Computation of Design
Computation of Design
Computation of Design
Certified by
Certified bv Wltiam Mitchell
Thesis Advisor, Professor of Architecture
Certified by
Takehiko Nagakura
Thesis Advisor, Assistant Professor of Architecture
Accepted by
Roy Strickland
Chairman, Departmental Committee on Graduate Students
JUN 2 01997
uB A:ES
Thesis Reader: George Stiny
Title: Professor of Architecture
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O.M. Ungers' sketch for defining 'house types' from Architecture as Theme
Thesis Flowchart
Conclusion:
Design Vocabulary
Bottom-up Method
The Computation of Design Vocabulary:
Prototyping, Variation , and Composition
Abstract
The thesis begins with the study of 'typology' in architectural history which
establishes a theoretical framework for understanding the historical
importance of 'type'. Next follows the analysis of Aldo Rossi's design
methodology to understand how elemental forms are manipulated and
composed by a set of rules, and how the design method can be encoded into
a computer program by shape grammar.
In the end, this thesis concludes that the bottom-up design method is a more
efficient method of exploring form and space than the top-down design
method. It concludes further that the concept of typing vocabulary can play
an important role for using a computer efficiently in the design process with
the bottom-up method.
1. Type
Reflection 63
Illustration 65
Bibliography 66
Rossi Vocabulary
Ideology and Methodology
There have been numerous studies on the use of computers in the design
process, but few explorations on actual design application. The most of the
research is limited to an analysis or theory of developing software tools
which generally does not demonstrate how the tools are actually going to be
used in design. This lack of demonstration inspired me to experiment the
use of computers in actual design projects. By actual design explorations, I
can learn the advantages and disadvantages of computer use, and thus provide
new and better suggestions for educating designers about use of computers
both in schools and in professional world. Furthermore I hope that the results
of these design explorations will lead to the development of a better software
tool.
By definition, 'type' means the general form, structure, plan, and style
characterizing the members of a class or group ( Webster's New World
Dictionary). But there have been various interpretations about 'type' among
designers and theorists. According to Rafael Moneo in On Typology (1978),
'type' in architecture can be defined as "a concept which describes a group of
objects characterized by the same formal structure." Moneo thinks that
'type' is fundamentally based on the idea of grouping objects by the
similarities of structures. In his article, On the Typology of Architecture
(1963), Giulio Carlo Argan defines 'type' as a common, original form
abstracted from numerous variants. He writes that "in the process of
comparing and superimposingindividualforms so as to determine the 'type',
particularcharacteristicsof each individualbuilding are eliminatedand only
those remain which are common to every unit of the series." Argan believes
that 'type' must have a capability of infinite variations and modification of
'type' itself. U.M. Ungers also talks about a 'type' in another term: a
'model'. He states, in his book City Metaphors (1982), that "a model is
commonly understoodas something that poses as a prototype representingan
idealform." In other words, a model is a basic, ideal structure from which
forms of variations are generated. Ungers implemented this concept in his
various projects. Figure 1.1 shows the thematic models of plan which serve as
a base for all his design. This concept of 'type' has been used and discussed
for a long time in the design and theory of architecture. Designers have
developed ways of 'typing' to produce and reproduce our built world. They
have constructed human places by using certain types of shapes and spaces,
reusing them in a certain context when required.
)
Figure 1.1.1 Classification of round temples from Durand's Recuei, 1801
Figure 1.1.3 Types of floor: Figure 1.1.4 Types of wall: a) horizontal, b) vertical, c) flat, d) convex, Figure 1.1. 5 Types of roof
a) continuous, b) sinking, c) e) concave, f) straight, g) leaning toward, h) leaning away a) done, b) barrel vault, c)
raising, d) framed, e) cen- gable, d) shed, e) flat
tralized, f)equal direction-
nal, g,h) undulating
order and adaptable to the plurality of the many conditions regardless of time
and place. However, the use of type should not limit a designer's creativity.
'Type' is intended to establish a framework for a designer's process of
thinking within which he or she can do change operations. Here 'change'
does not mean to be arbitrary or transient, but to be contextual and
programmatic. In the transformation process, the designer can create the
subtypes from the type, and overlap different types to produce new ones. He
or she can use a known type or create new types for new inventions
depending on context and program.
The Italian rational architect Aldo Rossi is known for his use of 'typing'
concept in architectural design. His architecture is composed of types of
objects - towers, steps, and corridors - that are used again and again in
different contexts. Rossi always uses these same objects of design
vocabularies in order to find something new for the composition of an
architectural space. He generates new forms by reproducing what is already
there with small modifications. Rossi himself says :
[11 Peter Amell and TeBickford, eds. ALDO Looking at these projects all together, it seems to me that today I could still
ROSSI: Buildings and Projects (New York, 1984), redesign them one by one: perhaps the final result would be different, if only
p. 10. because of small changes and shifts in proportion.[1]
The design vocabularies of Aldo Rossi's architecture are derived from pure,
primitive forms, such as cube, cone, cylinder, and pyramid which are primary
factors for structural and functional elements of his architecture [Figure 1.2.11.
Origins of Prototypes The employment of such simple, stereometric forms resulting from analogies
to historical building forms, plays a central role in the work of Aldo Rossi.
Through reference to history as well as memory from personal experience,
he tries to derive architectural elements that provide a new basis for design.
At the same time, Rossi always endeavors to find "prototypes" for each
particular use. This process of defining architectural prototypes provides him
with a unique freedom of design; this freedom of design allows him to obtain
different results by making the same thing over and over again. Basically he
creates his buildings by repeated use of his own architectural prototypes
Figure 1.2.1
which he transforms into new design vocabularies in response to site and
fa -
Figure 1.2.3
Twin Tower in the Museum
of German History
17
Prototypes of Vocabularies program. These new vocabularies evolve into a physical work of architecture
through the transformation of scale, volume, and texture. Figure 1.2.2 shows
Rossi's own various prototypes which are found in most of his projects.
Figure 1.2.2
1 2
Figure 1.2.4
Head
B B 3B
Shaft H S
B
HL
B J _
HH _ _
Base
B B U-B
4 - 5 6D
6
SS S
H: Head
S: Shaft
B: Base
Figure 1.2.5
Once design vocabularies are defined, we can manipulate them with few but
powerful sets of rules, and combine them into a building with the algebra of
addition and subtraction. But these vocabularies and rules should not limit
the description of design (the creative design) , nor predetermine the final
design. They must be open, flexible, and comprehensive so that they can be
changed anytime when necessary.
2. Computation of Design Knowledge
The rules of a grammar are not limiting prescriptions, but tools for constructing a
pathfrom the known to the unknown-tools that can be changed if they do not seem to
get you to the rightplace.
William J.Mitchell, The Electronic Design Studio, 1989
C
A -> B
t(A) <= C
(C - t(A)) + t(B)
1 1 2 4
transformed shape A - t(A) is part of C. The Figure 2.1.1 Shape rules of addition and subtraction
final result comes from subtracting t(A) from
Shape grammar has been used to define an architectural language. One of the
C, then adding transformed shape - t(B).
most well-known analyses was the Palladian grammar presented by Stiny and
[5] Stiny, G. and Mitchell, W.J. "The Palladian Mitchell [5]. They investigate Palladio's villa ground plans to define
grammar," Environment and Planning B 5:5-18, Palladio's architectural grammar - a Parametric Shape Grammar. The Villa
1978. The analysis of paper is based on The Four Malcontenta is chosen to describe the parametric shape grammar with a set of
Books of Architecture by the Italian Renaissance composition rules [Figure 2.1.2]. They think that there are six sets of rules to
architect, Andrea Palladio in 1570. generate the villa plan: 1) grid rules , 2) wall pattern rules, 3) room layout
rules, 4) portico and wall inflection rules, 5) column rules, and 6) window
and door rules. It is their belief that the power of the shape rules is in
generating numerous villa plans of Palladian type [Figure 2.1.3]. They
successfully formulated the Palladian grammar as a parametric shape
grammar with illustrations of a step-by-step transformation of the Villa
Malcontenta plan.
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Figure 2.1.2 Six set of rules to generate the plan for the Villa Malcontenta
of shape grammar. In order to use a computer in design, one must know the
coordinates of point to draw lines, the geometrical relationship between lines
to construct planes, and the spatial inter-dependence between planes to make
volumes. Manipulating these coordinates and relationships does not satisfy
[6] Moneo, Rafael. "On Typology ", Oppositions the needs of man. One must know how to manipulate them for building
13, 1978. Moneo talks about the concept of 'type' humanly-supportive spaces. In this process of constructing lines, planes,
as an important aspect of design in architecture. and volumes, a designer needs a shape rule to place lines, planes , and
He believes that types are intended to play a role of volumes in a CAD environment. Without a defined knowledge of
instrument with a capability of coping with architecture-shape grammar, using computers in design will be no more
diversity of forms. Further he believes that the use
than automatic production by a frozen mechanism [6]. Initial shapes with a
of 'type' does not mean the mass-production by a
frozen mechanism; types should be repeated and set of flexible rules will guide designers to get to the right track of design
transformed to accommodate new conditions of processes. This will enable them to simplify their thinking processes from
program and context. complex design issues, speed up the design process, and come up with a
better design.
[7] McCullough, op. cit, pp. 77-90 There is a consensus among CAD researchers that parametric design has been
successfully applied in many areas including architecture. In Classesof Design
- Classes of Tools (1990) [7] Gerhard Schmitt states that parametric design
assumes the following three conditions: 1) The designproblem is well defined
and client requirements are well understood; 2) There exists a parameterized
prototype for the type of design that is to be developed and a data base of
parametervariations;3) The final design may be derived by refining,but not
fundamentally changing the prototype. He states further that the parametric
design is useful in phases of schematic design, preliminary design, design
development, contract documents, and shop drawings except for program
development and construction drawings.
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Figure 2.3.5 Steps in elaboration of an Ionic column
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Figure 2.3.7
Variations of out-of-proportioned columns
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Figure 2.3.6 Figure 2.3.4 A vocabulary of capitals and bases
Variations of proportioned columns
and bases. [Figure 2.3.4] Then they show how a long rectangle can be
transformed into an classical Ionic column as shown in Figure 2.3.5.
Through such an operation, the knowledge system can create various classical
columns [Figure 2.3.6] as well as interesting geometries of objects [Figure
2.3.7].
TO?. 01 TNO14v-
To o
I
Vocabularies of canales and water bins from CONCEPT SOURCEBOOK:
a vocabularyofarchitecturalformsby Edward T. White
The buildings I want to design are assemblages of forms put together to create a
figure reminiscent of synthetic cubism. They are composed of individualforms joined
together as a single architectural identity by means of shape rules. Architectural
order is created by applying rules of a grammar recursively to these forms until
they are successfully linked to the aspect ofplace and the need of man.
31
3. Investigation and Exploration
This thesis investigates and explores the idea of using computer in design
process based on Aldo Rossi's 'type' concept of design vocabulary. [1] Two
composition techniques -- top-down and bottom-up methods -- are evaluated
to determine the advantages and disadvantages of both techniques through
actual design explorations in an effort to answer the question of how a
computer can be used efficiently and creatively in design. By the design
exploration, the role of shape grammar is also investigated to test its possible
application in the design process away from the conventional theory and
analysis. Furthermore, the top-down and bottom-up methods are encoded
through a program to demonstrate their capability of parametric variation. Up
to today, a program has been one thing; design has been another. There has
been no inter-dependent relationship between them other than analytical
kinship. For this reason, two program examples of building components are
analyzed from my design experience and illustrated as if they were in actual
design situation. This investigation and exploration is an endeavor to learn
how a designer can use a computer in design process, but not a story to tell
how a computer can support a designer in design process.
[1] Figure 3.1 shows Aldo Rossi's sketches The design goal of the Summer Academy was to promote architecture and its
through which he repeatedly used his vocabulary relation to other arts and cultural activities in a cultural environment. The site
elements to generate ideas and create architectural is located at Chanea, the north-western part of Crete, in Greece, in a recess of
spaces. the Bay of Chanea flanked by the Akrotiri peninsula and the cape of Spathi.
[Figure 3.2.1.1] The building of the Summer Academy was to be built on the
queue of the old harbor. The program includes four main spaces:
administration, teaching Area, performance area, classrooms, and guest
rooms. The total area was about 25, 000 square feet.
The parti resulted from understanding the nature of program and context.
The idea was to create a courtyard scheme to provide a variety of public
spaces by placing the courtyard scheme in the site. The public spaces include
small alleys, a man-made plaza, and open space to be left as it is. The
program required that the museum including theater, exhibition space, and
reception function independently from the school. The solution was to
separate two major programs which are connected by courtyard to promote
the inter-activity between the school and the museum.
Figure 3.2.1.1 Site
Initially my design vocabulary [2] was used to generate the courtyard
scheme, but the scheme had to be given up because no compositional rule
could be developed to manipulate the vocabulary elements due to my lack of
[2] Figure 3.2.1.2 shows my own vocabulary
experience in computational design. Geometric volumes were created in
called 'Cubic Vocabulary' developed for design
experiments. I admire architectures of Richard response to the program requirement. [Figure 3.2.1.4] They were thrown into
Meier, Charles Gwathmey, O.M. Ungers, Tadao the site to create a courtyard scheme with scale to a surrounding environment
Ando, and Aldo Rossi. The conceptual scheme in as can be seen in Scheme 1. Then the physical model in Scheme 2 of Figure
Figure 3.2.1.3 was generated from cubic 3.2.1.5 was made to represent the overall scheme three-dimensionally [3].
vocabulary elements. When I generate the This led me to go back to the computer modeling to articulate each volume in
vocabulary elements, I consider the architectural detail. From this stage, the problem of the top-down design method became
forms of five architects as 'prototypes' of my evident as geometries were complex. It was difficult to understand the inside
vocabulary. Then I try to derive my vocabulary space because of the overlapping of lines. It took a lot of time to see the
elements from them by analyzing their geometry
rendered image which still did not reveal the quality of the interior space.
and sometimes borrowing some of their
vocabularies. Another problem was that a new form had to be redesigned from "scratch"
whenever a new design state was changed. This was not an efficient method.
[3] From the beginning, it was my intention not to The biggest problem was to communicate ideas with the studio instructor.
use a physical model to experiment with the use of The abstract computer model as seen in Scheme 3 did not convince him
computer in design process, but the studio because I was unable to represent design ideas with a three-dimensional
requirement hindered the computational process. model. After Scheme 3, I had to depend heavily on two-dimensional
drawings [Figure 3.2.1.6] to communicate ideas better as well as to satisfy
the studio requirement with a series of superficial physical models. But the
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process of drawing plans, sections, and elevations as well as making the
physical models was not helpful for understanding and exploring the dynamic
space between objects.
The design concept was derived from considering two major program issues-
fabrication of components and control of natural lights. Initially 'a kit of
parts' idea was developed to investigate how building components can be
manipulated for prototyping and fabrication. Their architectural forms are
generated from responding to the program and site. Then to organize and
articulate the space for controlling natural light, the 'Five Faces' concept was
introduced; east face was created for admitting the light in half and rejecting in
Figure 3.2.2.1 Site in half; west face for denying the light; south face for shutting off the light but
allowing indirect light; north face for celebrating the light; and finally, sky
face for welcoming the sunlight to utilize the photovoltaic panels. Aestheti-
cally these elements meant to create five distinctive facades, but the challenge
was to assemble them harmoniously as one building entity.
Inside space was divided into two zones by a wide bridge which functions as
both gallery and circulation path. One is a space for celebrating light, serving
as an entry and lobby; the other is a space for blessing darkness where major
artifacts are displayed. The entire circulation system was designed to experi-
ence four different walls so that the circulation starts with the northern wall
(leading visitors to the second floor), moves to the eastern wall, crosses the
major pavilion space to arrive at the western wall, and then ends with southern
wall (taking visitors to the ground level). Spaces under the bridge accommo-
date a video display area, office, restrooms, and storage. Steel was used for
North South structural components- columns and beams; aluminum was used for non-
structural elements, such as window, exhibition panel, and fins for shading.
The ground floor was made of black marble so that it could reflect surrounding
components, thereby casting interesting shadows with a combination of direct
East ast and indirect lights.
At the initial design stage, 4 distinctive wall elements, a roof form, and two
interior volumes were created with some of my existing vocabulary intro-
Public Private duced. A compositional rule was set up to manipulate and organize the
vocabulary elements. [Figure 3.2.2.2] The first scheme of the project was
composed by the intial shapes based on this composition rule. [Figure 3.2.2.3]
After this scheme, there were three computatinal transformations as can be
Sky seen from Figure 3.2.2.4, Figure 3.2.2.5, Figure 3.2.2.6). In this process of
making a building, the shape rule of 'addition and deletion' was applied for the
Initial Vocabulary
transformation of the vocabulary elements. Figure 3.2.2.7 shows how initial
shapes are manipulated and transformed by adding new shapes and deleting
old shapes in response to changing needs of the design states.
The bottom-up design approach which I attempted here is not a perfect dem-
onstration, but an investigative experiment. There was some inconsistency in
the way vocabulary elements are manipulated and replaced. Some initial
shapes maintained their original characteristics of geometry with some
changes in scale, proportion, and texture throughout the design development,
Cubic Vocabulary but other shapes were discarded to meet the changing design conditions with
the generation of new shapes. Figure 3.2.2.8 show numerous sketches of
building components in the design process; some of them were gone and oth-
E
ers survived in the final stage of design.
-:1 S
Through this experimentation, the bottom-up design approach was found to be
N an efficient method of exploring form and space to take advantage of the com-
W puter capability (that is, inserting, deleting, moving, rotating, and copying).
Compositional rule From the beginning, a few objects were manipulated to compose a space by
moving and rotating them, and to build up complex spaces by the simple func-
tions of inserting and copying with deleting unnecessary objects. The bottom-
Figure 3.2.2.2
up method did not seem to pretermine the final form of design unlike the
Figure 3.2.2.3 Scheme 1
40
Sketch of forms
Forms for
Scheme 2 Figure 3.2.2.4 Scheme 2
00
Forms for
Scheme 3 Figure 3.2.2.5 Scheme 3
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Figure 3.2.2.8 Sketch 2 of building components
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Figure 3.2.2.8 Sketch 3 of building components
top-down method. Even though a designer has a abstract picture of a final
building form in the inital design stage, my belief is that the bottom-up method
is open to the changes of design states for shaping a building form and pro-
vides quick alternatives for design decision-making in order to determine a
final form. While the top-down method tends to have a fixed direction to get
to the final building form, the bottom-up method provides flexible ways of
manipulating shapes to meet the intention of a designer. In addition, a
designer can understand the inside space much better in the process of making
a building in the bottom-up fashion than in the top-down fashion. Because the
space is constructed with smaller objects from the beginning design stage in
the bottom-up method, the designer can have the clear perception of larger
space which is made out of the smaller vocabulary elements even though the
geometry of the larger space becoms dense and complex.
From my experiments with two design projects, I believe that the bottom-up
method is a better design technique than the top-down method to utilize the
computer capabilities of manipulating objects, such as inserting, copying, and
stretching. Furthermore, the bottom-up method seems to explore inside spaces
better inherently in the process of making a building away from the issue of
'computer use' in design. It provides a designer with a better way of exploring
complex spaces by providing a wide array of design alternatives for solving
architectural problems. But there is a general consensus among CAD
researchers and designers that both the top-down and bottom-up methods are
complimentary and it may be impossibe to determine one absolute way of des-
ing a building because of the subjective and artistic nature of architectural
design. Also my experiment was limited to only two projects. More design
experiments need to be excuted to find out the advantages and disadvantages of
both bottom-up and top-down methods in the use of computer in the design
process.
Axonometric View from North-West
First Floor
Perspective view from North
51
3.3 Knowledge Application
Once the vocabulary elements are defined and constructed with parametric
variation capability in a computer, they can be reused and transformed easily
by creating various derivatives from them to meet the changing needs of
design states. This CAD-generated form can be a powerful tool for design if
one can make it as a prototype, and create various derivatives from it with
Taxonomy
Table 3.3.1.1
[1] NITROS is short for Nagakura's Network- With the design knowledge acquired from previous design experiments, two
interfaced Inter-Type Relation Operating Shell. computer programs were written using Autolisp with two knowledge-base
Developed by Takehiko Nagakura, NITROS design approaches: one is bottom-up design method and the other top-down
interface enables a user to assemble a complex method. NITROS [1], a software shell, was used to implement the programs
geometry by instantiating a formal type, trans- in Autocad environment. Through the interface with HTML, the NITROS
forming it into another, parametrically revising can be dispatched to an Autocad environment; defined formal types (that is,
the resulting assembly, and editing its constraint
pergola and gateway) can be loaded.
progagation paths.
In top-down method, one starts with a simple volume, and then articulating it
into smaller volumes. Smaller subshapes are constrained parametrically to fit
within a large shape so that they can affect each other when any of the shapes
changes. Figure 3.3.2.1 shows how a simple rectangular box is articulated into
a detailed pergola. The pergola is composed of a row of columns and capitals.
If a parameter of columns is changed, not only the shape of columns is
changed, but also the form of capitals is affected. By parametric variation, the
pergola can be transformed into multi-shpaes in response to the progrmam
and site. Figure 3.3.2.2 shows the interface between NITROS and HTML for
dispatching, loading, and transformation of the pergola.
In bottom-up method, one starts with a detailed element of form, and then adds
new elements to generate a desired shape. Individual vocabulay elements are
parameterized independently in the beginning, but they are combined differ-
ently to create different types of shapes. In Figure 3.3.2.3, a door is the begin-
ning element of the composition. There are three optional elements (that is, a
portal, a wall-face, and a canopy). One can choose different combinations of
elements to obtain different results. The door and a wall-face can be combined
to create an ordinary facade and then a portal or a canopy or a combinatin of a
portal and a canopy can be added to the door for the creation of different types
of facades. It seems that the bottom-up design technique provides a effiecint
method of manipulating shapes for spatial exploration. There are limitless
possibilities of combining one vocabulary element with others. For example,
the door can be combined with other elements to create not only a gateway, but
Top-down
Process Pergola = Capital + Shaft Parametric
Variations
Figure 3.3.2.1 Top-down Tree
Figure 3.2.2.2 Pergola loaded and dispatched from Netscape to Autocad through NITROS
58
Bottom-up process of
making a gateway
60
also a hallway, a lobby, and any type of occupied space. Figure 3.3.2.4 shows
the interface between NITROS and HTML for dispatching, loading, and trans-
formation of the gateway.
Design is the art of assembling forms harmoniously to create space for human
needs. From design concept to final production, designers manipulate forms
until the forms are transformed into a building entity. The broad knowledge
of architectural vocabulary navigates a designer to understand design activity,
and enables him or her to lay out forms to create space.
In contrast to the school project, the pavilion project was developed with a
bottom-up design method. In response to the program requirement, initial
detailed forms were created; some of these forms were recycled from my
existing vocabulary while others were newly introduced, and then built up to
organize a space. A set of rules were created to compose forms in the early
stage. These rules enabled me to simplify ideas from complex design issues
and articulate form elements with mutual relationships.
With experience gained from two design experiments, two computer
programs were written using Autolisp to investigate the role of design
knowledge encoded by programs. It was not an easy task to learn the
program, clarify the relationship between building components, and
implement the parametric variation with top-down and bottom-up methods.
But it seems that the encoded knowledge is extremely powerful once all the
building components are defined parametrically with mutual relationships.
The parametric variation seems to provide a designer with a wide range of
design alternatives in response to the changing needs of design states.
Figure 1.2.4, p. 18 (Adjmi, Morris: 1991/ Arnell, Peter and Bickford: 1985)
Arnell, Peter and Bickford, Ted, ed. Aldo Rossi: Buildings and Projects. New
York: Rizzoli, 1985.
O'Regan, John, ed. Aldo Rossi: Selected Writing and Projects. London:
Architectural Design, 1983.
Yessios, Chris I. ed. New Ideas and Directionsfor the 1990's: ACADIA 89
Proceedings. Gainesville, University of Florida: ACADIA, 1989.