Gehry, Deleuze, architecture, philosophy, diagram, architectural design process, rhizome, painting, architectural design action, virtual, Humaniora och konst, Konst, Arkitektur, Humanities, Arts, Architecture, Filosofi, etik och religion, Philosophy, Ethics and Religion, Bildkonst, and Visual Arts
This thesis attempts to describe and interpret the design practice of an American architect, Frank O. Gehry through concepts developed by French philosopher Gilles Deleuze and his collaborator, French psychotherapist, philosopher and activist, Félix Guattari. At the same time, prototyping a website-based interactive project called PLATEAU GEHRY_CONNECTIVES, it explores an alternative form for the Doctoral thesis. In addition to connections with visual arts, such as painting and cinema, the experimental project PLATEAU GEHRY_CONNECTIVES includes references to concepts and phenomena from various areas of knowledge revealing distinctive, unusual qualities of Gehry’s creative approach in the production of design artefacts. The thesis documents and discusses means of representation in architectural design fused into the specific creative culture of Frank O. Gehry. It notices that the discourse in architectural theory and practice, often neglects what occurs on a particular molecular level of the architectural design process. It shows that elements of micro-level of design procedures render Gehry’s idiosyncratic design phenomena intelligible and perceptible in a new way. It claims that it has been possible because Deleuze and Guattari’s concepts become perceptibly operational in the interpretation of such phenomena, at the level of elementary units of Gehry’s design procedures. Moreover, through this close-up perspective, the thesis’ investigations identify certain similarities in the operational modes of the architect and the painter. It demonstrates how Gehry, who has anchored his interest in painting, and specifically in what he defined as ‘immediacy in painting,’ was able to transform the practice of architectural drawing from projective to a cognitive one. It also shows, how the architect re-defines the commonly applied projective geometries from passive, arbitrary role to an active agent, and how the architect links drawing practice with the construction process on a new, almost palpable level. While stressing its the manual character, the thesis demonstrates that Gehry’s explorative culture of challenging means of representation employed in architectural design production facilitates the re-disciplining of architecture culminating in the integration of the CATIA system in the design procedures. This study of Gehry’s design actions and strategies can help the reader to understand the significance of experimental and intuitive design practices. The thesis proposes the Deleuzian interpretation of Gehry’s experiments in the aesthetics of design thinking and acting. It renders perceptions of patterns, according to which, other design practices can operate.
Pickering News Advertiser (Pickering, Ontario). May 12, 2020
In service design, Flowers led the innovation renaissance of CPL by managing dozens of teams and projects, utilizing a design-thinking framework that applied empathy, curiosity and prototyping to achieve the [...]
evacuation, pedestrian movement, pedestrian flow, anthropometric data, human behaviour in fire, parametric analysis, biomechanics, roadmap, demographic change, Teknik, Samhällsbyggnadsteknik, Annan samhällsbyggnadsteknik, Engineering and Technology, Civil Engineering, and Other Civil Engineering
This report presents the final output from the project Crowd safety: prototyping for the future. The research includes a scoping study focusing on determining primary parameters for pedestrian movement and experimental results on movement in various conditions that focus on movement speed, contact distance and movement behaviour. A parametric model for predicting movement is presented based on this research and finally a road map is proposed that outlines the relevant steps for future research on pedestrian movement and human behaviour in a hazardous situation.
Accenture has opened a new Innovation Hub in Hyderabad.At the hub, clients can co-innovate with Accenture by ideating, rapidly prototyping and then scaling disruptive products and services for the digital [...]
Kochi: Chief minister Pinarayi Vijayan will throw open Super Fab Lab, a technical prototyping platform for design fabrication, at Integrated Startup Complex (ISC) in Kochi on Saturday.According to KSUM, the [...]
Bock, Alexander, Axelsson, Emil, Costa, Jonathas, Payne, Gene, Acinapura, Micah, Trakinski, Vivian, Emmart, Carter, Silva, Cláudio, Hansen, Charles, Ynnerman, Anders, Linköpings universitet, Institutionen för teknik och naturvetenskap, Medie- och Informationsteknik, Linköpings universitet, Tekniska fakulteten, and Linköpings universitet, Centrum för medicinsk bildvetenskap och visualisering, CMIV
IEEE Transactions on Visualization and Computer Graphics. 26(1):633-642
Natural Sciences, Computer and Information Sciences, Computer Sciences, Naturvetenskap, Data- och informationsvetenskap, Datavetenskap (datalogi), Physical Sciences, Astronomy, Astrophysics and Cosmology, Fysik, Astronomi, astrofysik och kosmologi, Data visualization, Tools, Rendering (computer graphics), Data models, Space vehicles, Space missions, Astrographics, astronomy, astrophysics, and system
Human knowledge about the cosmos is rapidly increasing as instruments and simulations are generating new data supporting the formation of theory and understanding of the vastness and complexity of the universe. OpenSpace is a software system that takes on the mission of providing an integrated view of all these sources of data and supports interactive exploration of the known universe from the millimeter scale showing instruments on spacecrafts to billions of light years when visualizing the early universe. The ambition is to support research in astronomy and space exploration, science communication at museums and in planetariums as well as bringing exploratory astrographics to the class room. There is a multitude of challenges that need to be met in reaching this goal such as the data variety, multiple spatio-temporal scales, collaboration capabilities, etc. Furthermore, the system has to be flexible and modular to enable rapid prototyping and inclusion of new research results or space mission data and thereby shorten the time from discovery to dissemination. To support the different use cases the system has to be hardware agnostic and support a range of platforms and interaction paradigms. In this paper we describe how OpenSpace meets these challenges in an open source effort that is paving the path for the next generation of interactive astrographics.
Juul Sondergaard, Marie Louise, Kilic Afsar, Ozgun, Ciolfi Felice, Marianela, Campo Woytuk, Nadia, and Balaam, Madeline
In Proceedings of the 2020 Designing Interactive Systems Conference (DIS ’20).
Engineering and Technology, Other Engineering and Technologies, Interaction Technologies, Teknik och teknologier, Annan teknik, Interaktionsteknik, Women’s health, soma design, research through design, menarche, shape-changing technologies, soft robotics, Art, Technology and Design, Konst, and teknik och design
Menarche is the first occurrence of menstrual bleeding and it usually begins between the ages of 9–15. This makes menarche a crucial transition among other social, physiological and behavioural changes during puberty. In this soma-based research-through-design project we design an open-ended prototyping kit: Menarche Bits. The aim of Menarche Bits is to open a design space for young adolescents to create body-worn technologies that support them in making space for their experiences of menarche and trusting their menstruating bodies. Menarche Bits consists of heat elements and shape-changing actuators that can be worn directly on the body by adhering to the skin or being inserted into pockets in a stretchable fabric as part of a garment. We describe the soma design process behind Menarche Bits as an example of how body-worn technologies can intimately interact with the body and its movement, temporality and material changes.
Innovations & Industrial Internet—project (I3) from the EU program INTERREG North TARGET, Making Regional Manufacturing Globally Competitive and Innovative from the Northern Periphery and Arctic Programme International Journal of Product Development. 24(1):30-42
Social Sciences, Media and Communications, Information Systems, Social aspects, Samhällsvetenskap, Medie- och kommunikationsvetenskap, Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning, Engineering design, Creative concept development, Design thinking, SME, Small-scale manufacturing, Small-scale development, innovation, early product development, learning, Information systems, and Informationssystem
Small and medium sized firms’ businesses in rural regions typically address a home market and the delivery of niched products. This makes them exposed to business downturns, innovation is thus one way to survive and prosper. Small-scale product development is typically very hands-on, a sort of trial and error process. This experimental way is in favour for the implementation of innovation processes, but one challenge is the limited resources that firms can, or are willing to, spend on innovative work. A challenge is that procedures for organisational learning are lacking in the straightforward approach. The article describes the background and rationale for supporting small-scale manufacturing by introducing a support toolbox for early product development work. The support toolbox’s rationale is built upon learning cycles and communicative prototyping which may enhance innovation process capabilities.
International Journal of Fashion Design, Technology and Education.
Humanities and the Arts, Arts, Design, Humaniora och konst, Konst, Digital design, zero-waste fashion design, 2D/3D design, education, design practice, Textiles and Fashion (Design), and Textil och mode (konstnärlig)
This article describes the use of three-dimensional (3D) software in zero-waste fashion design, with a focus on its application in the context of the authors’ research and experience in industry and education. It expands on its use in visualisation for merchandising and marketing, to discuss how as a hybrid design and prototyping tool, 3D software could transform zero-waste design in industry, education and research. This research uses an experimental design approach and reflects on the authors’ design process before using 3D software, and its transformation upon learning, due to its utility for holistic 2D/3D practices. The article explores a range of examples of 3D software in use, revealing new design workflows that it allows for in articulating the relationship between form, pattern cutting and waste – and concludes that the advantages of 3D software to augment the garment design process is particularly evident for zero-waste fashion design.
Fornell, Anna, Söderbäck, Per, Liu, Zhenhua, Moreira, Milena, and Tenje, Maria
Engineering and Technology, Materials Engineering, Teknik och teknologier, Materialteknik, Natural Sciences, Physical Sciences, Other Physics Topics, Naturvetenskap, Fysik, Annan fysik, Teknisk fysik med inriktning mot mikrosystemteknik, and Engineering Science with specialization in Microsystems Technology
We have developed a fast and simple method for fabricating microfluidic channels in silicon using direct laser writing. The laser microfabrication process was optimised to generate microfluidic channels with vertical walls suitable for acoustic particle focusing by bulk acoustic waves. The width of the acoustic resonance channel was designed to be 380 µm, branching into a trifurcation with 127 µm wide side outlet channels. The optimised settings used to make the microfluidic channels were 50% laser radiation power, 10 kHz pulse frequency and 35 passes. With these settings, six chips could be ablated in 5 h. The microfluidic channels were sealed with a glass wafer using adhesive bonding, diced into individual chips, and a piezoelectric transducer was glued to each chip. With acoustic actuation at 2.03 MHz a half wavelength resonance mode was generated in the microfluidic channel, and polystyrene microparticles (10 µm diameter) were focused along the centre-line of the channel. The presented fabrication process is especially interesting for research purposes as it opens up for rapid prototyping of silicon-glass microfluidic chips for acoustofluidic applications.
Arkitekturteknik, Architectural Engineering, Design, Arkitektur, Architecture, Emergent processes, Urban Rules, Compact city, outdoor mobile augmented reality, Urban resilience, research-through-design, collaborative design, and Complex adaptive systems
The unpredictability of global geopolitical conflicts, economic trends, and impacts of climate change, coupled with an increasing urban population, necessitates a more profound commitment to resilience thinking in urban planning and design. In contrast to top-down planning and designing for sustainability, allowing for emergence to take place seems to contribute to a capacity to better deal with this complex unpredictability, by allowing incremental changes through bottom-up, self-organized adaptation made by diverse actors in the proximity of various social, economical and functional entities in the urban context. The present thesis looks into the processes of creating urban emergence from both theoretical and practical perspectives. The theoretical section of the thesis first looks into the relationship between the processes and the qualities of a compact city. The Japanese city of Tokyo is used as an example of a resilient compact city that continuously emerges through incremental micro-adaptations by individual actors guided by urban rules that ‘let it happen’ without much central control or top-down design of the individual outcomes. The thesis then connects such rule-based emergent processes and the qualities of a compact city to complex adaptive system’s (CAS) theory, emphasizing the value of incremental and individual multiple-stakeholder input. The latter part of the thesis focuses on how to create a platform that can combine the bottom-up, emergent, rule-based planning approaches, and collective creativity based on individual participation and input from the public. This section is dedicated to developing a tool for a collaborative urban design using outdoor mobile augmented reality (MAR) by research-through-design method. The thesis thus has three parts addressing the topics: 1. urban planning processes and resulting urban qualities concerning compact city – i.e., density and diversity; 2. the processes of urban emergence, which generates complexity that renders urban resilience from the urban planning theory perspective; 3. developing a tool for non-expert citizens and other stakeholders to design and visualize an urban neighborhood by simulating the rule-based urban emergence using outdoor MAR. The results include a proposal for a complementary hybrid planning approaches that might approximate the CAS in urban systems with qualities that contribute to urban resiliency. Thereafter, the results describe specifications and design criteria for a tool as a public collaborative design platform using outdoor MAR to promote public participation: Urban CoBuilder. The processes of developing and prototyping such a tool to test various urban concepts concerning identified adaptive urban planning approaches are also presented with an assessment of the MAR tool based on focus group user tests. Future studies need to better include the potential of crowdsourcing public creativity through mass participation using the collaborative design tool and actual integration of these participatory design results in urban policies.