In this paper, we describe a teaching and research experiment which has beentaking place in two Faculties of Architecture in Belgium for the last five years. This experiment focuses ondiscovering and exploring new design issues based on digital concepts and aims identifying andcharacterizing the design praxis shifts (mutations) by the digital culture integration. More precisely, thisexperiment aims at having students discovering and exploring design issues in the first stage of virtual(parametric) model elaboration including fabrication possibilities within its own internal logic.
Delvaux, Fréderic, Faculté d'architecture ULg, sponsor, and Unité de Recherches de la Faculté d'Architecture - URA, research center
Subjects
design framing, experimentation, algorithmic thinking, design and build, Engineering, computing & technology :: Architecture, and Ingénierie, informatique & technologie :: Architecture
Abstract
As teachers in a Belgian Faculty of Architecture, we present a learning-by-doing workshop experience.It aims to achieve on one hand the design and the building of a prototype of kinetic and adaptive architectural skin and on the other hand to develop a design frame.Using an advanced educational process as a guide line, based on designing / prototyping we discuss what accurate knowledges and specific skills are needed to perform a usable and relevant modeling associated to an appropriate production method.We demonstrate how incorporate complexity into the design space, and develop an accurate help for creative thinking, especially to manage a kinetic architectural object.
This article presents a novel methodology to design swash plate type axial piston machines based on computationally based approach. The methodology focuses on the design of the main lubricating interfaces present in a swash plate type unit: the cylinder block/valve plate, the piston/cylinder, and the slipper/swash plate interface. These interfaces determine the behavior of the machine in term of energy efficiency and durability. The proposed method couples for the first time the numerical models developed at the authors’ research center for each separated tribological interface in a single optimization framework. The paper details the optimization procedure, the geometry, and material considered for each part. A physical prototype was also built and tested from the optimal results found from the numerical model. Tests were performed at the authors’ lab, confirming the validity of the proposed method.
Elsen, Catherine, Häggman, Anders, Tomonori, Honda, Yang, Maria C., and The work described in this paper was supported in part by the National Science Foundation under Award CMMI-1130791; by the IK Investment Fund / The League of Finnish American Societies, the Fulbright-Technology Industries of Finland Grant co-funded with the Federation of Finnish Technology Industries, the Finnish Foundation for Technology Promotion, the Finnish Cultural Foundation, the Emil Aaltonen Foundation grant (for Anders Häggman) and by the Belgian American Education Foundation (for Catherine Elsen)., sponsor
Proceedings of the ASME 2012 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference (pp. 11). ASME (2012).
Subjects
sketching, prototyping, best practice, Engineering, computing & technology :: Multidisciplinary, general & others, Ingénierie, informatique & technologie :: Multidisciplinaire, généralités & autres, Engineering, computing & technology :: Mechanical engineering, and Ingénierie, informatique & technologie :: Ingénierie mécanique
Abstract
Sketching and prototyping of design concepts have long been valued as tools to support productive early stage design. This study investigates previous findings about the use and timing of use of such design tools. This study considers such tools in the context of team design projects. General trends and statistically significant results about “sketchstorming” and prototyping suggest that, in certain constrained contexts, the focus should be on the quality of information rather than on the quantity of information generated, and that prototyping should begin as soon as possible during the design process. Ramifications of these findings are discussed in the context of educating future designers on the efficient use of design tools.