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
design framing, experimentation, algorithmic thinking, design and build, Engineering, computing & technology :: Architecture, and Ingénierie, informatique & technologie :: Architecture
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.
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).
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
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.