Methodology in Architectural Design
Methodology in Architectural Design
computer?
2015
GIRISHA SETHI
4th Year, B.Arch.
A/2475/2012
1
DECLARATION
ARCHITECTURAL DESIGN has been carried out by the undersigned as part of the
School of Planning and Architecture, New Delhi, under the supervision of Mr.
Pashim Tiwari.
The undersigned hereby declares that this is his/her original work and has not
(Signature)
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ACKNOWLEDGEMENTS
I would like to express my heartfelt gratitude to my institute, School of Planning
and Architecture, New Delhi, for providing me with this enriching opportunity to
undertake a research of this nature.
This dissertation would not have reached this stage if not for the help and
insightful input of my guide, Mr. Pashim Tiwari and my teacher, Mr. Rajiv Bhakat.
That gratitude extends to my coordinators Dr. Jaya Kumar, Dr. Leon Morenas and
Dr. Shweta Manchanda for their guidance and encouragement and for helping me
understand the process of research better.
Further thanks go to my classmates Milind Goel and Shravan Kumar for long
sessions of informal discussions and their unbiased perspectives on my work. I
would also like to thank my friend Vikram Bengani for sharing with me notes and
his experience on undertaking a scholarly research which helped me hugely in
carrying out this research process.
I must not fail to express my sincere gratitude to the library staff of my institute
for their generous help in acquiring literature.
I am lucky and grateful for the support and encouragement from my family and
friends, which was invaluable in this research finding its completion.
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ABSTRACT
The act of design is a complex process, empirically intuitive and seemingly ill-
structured, channelized by various tangible and intangible influences. Over the
centuries, different tools and methodologies have been adopted to undertake this
mystical looking process.
This research is an attempt to understand the structure of the design process and
to deconstruct its drivers and components. It is an analytical study of the impact
of changing design tools on the nature of the design process.
This paper looks at the radical shift in design thinking and the nature of
association between design and construction in the digital design era. Finally, it
attempts to enumerate future challenges in the domain of design methodologies.
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TABLE OF CONTENTS:
- Declaration 2
- Acknowledgement 3
- Abstract 4
i) Introduction 7
ii) Research Question 8
iii) Aim and Objectives 9
iv) Scope and Limitations 10
v) Research Methodology 11
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CHAPTER 6: Case Studies 41
6.1 Antonio Gaudi and Sagrada Familia
6.2 Frank Gehry and Walk Disney Concert Hall
- Bibliography 71
- List of Figures 72
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i) INTRODUCTION:
The design process is one of exploration and discovery, of synthesis and discipline.
It involves far more than just playing with volumes and geometry. It's a journey
that the architect undertakes where he lets his spirit become one with the spirit
of the problem to be able to infuse life in space; neither just a viable functional
solution for the problem, nor just a piece of art, but something that's both. And
more. It's a process of creating objects in space that add value to the otherwise
devoid-of-meaning, open space on/around the earth.
The act of designing thus is a complex process and the nature of the method
adopted to accomplish the process becomes crucial in determining the nature of
the final outcome. Knowing how the final outcome, the environment, affects the
lives that inhabit it in big ways, it becomes relevant to understand the forces
acting during the design process.
The tools and methodologies used to design have changed significantly over time.
Before architects, there was architecture but no architectural design as we know
it. It was a hands-on exercise where ideation, conception and modeling/building
happened unknowingly, seamlessly at the same time.
Over time man started to employ the use of drawings and models to explore
geometric relationships. It was here that the birth of architectural design took
place. Different tools were employed and evolved over the years to achieve
drawings and models. At this stage the process of modeling and building cut off
from the process of ideation and conception. The architect ideated and
conceptualized his design, creating elaborate virtual manipulations of space,
without really needing to build it.
With the advent of the digital age, the computer was first used to aid with the
drudgeries of the design process, to help the architect undertake his design
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process more effectively. The paradigm shift happened with the coming of
algorithms and using it to generate design by the machine. It was here that an
attempt to externalize the design process took place and the structure of the
design methodology changed entirely. The process of ideating and laying the
objective (creating the algorithm) disconnected from the process of
conceptualization of the idea (undertaken by the computer) and the process of
modeling and building.
This evolution in the design methodologies and tools have significant effect on
the kind of architecture they produce. Understanding the design methodology
hence becomes crucial to understand the forces behind our architecture. Also, a
lot has changed in the way architects around the globe deal with design
problems. As the machine started to play an important role in the design process,
previously undertaken entirely by the architect, the nature of the process and the
role of the architect started to alter. The intervention of the machine received
criticism from some while others looked at it with high aspirations. As the
technology started to develop, the machine become an integral part of the design
process; how has this affected the nature of the process and the nature of the
buildings and environments we create today? Is the computer capable of the
creative leaps architects take? Can the intangible aspects of the design process:
intuition and self learning, experience and creative imagination be computed?
Can the human related aspects of the process be undertaken by the machine? Or
do we really need the computer to do all of this? What role do we want the
machine to play: do we want the machine to be able to design better than
humans or to help humans design better? Do we want the machine to replace the
architect or become a collaborative interactive partner in design?
This research aims to answer questions of such nature.
How did design methodology change after the advent of the computer?
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iii) AIM:
The research aims to understand the essence of the design process for an
architect and how the methodology for the same has changed and evolved over
time. The research centers around examining the role of the computer and
computation in channelizing design thinking and design methodologies in a
different direction and trying to understand its impact on the nature of the final
design and the role of the architect.
OBJECTIVES:
In pursuit of the above stated aim, the research objectives can be structured as
follows:
i. To recognize the structure and nature of the design process and design
methodology
ii. To look at the early practices and examine the nature of the traditional
design methodologies
iii. To retrospect how the coming of the computer affected design thinking and
the design process
iv. To comprehend the scope and limitations of the machine
v. To be able to draw a comparison between the traditional and the
contemporary design methodologies on various identified grounds.
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iv)SCOPE:
The scope of the research is the process of the subset Architecture design. The
research would look at the nature of the design process and would lay the
comparative between the traditional and the contemporary design
methodologies on the grounds of absence and presence of the machine. The
research does not intend to enumerate the history of evolution of tools in the
design process but focuses on the nature of the methodologies adopted. The
research focuses particularly on design methodologies(and not the design itself)
just before and after the advent of the machine narrowing itself to the time
period between 1920 and 2008.
LIMITATIONS:
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v) RESEARCH METHODOLOGY:
INDUCTIVE REASONING
The research follows a qualitative analysis of the design process and relies on
reverse engineering from the nature of the final design to understand the nature
of the design methodology employed.
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Chapter 1
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Design in architecture is a process of creating objects in space to create
environments for people to inhabit, environments that not only serve a utilitarian
purpose but also mould lifestyles. It's a process of problem solving and adding
value. That is how design is more than art; Art inspires, adds value but art does
not solve problems. That is how design is more than just finding a practical
functional solution; it also adds meaning and creates experiences.
Architecture that only inspires but does not serve a function ends up becoming a
piece of art. Likewise, architecture that only serves a function and adds no value
to the lives of people occupying it becomes a dead object in space.
Fig 1.2: Ways in which architecture can add value for people. (Source: Author)
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1.1 Drivers of the process
The design process starts with the encounter with an architectural problem. The
problem has no direction, it's formless. Moreover, it's subject to individual
perceptions and prejudices. What is constant in the design process, irrespective of
the methodology adopted, is the family of driving forces at the genesis of the
design process.
i) Functions
Functions comprise of the list of elements and their organization- the structure of
life within the building. These elements do not exist independently but in a subtle
crystalline functional relationship that is both practical and psychological, both
quantitative and qualitative. It's not enough to just see the facts and create a
pattern out of them. Architecture that has life within emanates from a "mood".
Too often, the building is simply imposed on the site. In true essence, the site is
not something disconnected but an integrated part of the problem. The technical
components of the site are easy to deal with: drainage, orientation, climate,
access roads, etc. What is more crucial is the temper of the topography of the
land the building sits on- a flat plain, a narrow plot between two tall buildings,
gradual slope on a hillside, the temper and the visual texture of the site.
For example if we look at Fallingwater by Frank Lloyd Wright, it is the blending of
the natural and the man-made, the unification of architecture and environment,
that creates the perfect synthesis.
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Fig 1.3: Fallingwater or Kaufmann Residence (1935) by Frank Lloyd Wright in Pennsylvania, United
States. (Source: www.wright-house.com)
iii) Structure
The above mentioned drivers together have structural implications. The structure
is sensed in the spaces as well as the texture of the building. The structure is not
equivalent to exhibitionism of technologies; it is not something injected into the
design at the end of the process, it's a part of the design, it sets the mood of the
design.
The design process stands on the grounds of the design world of the architect. All
designers approach design tasks through their design worlds that form a
collaboration of the following two:
It is the store house of the designer's design memory. His skills, abilities,
perceptions, outlooks, prejudices and experience together form content-ground
before the design process. Peter Rowe, in his book Design Thinking, enumerates 5
classes of heuristics used in the design process:
a) Typologies
b) Anthropometric analogies
c) Literal analogies
d) Environment relations
e) Formal language
Process skills are the skills that allow the designer to apply his substantive
knowledge and undertake in the design process. It involves a dialogue between
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the designer and the problem at hand where a process of 'seeing-moving-seeing'
is employed. The design process thus involves a gradual unfolding of information
which informs and is informed by the design. (G E. Wiggins, 1989)
Substantive knowledge and the process skills of the designer together form the
prelude, very significant one at that, to the design process. With a given design
task in hand, the process involves the following stages:
The first stage involves laying down the major objective of the design and the
broader idea behind it.
The second stage is the development of the initial objectives and idea into a more
concrete structure and formulating the same via various iterations, in play with
the drivers of the process.
iii) Synthesis
The materialization of the final design with all its information, either on paper or
on the computer and then finally in real space-time , forms the last stage of the
process.
These stages of the process vary as per the methodology of design adopted by the
designer. In the following sections, it shall be examined how the nature of and the
relationship between these stages change with the change in design tools and
methods.
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Fig 1.5: Deconstructing the design process (Source: Author)
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Chapter 2
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2.1 Architecture before Architects
For the first fifty centuries, before the coming of "formal" architecture, existed
the indigenous non-pedigreed architecture (B. Rudofsky, 1964). The earliest
civilizations had architecture resulting from communal coorporation, without the
need of a designated "architect". Architecture emerged out of basic needs- need
for shelter and protection, to channelize water and mark territories. The process
of designing was not cut off from the process of construction. The entire task was
a hands-on exercise, without the need for intermediate documents. There is little
evidence though if these civilizations made small scale iteration models of what
they wanted. What is understood is that the ideation happened alongwith the
construction of what they wanted. Some archeological finds show the existence
of drawing on land or clay tablets on site to communicate ideas. Even then, the
entire process was an integrated one, with ideation, conception, synthesis and
construction happening in a continuum at an intuitive level, unlike what we are
familiar with today: conscious design and thought processes.
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Fig2.2: Earliest known architectural drawing, depicting the ground plan of the palace of Nur Adad in
Larsa. Clay tablet engraving; 1865-1850 BC (Source: www.payette.com)
Over time, architecture evolved from serving basic human needs to becoming a
way of building and creating, to serving a range of human needs, to representing
cultural values for societies. As architecture evolved, so did the thinking of
architecture. The process of design became more deliberate and disconnected
from the process of construction. There came into play the role of architectural
drawings and models as tools for exploration, expression and communication.
With the employment of models and drawings, the gap between the design
process and the process of building increased over centuries and the architect
started to become increasingly more distant in the construction process.
Fig2.4: A terracotta model of a temple, found at the site at Perachora | Mid-8th Century BC | National
Archeological Museum, Athens. (Source: www.pinterest.com)
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Chapter 3
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For centuries after the Renaissance, drawings and models were an integral part of
the design process. Architects sketched on paper to ideate and explore, made
hand-made models as iterations to understand their own designs and drafted
plans, sections and elevations to communicate with the builders. Drawings and
models remained the major tools of design for the longest time until the surge of
the digital wave.
Fig 3.1: Leon Battista Alberti, Della Pictura drawing showing a horizon line and vanishing point, 1435
(Source: www.classicalert.org)
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3.1 How traditional tools affected design thinking and design methodologies
With the cultural drift that occurred during Renaissance, along with the
advancements of the time, a new way of going about the process of design
emerged. As the process of design disassociated from the process of construction,
it became more complex in itself. Essential beauty or ideal shape was achieved
through reductive logic. Architects followed strong form rules and used types as
heuristics in the design process. Peter Rowe, in his book Design Thinking (1987)
talks about 3 subclasses of types that traditional architects looked at as
exemplars:
This disassociation also affected the role of the architect. The architect who was
always the master builder started to lose his control and influence on the final
construction as his information started to get externalized and complex and it
wasn't possible for him anymore to dictate to thousands of mason on site.
During conception there was always a geometric constraint due to the limitations
of the tools of representation. Architects employed only Euclidian geometry of
discrete volumes represented in the Cartesian plane. This resulted in a design
process that restricted the imagination of the designer. Also, even if an architect
narrowed his scope for imagination and simplified his design, representation
would nonetheless take long durations of patient drafting. Though what may
seem as drudgeries of hours of mindless hand-drafting often had bearing upon
design thinking and design decisions. But the fallout of this hierarchy of
intermediation in terms of drawings between the design end and the construction
end was the occurrence of unavoidable errors in communication.
Fig 3.2: Section of Brunelleschi's dome drawn by the architect Cigoli, c. 1600.
(Source:www.wikipedia.org)
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When architects explored ideas in sketches and physical model, the intuitive
aspect of the process fueled emergence and creative leaps. Though the entire
process was more deterministic, as the designer determined the form bit by bit
over multiple iterations, such moments of creative leaps gave the process an
emergent behavior.
What is noteworthy is the fact that the process of design was in a lot of ways
conjunctive to the journey of an artist, as the architect communicated with his
hands in intuitive ways, expressing himself in his design. The entire paradigm of
design thinking made the architect unite his spirit with the spirit of the problem.
Fig 3.3: The nature of the process with traditional design tools (Source: Author)
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Chapter 4
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4.1 History of CAD
CAD(Computer Aided Design) drafting has its origins in the work of Dr. Partrick
Hanratty who in 1957 developed PRONTO, the first commercial numerical control
programming language and first commercial CAM software system. Consequently,
Ivan Sutherland created SKETCHPAD IN 1960 which became the world's first CAD
software and demonstrated the basic principles and viability of computerized
technical drawing.
Fig 4.2: “utherla d’s diagra of 6 of the 17atomic constraints in Sketchpad, 1963 (Source:
www.danieldavis.com)
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The initial range of CAD systems were merely substitutes for the drawing board.
The designer still worked in 2D to create architecture drawings consisting of 2D
wireframe primitives like lines, arcs, spline etc. This increased the productivity of
design but only marginally because now the designer had an addition skill to learn
and master- to use the computer and the software. Nevertheless, employment of
CAD made modifications and revisions in drawings easier. Over time CAD
software and hardware became more affordable for designers and became more
user friendly.
3D wireframe features can be traced back to the beginning of the sixties. It was in
1969 that Syntha VIsion by MAGI was released becoming the first commercial
solid modeling program. Solid modeling further enhanced the 3D capabilities of
CAD systems. In 1989, NURBS, Non-Uniform Rational Basis Spline, was released. It
was a mathematical representation for generating and representing freeform
surfaces. 1993 CAS Berlin developed the first interactive NURBS modeler for PCs,
called NöRBS. Today most professional computer graphics softwares available for
PCs offer NURBS technology.
MCAD systems introduced the concept of constraints that enable one to define
relations between parts in assembly. Designers started to use a bottom-up
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approach when parts were first created and then assembled together. (D.E.
Weisberg, 2008)
Fig 4.4: First version of Explicit History, later known as Grasshopper (Source: www.grasshopper3d.com)
The participation of the computer in the design process created a significant shift
in design thinking and gave birth to a new design methodology. The computer
started to become an important part of the process and assisted the architect at
various stages. The process of creating a computer program, which could in turn
help in the process, required a better understanding of the procedure, its nature
and its parts. It helped the designer understand his own actions and try to find the
influences behind his intangible decisions.
The design process could now be understood as consisting of three major stages
(Murray Milne, 1975) :
i)Beginning
The beginning was the most chaotic. It was about ideating and finding direction
using the drivers of the process and the architect's objectives. It had more
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variables than constraints. Decisions were hard to make and easy to change. This
made it difficult to translate in the systematic procedural agenda of computation.
ii)Middle
The middle was more about automated floor plan layouts, interactive computer
graphics, large scale data manipulation programs for building components.
iii)End
The last stage was easy to computerize as it revolved around integrated
information and its representation and communication.
Over the years, the computer started to get involved in the process of design to
relieve the designer of the banal activities of his daily practice. The fallout of this
was the assumption that these banal activities were not a part of his design
thinking. Also the design process now started to get disintegrated further into
activities undertaken by the architect and activities undertaken by the computer
and this disassociation of well partitioned, well specified tasks created a less
efficient partnership between man and machine.
Fig 4.5: The nature of the process after the advent of the computer until 1989 (Source: Author)
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4.2 Prophesies of the Optimists and the Pessimists
In the early years, when the computer had just begun to get involved in the
process of design, the then theorists and practitioners had their own
understanding and prophesies of how the computer would affect the design
process. The major question in light was if the machine could deal with issues
critical to people, issues underlined by sensitivity to a specific place, culture and
time (Negroponte, 1975). The counterpart to the same was questions raised on
our ability to deconstruct explicit tangibles behind such intangibles. Some pointed
out that issues concerning people had more variables than constraints and hence
were difficult to compute. Also, experienced architects had a better sense of such
issues and could respond better intuitively than long and expensive
computational procedures. Something like intuition and experience cannot be
formalized and modeled into the computer. The computer has the ability to store
more information than a human, but how a designer interprets and employs his
information bank is more significant and bears a greater impact that the
objectiveness of the information.
The disintegration of the design process was also a point of concern. Vladamir
Bajnac explains that one cannot extract formal models from the design process
and separate their operation and utilization from other activities of design as their
boundaries cannot be established statically. Also, this division of labor between
man and machine reduces the designer's chances and ability to use his own
judgment during and post the computer generated answer. This hampers his
ability to critique that answer or expand on it to gain additional insight into the
original problem. (V. Bazjanac, 1975)
On the other hand, Steve Coons saw the potentiality of the computer in becoming
a symbiotic partner with man in the process of design. He realized that man and
machine had complimentary powers and by achieving intimate machine-
environment interaction where the creative and imaginary powers of man and
the analytical and computational powers of the machine, one could create an
intimate corporation complex. He foresaw the ability of the computer to become
self-learning and show a self-induced adaptive behavior.
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With the extensive use of programming to lay out plans, designers started to look
at what one can call "heuristic programming" and tried to understand relations
between style and function. On looking at the way an architect went about
designing without the machine, producing his own style, it was realized that more
often than not the architect did not know the principles behind the effects of his
style. It was his experience and the intuitive decisions he made along the process
that created the effects of his style. It was here that the question was raised as to
what extent is aesthetics or style an intangible parameter than cannot be
described explicitly for computation. Is it our own analysis paralysis that hinders
that leap? (Huck Rorick, 1975)
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Chapter 5
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5.1 The Digital Domain
In the last decade of the 20th century, digital technologies changed the way
designers thought and went about design. Technological advances like
computation, digital architecture of topological, non-Euclidian geometric space,
kinetic and dynamic systems and genetic algorithms- together supplanted digital
architecture of today.
These changes gave way to an integrated design process with CAD, solid
modeling, range of analysis tools and rapid prototyping creating a wholesome
process in continuum with manufacturing and production.
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Form finding became an entirely different journey. Instead of defining elements
of shape, parameters of a particular design are declared in an associative
geometry ie. a mutually linked environment. Thus the process of form finding
becomes a procedural description of geometry. New forms are created by
generative processes based on concepts such as topological space and digital
morphogenesis, isomorphic polysurfaces, dynamic systems, parametric design,
performative architecture, datascapes and genetic algorithm.
Fig 5.2:Isomorphic Polysurfaces. (Source: "Architecture in the Digital Age", p 21, B. Kolarevic, 2003)
Greg Lynn was one of the first designers to adopt animation software and hence
motion dynamics for form generation and not just a medium of representation.
The form becomes a manifestation of the relational logic of internal parameters
and engages and responds to dynamic often variable influences from its
environment and socio-economic context. The form thus generated has a more
fluid logic of connectivity (Greg Lynn, 1998)
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5.2 How contemporary design tools affect design thinking and design
methodologies
Fig 5.3: The Grasshopper canvas with some nodes. (Source: www.grasshopper3d.com)
The computer and the geometric freedom it provided liberated the architect's
imagination with regards to form finding as the digital domain allowed
exploration of infinitely variable possibilities. The architect was no longer
restricted to Euclidean geometries. Shapes and forms, previous difficult to draw
and communicate, could now be easily articulated with NURBS. Also, the architect
was no longer confined to a singular manifestation of his ideas. He could explore a
wide range of possibilities for his given set of ideas and defined relations between
design drivers and design elements.
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Fig 5.4: Paramorph by Mark Burry (Source: www.mcburry.net)
The significant shift in the process of exploring form was the fact that the
architect no more made the form, but found it through a procedural, algorithmic
description of design. This required understanding the relationships between
different parameters and creating a structure of these relations. These relations
could be restructured and revised at any point and that would affect the resulting
design accordingly. The designer now had the freedom of rapid prototyping and
investing a design through multiple iterations. The design could be manipulated in
a dynamic environment of forces influencing it and be subjected to performative
modeling where the performance of the design would dictate its synthesis.
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This new paradigmatic shift in the design process helped the designer explore
more in little time. The designer now had new visions and his design, new
aesthetics. The computer not only lent itself to artificial creativity but also
enhanced the designer's creativity and triggered creative leaps.
The entire design process became integrated and analysis and design synthesis
happened together. Computation allowed a digitally catalyzed convergence of
representation and production process. The design information and the
manufacturing information became congruent, erasing the gap between the
design world and the construction process. The design formulation in its
representation carried all the information regarding the design and extraction and
exchange of this information became more efficient with no errors, unlike with
the traditional chain of intermediate documents.
Fig 5.6: The nature of the process in the contemporary digital age (Source: Author)
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Chapter 6
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6.1 ANTONIO GAUDI AND SAGRADA FAMILIA
Antonio Gaudi, born in 1852, was a son of a coppersmith and learnt about crafts
f=is his father's workshop as a little boy. He attended the Escoles Pies school and
received a traditional and humanist education where he was proficient in
geometry and Arithmetic. In 1873 he joined the School of Architecture in
Barcelona where he stood out in the subjects of drawing, design and
mathematical calculus. As a student, he attended workshops and learned about a
wide range of techniques relating of architecture, including sculpture, carpentry,
ironwork, ceramics, stained glasswork, plaster modeling etc. he perceived
architecture as a multifunctional design in which all elements were in harmony
and mutual proportion.
He would thoroughly study the anatomy of his sculptures with special emphasis of
gestures. Before sculpting human figures he would create dummies (prototyping)
made of wire to modulate the exact posture of the figure to sculpt. He would then
photograph his models using a mirror system to provide for multiple perspectives.
Consequently he would make plaster casts of the figures and modify their
proportions to obtain the desired appearance. Finally he would sculpt the figure.
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Fig 6.2: Original drawing by Antonio Gaudí, Casa Botines, 1891. (Source: www.commons.wikimedia.org)
Gaudi's works are infused with imagination and hold their inspiration in nature.
He thoroughly studies organic and anarchic geometric forms of nature which
translated into his use of ruled geometric forms like hyperbolic paraboloid, the
hyperboloid, the helicoid, the ellipsoid and the conoid. He discovered how to
adapt the expression of nature to the structural language of architecture. He
progressed from plane geometry to spatial geometry to ruled geometry. Gaudi
was the first to use the catenary curve in common architecture which helped him
add an element of tremendous strength to his buildings.
Gaudi conceived his designs in three dimensions and for this spatial vision, he
preferred to work with casts and scale models. He would even improvise on site
as work progressed. He drew plans rarely, only when absolutely necessary. Gaudi
made a 1.10 scale model for the church of the Colònia Güell having strings, with
small bags of birdshot hanging from them, suspended from the ceiling which had
the floor plan of the church drawn on it. These weights produced catenary curves
as arches and vaults. Gaudi photographed this model and inverted the image to
show the desired structure of columns and arches. He then worked on this image
and further defined architectural, decorative and stylistic details. (Bassegoda,
1989)
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Fig 6.3: An upside down force model of the Colònia Güell, Sagrada Família Museum
(Source: www.christopherwhitelaw.us)
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variable versions of the structure and could be assured that the resultant would
satisfy his initial intend i.e. stand in pure compression.
Gaudi's model was a step ahead from the traditional systems of using catenary
curve's parametric formula to manually calculate outputs as he could
automatically compute the shape of the curves with the aid of the force of gravity
on the strings and the weights.
In his masterpiece, the Sagrada Familia, the structure Gaudi gave the last 43 years
of his life to, Gaudi formulated a set of double-turn helicoid shape tree-like
columns to support a structure of intertwined hyperboloid vaults. He achieved a
perfectly rational structural solution alongwith a new architecture language was
original and aesthetically appealing.
The structure is composed of 3-dimentional forms arising from ruled surfaces like
hyperbolic paraboloids, hyperboloids, helicoids, ellipsoids and conoids. Gaudi
used plaster models to formulate the design which include a 1:10 scale model
(measuring 5m by 5m by 2m) of the main nave. he used his system of suspended
strings and weights to derive the angles of the columns, arches and vaults.
Fig 6.4: Gaudi's atelier in the Sagrada Familia, 1917 (Source: www.gaudidesigner.com)
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Fig 6.5: i) Original Gaudi model for the Glory's façade, ii) Original model of the intern naves,
Photos in Gaudi's studio in the Sagrada Familia, published in 1929 (Source: www.gaudidesigner.com)
I) GEOMETRY
Gaudi's observation of the nature provided for his conceptual and methodological
framework. He did not slavishly imitate nature but analyzed natural elements to
articulate structural and formal designs which he then incorporated into his
structure. He would work relentlessly with models in his workshop to refine
constructional solutions.
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The main geometric forms underpinned by parametric equations employed by
Gaudi in Sagrada Familia can be enumerated as follows:
i) Hyperboloids: Found in the openings of the windows and junctions between the
columns and the vault
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i) Helicoids: Seen in the spiral staircase.
i) Ellipsoids: Found in the rounded capitals of columns where the lower columns
branches into slender members
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i) Double twisted columns: Seen in the branching columns made up of two
helicoidal columns. The base of each columns transforms from a polygon to a
circle as it moves higher up.
II) PROPORTIONS
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Fig 6.12: Proportioning system in plan, Sagrada Familia (Source: www.sagradafamilia.org)
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6.2 FRANK GEHRY AND WALT DISNEY CONCERT HALL
Fig 6.14: Architectural sketch for Transformation AGO, © Gehry International, Architects, Inc
(Source: www.ago.net)
Frank Gehry is one architect who ideates extensively with sketches and models.
His sket hes ha e hat he alls the te tati e ess, the essi ess, that he uses
for formal exploration beyond the existing. Gehry is renowned for his quality of
turning these abstract drawings into tangible 3-dimensional form. His sketches
form the basis for several small-scale gestural models that serve to lay working
concepts and are often made with ephemeral materials like cardboard, wood,
cloth. Gehry extensively employs physical modeling to explore both formal and
functional aspects. These physical models are scanned at every stage into a
sophisticated computer and formulated and rendered into a working structural
form.
Fig 6.15: Gehry wrangles a piece of cardboard (Source: "Sketches of Frank Gehry", documentary, 2012)
51
Fig 6.16: E a ple of origi al ph si al odel right a d a odel of the sa e desig , after it’s ee
digitally rationalized (left) (Source: Shelden, www.dspace.mit.edu, 2002)
Fig 6.17: Frank Gehry's original sketch of what would become Walt Disney Concert Hall
(Source: www.wdch10.laphil.com)
52
Fig 6.18: Studies of different concert hall configurations.
(Source: "Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.19: Preparatory model of the Founders Room ceiling vault, 1998
(Source: www.wdch10.laphil.com)
53
Fig 6.20: Preparatory model of the Founders Room sky lit interior, 1998
(Source: www.wdch10.laphil.com)
54
Fig 6.22: Acoustical studies of the concert hall using laser measurements from physical models (1989) by
Dr. Toyota. (Source: "Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.23: Digitizing one of the early models of the Walt Disney Concert Hall. (Source: "Architecture in the
Digital Age", B. Kolarevic, 2003)
Fig 6.24: One-tenth scale model for testing the acoustics of the hall. (Source: "Architecture in the Digital
Age", B. Kolarevic, 2003)
55
Fig 6.25: The coordination model for the concert hall. (Source: "Architecture in the Digital Age", B.
Kolarevic, 2003)
Fig 6.26: The surface pattern done in CATIA for one part of the concert hall. (Source: "Architecture in the
Digital Age", B. Kolarevic, 2003)
Fig 6.27: The detailed digital model of the stud frame system for cladding on the Disney Concert Hall.
(Source: "Architecture in the Digital Age", B. Kolarevic, 2003)
56
Fig 6.28: Final model of Walt Disney Concert Hall (Source: www.wdch10.laphil.com)
57
Chapter 7
58
7.1 Design Thinking and Design Methodology
The major leap in the design approach from the traditional methodology to
computational modeling is the shift of emphasis from constructing the form to
constructing the structure of relations between elements and the behavior of the
object under transformation. This has morphed the process of design from being
prescriptive with regards to establishing defined formal and spatial elements to
now a descriptive procedure of defining interdependencies between parameters
to result into equations that generate a variety of potential possibilities. The
architect now articulates the inner logic of the project rather than the external
form. Instead of working on a parti, he now works on a generative system of form
making, controls its behavior over time and under different conditions and selects
the appropriate form that results from the operations.
59
With Associative Parametric design methodology, spatial possibilities are
disconnected from empirical intuition which was the prime driver of the
traditional design approach. Traditionally, the process of "form making" was
channelized by first order logic, monotonic reasoning and stable design
conceptualization. Very often, perfect shapes were obsequiously copied and
recombines by following static formal principles. This resulted in a lack of
originality and imaginative thinking.
Another major ideological shift is in the fact that traditionally, the abstract space
of design was a static neutral space of Cartesian coordinates. Today the design
space can be perceived as an environment of force and motion rather than
neutral vacuum. The three dimensional Cartesian space has been replaced by a
four dimensional dynamic field of forces where the form is modeled also under
the influence of the fourth dimension, time. The possibility of inculcating the
influence of time and performance over time was not viable with traditional
design tools.
This is drastically varying from the traditional linear system of design thinking and
processing where information, formation and deformation occurred in a
disassociate manner, requiring the architect to deal with one independently and
vary the others repeatedly to ingrain the influences of the changes in one. The
manual process driven disassociation was the major limitation of the traditional
process with respect to form articulation.
The primary driving forces for any design process, i.e. function, site and
environment and structure remain static in either design approach. What has
transformed is the way the influences of these drivers are incorporated into the
design.
61
Fig 7.2: Traditional conscious inspiration chain (Source: www.eliinbar.files.wordpress.com)
With the advent of the computer but before the employment of associative
parametric design that released in 1989, the design process became more
segregated and the division of task between man and the computer, lacking an
intimate machine-man environment, made the design process further scattered.
The architect ideated on paper, conception and formulation happened with both
traditional tools as well as with computer participation but without a
continuation. Also, the disconnection that has existed between design and
production remained. Computerized analysis was in little dialogue with the
62
formulation process. Drafted drawings did make the process quicker and allowed
for quick revisions and sharing of data between parties but there was still room
for communication and translational errors.
It was only after the coming of Parametric design and digital morphogenesis that
the design process started to knit together. Ideation, formulation, analysis,
representation of design - all could now happen on a single platform, in a
continuous sequence that allowed moving back and forth through this associated
structure. The close relationship that existed between architecture and
construction remerged with a valuable feedback mechanism between conception
and production.
Fig 7.3: The nature of the process with traditional design tools (Source: Author)
Fig 7.4: The nature of the process after the advent of the computer until 1989 (Source: Author)
Fig 7.5: The nature of the process in the contemporary digital age (Source: Author)
63
7.4 Form and Geometric Exploration
The digital revolution changed the process of formulation in three big ways:
i) Computational design worked on the principle of "finding form" unlike the
traditional process of "making form". It allowed exploitation of the emergent and
adaptive properties of form. The process did not centre anymore around finding a
fixed solution but exploration of infinitely variable potentialities. The technologies
allowed for this infinite variability to become as viable as modularity.
ii) The form was no longer subject to the static norms of the traditional process. It
was now capable of consistent and dynamic transformation in a four dimensional
modeling environment.
iii) With NURBS and Parametric morphogenesis, there was a leap from platonic
geometries and Cartesian planes to total geometric freedom and exploration.
Traditionally complex compound curves were described and constructed through
an approximation by linking together tangent circular arcs and straight line
segments. Here the curvature of the curve changed only at discrete points.
Fig 7.6: A compound curve constructed from tangent circular arcs and straight line segments.
(Source: "Architecture in the Digital Age", p15, B. Kolarevic, 2003)
NURBS curves were the digital equivalent of the traditional drafting splines made
of plastic, wood or metal and weights, that were used to drafting splines for ship
hulls. NURBS curves allowed a greater control on the shape of the curve by
manipulating the control point weights and knots. This allowed created curves
with their curvature changing continuously.
64
Fig 7.7: Comparing traditional spline modeling with Mathematical modeling.
(Source: www.aliasworkbench.com)
The designer could now employ rapid prototyping and investigate his design
through an iterative process. As digital modeling allowed for exploration of a
range of potentialities, the designer could use one of the interpolated forms for
further development or produce different forms of the object as it morphs.
Dissimilar forms could also be blended to produce a variety of hybrid forms that
brought together the formal characteristics of the "base" and "target" objects.
Traditionally too, an architect could manually create versions of his design but the
major shift was in the amount of time the architect now saved while creating and
testing iterations and the fact that ideating, prototyping, building and analysis
happened in a closed continuous loop allowing the architect to move back and
forth the process and to make changes that could be automatically reflected at a
previous or later stage.
65
Fig 7.8: Rapid Prototyping model. (Source: www.studentask.blogspot.in)
With the digital information revolution, one of the most the significant shift was
in the increasing importance of centrally-structured design information and the
collaboration of its production, control, exchange and extraction. The design
information provided directly for the construction information in a mutually
beneficial process without the error-prone and time -consuming hierarchy of
intermediate drawings as in the traditional system.
This newly discovered ability to produce and analyze design information and then
use it directly for construction allowed for a valuable feedback mechanism
between conception, formulation and production. As the production of drawings
reduced, the design and construction processes became more efficient. This
single source of design and construction information and it's associative behavior
allowed for a better control on the information and ease of revisions. This could
not happen in the traditional methodology where the series of intermediate
drawings made control of information scattered and making revisions very
inefficient.
66
7.7 Role of the architect
In the traditional process, the architect's cognition and empirical intuition were
major forces in molding the design. A lot of design decisions were direct results of
the architect's associate memory and personal expression. All processes of
conception, analysis and representation were in human hands and thus
unavoidable errors could not be eliminated. Since the architect worked with
paper and hand-models, he disengaged from the construction process. The series
of intermediate drawings increased the gap between the designer and
construction.
During the design process, the designer was now the editor of the morphogenetic
potentiality of the designed system where the choice of emergent form was
directly influenced by the designer's substantive knowledge - his aesthetic
sensibilities and cognitive abilities. The designer hence worked in a mutually
beneficial symbiotic relationship with the machine in a self reflexive discourse.
67
Chapter 8
68
BASIS OF TRADITIONAL DESIGN CONTEMPORARY DIGITAL
COMPARISION METHODOLOGY DESIGN METHODOLOGY
1. Impact on design - Emphasis on constructing the form - Emphasis on constructing the
thinking and methodology structure of relations between
elements and the behavior of the
- Prescriptive design process: object under transformation
establishing defined formal and - Descriptive procedure of defining
spatial elements interdependencies
- First order logic, monotonic - Dynamic, non-linear, indeterministic
reasoning and stable design system of organization
conceptualization
2. Driving forces of the - Style heuristics, experience, - Interdependencies between
process empirical intuition, perception, elements- structuring, organizing,
immediate memory, association driving forces for form generation and
recall and relative judgment. transformation.
3. Relationship between - Parts of the design process in - Design and construction associated in
different parts of the continuum but disconnect between a valuable feedback mechanism
design process design and construction
7. Role of the architect - Disengaged from the construction - Information master builder
process
Table 8.1: Conclusions (Source: Author)
69
Having looked at the evolution of design tools and methodologies over the
centuries and the nature of each, one starts to realize that there's still a domain
of challenges to overcome. The geometric freedom and the range of formal
exploration that digital design methodologies offer tend to make the designer too
occupied with the play of geometries and the form. It is important to realize that
in true essence, architecture is a lot more than just the form. Also, the approach
of "let's design a mess and build it anyway" is a prevalent phenomena today.
Another major challenge lies in coming up with a design model that aims at
efficient forms that can be built in a sustainable fashion.
70
BIBLIOGRAPHY
Barnes, Ebward Larabee, The Design Process, Perspecta, Vol. 5, MIT Press, 1958
Burry, Jane, and Mark Burry, The New Mathematics of Architecture, London: Thames and
Hudson, 2010
Kolarevic, Branko, Architecture in the Digital Age: Design and Manufacturing, Spon Press, 2003
Negroponte, Nicholas; Bazjanac, Vladimir; Milne, Murray; Rorick, Huck, Reflections on the
Computer Aids to Design and Architecture, Petrocelli/Charter, 1975
Rudofsky, Bernard, Architecture Without Architects, University of New Mexico Press, 1964
[Online] http://www.danieldavis.com/a-history-of-parametric
[Online] Http://www.sagradafamilia.org
[Online] Https://en.wikipedia.org/wiki/Antoni_Gaud%C3%AD#citerefbassegoda1989
[Online] Http://mcburry.net
[Online] http://priceonomics.com/the-software-behind-frank-gehrys-geometrically
[Online] http://www.ago.net/frank-gehrys-process
[Online] http://www.pbs.org/wnet/americanmasters/frank-gehry-sketches-of-frank-gehry/602
[Online] http://en.wikiarquitectura.com/index.php/Walt_Disney_Concert_Hall#Situation
[Online] http://wdch10.laphil.com/wdch10/wdch/process.html
71
LIST OF FIGURES
Fig 1.1: Understanding nature of architecture design. (Source: Author)
Fig 1.2: Ways in which architecture can add value for people. (Source: Author)
Fig 1.3: Fallingwater or Kaufmann Residence (1935) by Frank Lloyd Wright in Pennsylvania,
United States. (Source: www.wright-house.com)
Fig 2.1: Dwellings below, fields upstairs, China (Source: Architecture without Architects, Bernard
Rudofsky, 1964)
Fig2.2: Earliest known architectural drawing, depicting the ground plan of the palace of Nur
Adad in Larsa. Clay tablet engraving; 1865-1850 BC (Source: www.payette.com)
Fig2.4: A terracotta model of a temple, found at the site at Perachora | Mid-8th Century BC |
National Archeological Museum, Athens. (Source:www.pinterest.com)
Fig 3.1: Leon Battista Alberti, Della Pictura drawing showing a horizon line and vanishing point,
1435 (Source: www.classicalert.org)
Fig 3.2: Section of Brunelleschi's dome drawn by the architect Cigoli, c. 1600.
(Source:www.wikipedia.org)
Fig 3.3: The nature of the process with traditional design tools (Source: Author)
Fig 4.2: “utherla d’s diagra of of the 1 ato i o strai ts i “ket hpad, 19 3 (Source:
www.danieldavis.com)
Fig 4.4: First version of Explicit History, later known as Grasshopper (Source:
www.grasshopper3d.com)
Fig 4.5: The nature of the process after the advent of the computer until 1989 (Source: Author)
72
Fig 5.1: Comparison of Major Two-Dimensional Geometries. (Source: "The Nature of
Mathematics", p 501, Karl Smith, 1984)
Fig 5.2:Isomorphic Polysurfaces. (Source: "Architecture in the Digital Age", p 21, B. Kolarevic,
2003)
Fig 5.3: The Grasshopper canvas with some nodes. (Source: www.grasshopper3d.com)
Fig 5.6: The nature of the process in the contemporary digital age (Source: Author)
Fig 6.2: Original drawing by Antonio Gaudí, Casa Botines, 1891. (Source:
www.commons.wikimedia.org)
Fig 6.3: An upside down force model of the Colònia Güell, Sagrada Família Museum (Source:
www.christopherwhitelaw.us)
Fig 6.4: Gaudi's atelier in the Sagrada Familia, 1917 (Source: www.gaudidesigner.com)
Fig 6.5: i) Original Gaudi model for the Glory's façade, ii) Original model of the intern naves,
Photos in Gaudi's studio in the Sagrada Familia, published in 1929 (Source:
www.gaudidesigner.com)
Fig 6.14: Architectural sketch for Transformation AGO, © Gehry International, Architects, Inc
(Source: www.ago.net)
73
Fig 6.15: Gehry wrangles a piece of cardboard (Source: "Sketches of Frank Gehry", documentary,
2012)
Fig 6.16: Example of original physical model (right) and a model of the same design, after it’s
been digitally rationalized (left) (Source: Shelden, www.dspace.mit.edu, 2002)
Fig 6.17: Frank Gehry's original sketch of what would become Walt Disney Concert Hall (Source:
www.wdch10.laphil.com)
Fig 6.18: Studies of different concert hall configurations. (Source: "Architecture in the Digital
Age", B. Kolarevic, 2003)
Fig 6.19: Preparatory model of the Founders Room ceiling vault, 1998 (Source:
www.wdch10.laphil.com)
Fig 6.20: Preparatory model of the Founders Room sky lit interior, 1998 (Source:
www.wdch10.laphil.com)
Fig 6.21: Acoustical ray-tracing studies (1989) by Dr. Toyota. (Source: "Architecture in the Digital
Age", B. Kolarevic, 2003)
Fig 6.22: Acoustical studies of the concert hall using laser measurements from physical models
(1989) by Dr. Toyota. (Source: "Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.23: Digitizing one of the early models of the Walt Disney Concert Hall. (Source:
"Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.24: One-tenth scale model for testing the acoustics of the hall. (Source: "Architecture in
the Digital Age", B. Kolarevic, 2003)
Fig 6.25: The coordination model for the concert hall. (Source: "Architecture in the Digital Age",
B. Kolarevic, 2003)
Fig 6.26: The surface pattern done in CATIA for one part of the concert hall. (Source:
"Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.27: The detailed digital model of the stud frame system for cladding on the Disney Concert
Hall. (Source: "Architecture in the Digital Age", B. Kolarevic, 2003)
Fig 6.28: Final model of Walt Disney Concert Hall (Source: www.wdch10.laphil.com)
74
Fig 7.1 Inference structure in parametric design problem solving
(Source: "Parametric Design Problem Solving", Enrico Motta, Zdenek Zdrahal, 2003)
Fig 7.3: The nature of the process with traditional design tools (Source: Author)
Fig 7.4: The nature of the process after the advent of the computer until 1989 (Source: Author)
Fig 7.5: The nature of the process in the contemporary digital age (Source: Author)
Fig 7.6: A compound curve constructed from tangent circular arcs and straight line segments.
(Source: "Architecture in the Digital Age", p15, B. Kolarevic, 2003)
75