a term broadly understood as being "the middle." According to the American Heritage Dictionary, medium implies being in the middle or between two extremes or two points. Likewise, the Oxford Dictionary's definition of media is "an intermediate agency, mean, instrumental channel." This understanding is the foundation for defining medium as a tool between the user and the information to be created, received, stored, manipulated, or disseminated. A tool is the middle between the user and the task being addressed. 1 And yet, media is more than just a “tool”. As articulated by McCullough (1996), media is also “an environment” wherein our minds and bodies fully take on the issues of design. As such “cognitive and action” a space it embraces both maker and made in an artificial “place” within which interactions between them occur. Media thus transcends its ‘tool’ nature to become an all encompassing field for enhancing human activities. The concept and impacts of media as environment are best realized in electronically mediated collaborations and in partially or fully immersive virtual reality situations. In architecture, media can be defined as a tool and/or environment for selecting, gathering, organizing, storing, conveying knowledge in representational forms. Media enable ideas to be externalized and evaluated and hence become a highly influential factor in the design process. Thus, from a theoretical viewpoint, media can be regarded as an important and influential factor in architectural design. In other words, the cognitive processes associated with design and the media technologies we utilize appear to be linked. The reality and potential of this relationship can be seen when the interactions between cognitive processes and the characteristics of an environment are considered (Kozma, 1993; Salomon, 1993; Salomon, Perkins, & Globerson, 1991). Given this, it is appropriate to assert that the nature and power of the available media facilitates what is conceived and accomplished. Conversely, limitations in design decision making may result from the limitations of the media employed. In this respect, media can be thought of as cognitive tools that serve constructive thinking, transcend cognitive limitations, and engage in cognitive operations not capable otherwise (Pea, 1985). This primary impact of media in design may be particularly relevant during the beginning stages in the gestation of new ideas and progressively diminishes as the design process advances. Even though this argument is widely accepted today, it does not necessarily imply that we know all the essential links between media and architectural design. Perhaps, this is partly due to the lack of enough research and partly due to difficulties formulating the essential questions. In the past few years, there has been a steady growth in the number of 2 studies addressing the impact of digital media on architectural design. For example, recent investigations on the use of multiple iterations between digital and traditional (analog) media have begun to shed some light on this issue. Moreover, design studies in structures and environmental controls in relation to media have started to make valuable contributions. Ongoing research on the impacts of networked electronic environments in collaborative design is also helping us to grasp the impact of media in architecture. Still, much remains to be done. It is precisely the goal of this conference to expand our understanding of the effects of media on design in general, and on design process in particular. The papers collected here reflect a variety of theoretical, research, pedagogical, and professional approaches linking media and design. The authors did not aim to offer a specific answer for media and design process. Yet despite their different emphases, their insights are to a large extend complementary. These papers leave many questions unanswered, and many also unasked. But, they do indicate the diverse demands and implications to be studied. We need to further develop our knowledge base linking media and design. A better understanding of this relationship can come through an integrative and accumulative process of experimentation and theory building. It is the intention of this conference to contribute to this process. In doing so, we hope to advance the existing structures and methodologies addressing the integration of digital media into architectural curricula in general, and design learning in particular. Acknowledgements We should like to express our thanks to all those who have contributed in some way to the ACADIA '99 conference on Media and Design Process, and to the production of the present proceedings volume. First, We want to thank all the authors that responded with their work to our Call for Participation. Without their effort and trust, this conference would not have been possible. We also like to acknowledge the technical review committee for their committed, disinterested, and hard work at evaluating the submitted 3 work, particularly because most of them reviewed at least 5 papers and provided long and thoughtful feedback to the authors. We thank the session moderators for their quick and positive response to our invitation as well as their session introductory commentary for this book. Recognition is also deserved by Skip Van Wik (ACADIA’98 technical chair), Anton Harfmann (ACADIA’97 Site Chair), and Brian Johnson (ACADIA’95 Site Chair) for their advise and various contributions. We also appreciate the ACADIA Steering Committee’s support, encouragement, critique and advice during this past year of work. We are particularly grateful to the University of Utah Office of the Vice President for Research. for the generous financial contribution toward supporting the research activities associated with ACADIA’99. We want to thank University of Utah Graduate School of Architecture Dean William Miller for providing the school’s financial, logistic and academic support to the organization of this conference. The desktop publishing work for this proceedings done by graduate student Yue Pan needs also acknowledgement. We would like to extend our recognition to the several GSA students that helped us in diverse ways before, during and after the conference. We thanks the people at Snowbird for their professional and kind assistance in producing this conference. Finally, we thanks ACADIA for giving us the opportunity to contribute to the advancement of computer aided activities in architecture, serve the ACADIA membership and the public, and, in the process, develop a friendship between us that is to last. Salt Lake City, September 1999 Osman Ataman and Julio Bermúdez ACADIA '99 Technical & Site Chairs 4 References Johnson, S. (1997). Interface Culture. San Francisco, CA: HarperEdge. Kozma, R.B. (1993). Will Media Influence Learning? Reframing the Debate. Educational Technology Research and Development(1), 1-31. McCullough, M. (1996). Abstracting Craft. The Practiced Digital Hand. Cambridge, MA: MIT Press. Pea, R. (1985). Beyond Amplification: Using the Computer to Reorganize Mental Functioning. Educational Psychologist(20), 167-182. Salomon, G. (1993). No Distribution Without Individuals' Cognition. In G. Salomon (Ed.), Distributed Cognitions (pp. 111-138). New York, NY: Cambridge University Press. Salomon, G., Perkins, D., & Globerson, T. (1991). Partners in Cognition: Extending Human Intelligence with Intelligent Technologies. Educational Researcher, 20(3), 29. 5
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