DESIGN WORKSHOP
REFLECTIVE JOURNAL
STUDENT NAME: HAO FENG STUDENT NUMBER: 742200
TABLE OF CONTENTS DW INTRODUCTION Topics A: FRAMING, DESIGNING + GENERATING DESIGN IDEAS A1: Designerly Thinking A2: Design Sprints A3: Communicating Design Ideas Topics B: PLAYING WITH (= EXPLORING) DESIGN IDEAS B1: Cinema + Architecture B2: Design Decisions B3: What To Do When Stuck Topics C: Evaluating Design Ideas C1: Developing Design Ideas C2: Evaluating And Selecting Between Ideas C3: Design Communication
DW INTRODUCTION LECTURE: - Designers are driven not by their knowledge but by their curiosity. - Curiosity: not yet understood, future, driven by self, risk - Knowledge: already defined, past, framed by others,safety Exercise 1: - 25 housing projects, 20 seconds' sketch each - Pick three of interest - Try to say what makes project distinctive - Why do you find it interesting?
Exercise 2: - 11 designed landscapes, 20 seconds' sketch each - Pick two of interest - Try to say what makes project distinctive - Why do you find it interesting?
Exercise 3: - Without back-tracing, draw the subject's logo from memory
Team Emphasis: - Technology: Technical & Material aspects of Designs - Amenity: Functional, Programmatic and / or Operational aspects of Design - Poetry: Aesthic, Experiental and / or Symbolic aspects of Design
In the first week of Design Workshop lecture, I have learnt and understood different designing approaches. At the start of the lecture, the lecturer has said that designing is driven by the curiosity not by the knowledge. I agreed with that and also think that designing has no limit. It is about the future and driven by the designers. Robert Bruno said that he was not particularly concerned about having a house. He built a house because he loves doing sculpture. Designers are motivated by the devotion, by the curiosity of the unknown. During the lecture, we were asked to sketch several housing and landscape cases in 20 second. In such a short time, I cannot draw every details, so what I draw is the most important part or the most attractive part. Although all the cases are relatively simple and modern, there must be a point that is novel and interesting. This makes me think that when I am designing, I need to highlight the most important part which convey ideas and weaken other stuff.
Plowright has concluded three dominant models in the history of architecture about how people think about design. One is making patterns. It is about making geometries and shapes, which is one of the most essential design models we used today. Another is resolving forces like wind or structure forces. The last increasing dominant model is working with concepts, which I think is to put the culture or regional ideas in the design. I also find very helpful from the general design methods. There are lots of methods, brainstorming may be the best for me. It helps people to broaden their minds and inspire their imagination, thus gives them better ideas. Tutors were also let us to do some brainstorming games before we start to design when I was in year one. The outcomes were always quite different from what we started at. Moreover, I think that visual brainstorming is better than the simple brainstorming, because it provides a visual concept or idea which gives you a more clear explanation. The designing boundaries are also essential.
HOMEWORK: 1. Pick your three favourites of the housing (or landscape) cases + say why
Fujimori Terunobu, 2007: Takasugi - a Tea House This tea house is like a tree house, suspended in the air. It will be an amazing experience when you have tea inside and look at the trees outside. The house is well integrated with the natural environment.
Stephen Turner artist, Space Place & Urban Design (SPUD) + architects PAD Studio, 2013: Exbury Egg, Beaulieu River, UK The design is like a boat, floating on a river. I love its shape and simplicity. The material it used to timber, which is natural and environment friendly.
Robert Burno, 1974+: Steel House Ranson Canyon, Lubbock, Texas The designer himself is also a sculptor. So, the shape of the house is novel and interesting. The whole house is like an animal moving forward. The four columns which support the load look like the legs. The house is not only a house but also a piece of art.
2. Design a logo for youself
WORKSHOP: 1. Divided into groups, each group find the definition of technology, amenity, poetry “Amenity” Group: - facility - convenience - comfort - accessibility - mute-functions - utility - safety - well-organised - system - free 2. Explain what you think design is by drawings
The two letters in the logo are my initials — Hao Feng. The ‘f’ represents myself and ‘h’ refers to the luggage. I love traveling and my dream is to travel the world and experience different life. So, the left hand drawing shows I am very exciting and prepared well to have a new travel experience.
The motivation here is really to do something that has some aesthetic value. I’m not particularly concerned about having a house. I build it because I like doing sculpture. — Robert Bruno
In the reading “Supporting Creative work�, it explain the process of design. In my opinion, designing is about input and output. Pin-ups, sketches, photographs, talking and etc. as mentioned is input process and trying, drawing and editing is output. Pin-up as much pictures as possible around before designing is really helpful for me. Even if I am not thinking about the project, the picture I see will hide deep in my mind. I think it will jump out when I design something similar. The author said he will doodle when traveling. It will be a better way instead of taking photos. When I travel, I always take photos. However, I found I will forget many details after several months. If I sketch, I think I will remember more stuff or even discover something new. The author mentioned many other approaches to generate creativity which I found useful as well. Pin up the work in process and edit them again and again. Many of student will submit their work without editing. Editing is essential in designing, which can help you develop further. After a break or a sleep, you will be refreshed and new ideas will come out. When you talk to others during the designing, they will give your new ideas or point out the shortage of your design. Listening to music is also helpful to inspire you when you design. This reading tells me a lot of ways to generate creativity which is worth reading.
A1: DESIGNERLY THINKING LECTURE: Design Agendas + Designers' Agendas: The most important issue Project Brief
The second important issue The third important issue
How do you think taht a design should respond to issue?
Exercise 1: - Prepare a design agenda for designing a chair - Design a chair in 5 minutes Design Brief Thinking (How to achieve the most important issues) Ideas Research Design Refine Presentation
HOMEWORK:
1. Bring to the nect Workshop an analysis of your current (or last) design projec, showing what you think your Frame of Reference was/is. The last design I did is the garment from air studio. I think my frame of reference is patterns and concepts. Pattern is about making geometries. The garment I designed is formed from geometries. It has two layers, the top one showing the patterns and the bottom one supporting the whole structure.
This week’s lecture is mainly about the way you thinking and the design process. As we all known, different people have different learning styles, so we use different learning strategies. I think I am visual learning style. When I try to memorise something the best way is to write it down or show me the photo or movie. For example, we I learnt history in high school. The best way to learn it is to see a movie about that history. The lecturer also mentioned two kinds of thinking, convergent thinking and divergent thinking. Mind map is a kind of divergent thinking, which can generate your creativity. During the lecture, we were asked to write down the uses of hats. This kind of activities can broaden your mind and increase your creativity. The second part is about design process. I never thought that designing needs process. But with Plowright’s three frame and efficient design process will push you to a correct direction. In the later designing, I firstly should clearly know the design brief. Then find the most important issues. Next, I need to research and generate ideas. When make models, the design may fail and you retry to optimise your design. The final outcome should respond to the issue.
READINGS: What is a game? - Game Space: enter a shared world, rules, willingness - Boundaries: time & space - Rules for interaction - Artifact: object hold information - Goals: time, reach points - Fuzzy goals: a concept of operation is a way to image a world - give a team a sense of direction & purpose
1. imagine the world 2. create the world 3. open the world 4. explore the world 5. close the world
Ten Essentials for Gamestoring: 1. opening and closing 2. fire starting 3. artifact 4. node generation 5. meaningful space 6. sketching and model making 7. randomness, reversl & framing 8. improvisation 9. selection 10. try new
In Brown’s reading “Gamestorming”, he defined what game is and mentioned how to deign a game. The game has space, boundaries, rules and goals. Game is like an another world. Playing game is like exploring the new world. Design is similar to the game. Game has a goal and the goal to the design is the outcome. When we design, we have our design brief and a fuzzy target. In order to get this fuzzy target, we need to explore. At first, our mind is open and we may have many ideas and options. The thinking at this time is divergent. In the process of designing, we try to combine our ideas, trying something new and give different arrangement. After that we should choose the best option and then we get to the closing part. Thinking at this time should be convergent and come to get the target. Brown’s process of designing is helpful. It reminds me of the brainstorming. At first we have many inspirations to spark, but the important thing is to close the divergent thinking. Designing also has a goal and boundaries. We cannot forget our first design brief.
In Cross readings, he mentioned a concept — creative leap, which is a sudden illumination in the design process. It is regard as a characteristic feature of creative design. This may happen in the process of the designing. I think when you design a device, we will sudden come up with an idea which is not related to the design we are doing. This idea may be very crazy or unrealistic, but this could be a novel idea. Cross took an example. The team is a relatively rational and systematic team. They were asked to design a device for mounting. Before they design, they made a time schedule and they followed the schedule to design. However, the creative leap occurs between their stages. In my opinion, this circumstance usually happens in a team work. When I did my DDF project, our team also came up with new and crazy idea when we design So, we notified initial ideas and made changes to our models. When you work as a group, more ideas will spark and others’ behaviour will influence the way you think. Cross also mentioned about combination, mutation, analogy and first principles. They are all very useful. When we works as a team, we have different ideas. How we combined our ideas? How to make the design more interesting? How to set boundaries to our design? We need to solve these questions when we design. Cross’s reading gives me a lot of hints and suggestions.
WORKSHOP:
1. Three possible site for railway link entrance [Amenity] - For each site, create diagram representing its flow, form and function
Site 1: the green area in the North of the Union House
Site 2: Potter Cafe (the open green space)
Site 3: Universal Square
Users: Students and Staff Reason: the location is in the centre of the main campus, the spot and the law building. Underground car park will be convenient for drivers. During the workshop this week, we were asked to find three possible sites for railway link entrances. Our team decided to find these three potential sites by following the design process. The first thing we thought about was the user. They must be the students and the school staff. So the location of railway station need to be located near the main gate or in the campus. Moreover, we also thought about other transport linkage. It is better to have an underground car park and tram or bus station within the walking distance. After discussion with my group, we chose three possible location, the open area near the Potter Cafe, the open area on the north of Union House and the University Square. We thought that the third location is the best among these three. After that we filmed a short movie and used the diagram to analyse the circulation, which gave other students a clear understanding.
A2: DESIGN SPRINTS LECTURE: Stage 1 Understand: Framing design problems
- Design Brief: Site background, Project needs, Site (development) opportunity - Precedent: (Un)Successful design projects, Evidence of design - influenced change, measures of design impact - Site analysis obersvation: site loction, site opportunities, access and circulation, social context - Site analysis research: Historial infomation, Future plans - User obversvation: Alternative perspective on design issue - Trend mapping: forcasting changes - Measuring design
Stage 2 Diverge: Exploring Design Ideas
- Mind map - Problem list - Crazy nines - Storyboard
- slient critique - open critique - repeat, repeat, repeat
Stage 3 Decide: Deciding Design Ideas
- Conflicting ideas: search for ideas that explore similar themes - Analyse ideas - Best shot or battle royale - Pro in ass test
Stage 4 Prototype: Developing Design Ideas
- Draw, write model: Draw to show your design intentions, write to refine your project, model to understand your design - Fidelity - Check, Check, Check
Stage 5 Validate: Testing Design Ideas
- Validate your project - Validate your thinking
EXERCISE: Design exercise crazy nines A. a spcae with 3 enclosing walls B. an opening/window on a wall
C. a roof structure
READINGS: THE PRODUCT DESIGN SPRINT - invented by Google Ventures (a 5-phase exercise) - to reduce the inherent risk in successfully bringing products to market Designing Thinking - combines empathy, creativities and rationality to solve human - centered problems Empathy - (phase 1) see the world through our customers eyes Creativity - is opportunity discovery Rationality - fit solution to the problem context through experimentation, testing and qualitative measurements THE SPRINT PHASE 1. Understand - empower everyone's decision making & contributions to the project stay risk-averse and avoid investing time and money on things 2. Diverge - generate insight and potential solutions to our customer's problems - critical path diagram - prototype goals 3. Converge - hone in on the ideas we feel the best out - the prototype storyboard - assumptions table 4. Prototype - can be tested with existing or potential customers 5. Test & Learn - test the prototype with exsiting or potential customers
(Lecture and Readings) This week’s lecture gives me a clear understand of process of design sprints. By using this design thinking, we will achieve a better outcome and can reduce the inherent risk. There are five processes of design sprint. In phase one ‘understanding’, we see the world through the customers’ eyes. In addition to understand customers’ needs and design brief, we need also take account of cultural, social, financial and other forces that is related. I usually start design without thinking too much about the surrounding issues. To see the design brief in a greater and deeper schema is necessary. Phase two is creativity, which is the most important part in the design process. As mentioned in last two reflections, in this stage, our thinking is divergent. We can use different perspectives or unique insights to analyse a project or precedent. The more ideas you have in this stage, the better project you will design in the final phase. During the lecture, we were asked to do a design exercise ‘crazy nines’ — to design 9 roof space in five minutes, that is 30 seconds each roof. I found this exercise is pretty useful because it helps me to generate as many ideas as possible even some ideas are not good enough. After this stage, we need to decide and choose the best idea that we feel the best. How to combine the
ideas and highlight the key point is essential. If a project has too much emphasis, it will not attract clients any more. Stage four is developing design ideas by drawing, writing and modelling. Draw to show the design intention and write to refine the project. Prototype allows for quick and inexpensive explorations of potential solutions to customers. Drawing and writing in a good way will help customers to understand your design. What is more, it is also a chance to optimise the project. In my previous design experience, I rarely thinking too much about the actual situation, like the cost and materials, which leads to the project too impractical. However, clients are more care about these details. Whether the material is environmental friendly or not or will the design cost too much. When we doing the project, we need to use customers’ perspective to solve the problems. Making a prototype will fix this situation. We were asked to make a prototype in the second assignment in subject DDF. We realised many potential problems. So, in this stage, we can refine our models and ideas. The cost of the prototype is low. If we leave the problems to the final fabrication stage will cause great loss. The five stages of design sprints give me a systematic concept about how to efficiently and creatively do the project in the later designing.
WORKSHOP: Hotel for the artisits - What are the goals? - What is the big picture? - Who are the target users? Design Brief
WHO? (Users) WHERE? WHY? HOW?
Features
Qualities
Function 1. main function 2. second... 3. the third...
Needs What you think these rooms should have?
Questions to designers: - How do we make circulation accessible/efficient? - How can we use circulation to create the journey?
Design
Questions
Design Floor Plan
- People at the entrance cannot see the inslde - A wall to block people's view - Using stroyboard is a good way to show the journey
During this week’s workshop, we designed a hotel for artist following by design process, design brief, features, qualities, design. In the first stage, to find the most important words you think in a paragraph can help designers to understand the design emphasis. Then you ask yourself some questions. Who will use this place? Where is this place located? Why so people need this place and how to use this place? These questions can broaden your minds and spark the inspirations. In the nest stage, we list the functions users need and find the qualities of each room. For example, living rooms need to be comfortable and attractive, near to the toilets. Gallery should be open, accessible to the visitors. Studios need to be somewhere quiet. After that we go to the stage of design. After drafting a rough floor plan, we are asked to use storyboard to show the journey. The design workshop is really helpful to us. It gives me a clear understanding of design process. Following the design process can generate our creativities and increase efficiency. Two minds are better than one. Working with group can also generate creativities. One idea adding one idea equals three or more ideas. Combining these ideas together comes out greater project.
A3: COMMUNICATING DESIGN IDEAS LECTURE: - Designers are people who externalize what they are thinking about and wrestle with the representations: models, drawings,diagrams + texts. - Diagrams are tools for thinking with, for having a conversation with a design. - Diagrams record what your present understanding is and their form suggests bases for further exploration. - Introduction: spatial, process, relational + hierarchical diagrams Exercise: What kind of diagrams help you to explain your design? models, drawings, matrices, bubble diagram
Info Content Context/ Site
Task/ Program
You/Discipline
No. of decision still to be made
Ideas
Context
Precedent
Program
Process Fabric
Key sources of potential ideas spatial relationship
Infomation flow in designing
Five classes of Diagrams Context Analysis Generate Diagrams Concrete
Briefing Data Governing geometries
Partis Generate Diagrams Poetric & Allusion
Scores: musical analogies & process Protocols
Analytics & Exploratory Diagrams
Generally Generative
Analytical presentations Explanatory Diagrams Unfoldings Explanatory Diagrams: Narratives
HOMEWORK: [Amenity]: Collect 10 floor plans for display house from the Saturday paper's property market section (preferably from different builders). Analyse and compare their 'bubble'diagrams.
This week’s lecture and readings are all focus on communicating ideas. Communicating ideas is not only send a message to customers, moreover, this message must be received and understood. Using simple and efficient methods will help clients to understand your design idea better. Using diagrams is one of these method. In the lecture, the lecturer explained five class of diagrams, from concrete to illusive. The simplest and fastest we always used in our studies and life are context analysis, brief data and governing geometries. For example, when we do our design presentations, we always start from the site analysis which is context analysis. In order to explain the interaction and relationship between two content, using bubble diagrams will be helpful. One of our homework is using bubble diagrams to analyse and compare floor plans. It is clear to see the relationship between each space. For architects, I think the most useful diagrams are explanatory diagrams: both analytical presentation and unfolding. In the construction drawings, unfolding diagrams are necessary as all details are tiny and connecting together. Separating the floor
levels and using analytical presentation is clear. I did not touch upon illusive diagrams before, but I think musical analogies and process will be fun. In the monotonous analytical presentation, if we can have some diagrams like jumping syllabic, this part will catch listeners eyes. In the readings, Ideo mentioned that how to use 2d and 3d models to communicating design ideas. Communication is based on sense of hearing and sight. Visual communication is to change ideas into symbols, words and pictures. Telephones, buzzers and radios are audio communications and televisions, DVDs and films are audiovisual communications. Sketching is familiar to designers. By using isometric and perspective sketching can gives people a three dimensional visual effect, which can easily feel and identify the spatial structure. Nowadays, computer-aided design is largely used among designers, the drawings which we draw in CAD is virtual reality. The space it created is to help people to understand this object’s structure, which can gives customers a clear explanation about space.
WORKSHOP:
In this week’s workshop, we were asked to design a game/project for other group and let them to complete this game. This activity not only allow us to change our perspectives, but also let us think how to help others to generate their creativities. At first, the game our group designed was very boring - design a designing hub for students in unimelb. Tutor gave us some advice. We were asked to add some interest and difficulties to the game. Finally, we prepared twenty sets of paper in different sizes and shapes as well as five most important functions of a design hub. We asked other group to design a floor plan by using these sets of paper. Then chose the most successful plans and made a physical model. Personally, I think permutation and combination of these elements can spark designers inspiration and push them to think creatively. The final outcome was successful. It was not only functional, but also has linkage between each space. The game we played is to draw one stroke then passed the paper to next person and he drew another stroke. The picture you wanted to draw might completely be changed by your group mates. So, we need to have another idea. The final drawings was unexpected and interesting, some was organic, some was geometric. The next step was to design a chair by using elements from these drawings. This game is very helpful to our design. Everyday, I see many things which have no connections to my design. However, how to find interesting elements in these common stuff and use them into the design is important. We need to learn to ding useful elements from chaos. What is more important, designing as a group is better than oneself. Your group mates’ ideas may inspire you and their behaviours will influence the way you think.
B1: CINEMA + ARCHITECTURE LECTURE: Project: CAMERIMAGE LODZ CENTER Architect: Frank Gehry Film and architecture are quite similar, which are both articulation of space and do exploration of time and space. Some architects may specially love some films or film makers. So, their design may be inspired by the films. For example, the facade of Camerimage Lodz centre which is unbuilt is an image of Inland Empire by David Lynch. He designed the building based on the drawings and complex narratives of the film. So the films and architecture are connencted. They both create a senese of beaty and a sense of space.
Project: Dutch House Architect: Rem Koolhaas The designer considered the context and environment of the design. The house is built on an uneven topography. However, Rem designed and incorporate the space above ground and below ground quite well. The picture shows aisle. The central wall is used to seperate two system and ramp above provides functional and visual connections. So, this space is both seperate and connected. With the good use of light and shadow, it looks like a film scene.
# MONTAGE THEORY Montage and Architecture: - Montage theory is an approach to understanding and creating cinema that relies heavily upon editing. - same thing + different fragments = different meanings - similar to architecture: in order to create different functions by using different elements; like furniture, colour or arrangements
Filip Dujardin — “Impossible Architecture” In the first building, Filip put four different fragments to form this architecture. In the second one, the building is formed of a series of geometries. These two buildings are used montage theory. For people, they are all “impossible architecture”. However, I think that he wants to try something new and try transform the future into the present. Gluing different points of building together can combine different ideas together. People can get different meanings when they look at the building from the different angles.
Another example is the MSD building. Its west facade is applied to montage theory, a combination of old and new. The newly built MSD building not all is new. One piece of former building on the site is stone Bank of New South Wales facade. It was moved from the centre of Melbourne and rebuilt within the University grounds in the 1930’s. It is also retained in this recent overhaul. The former facade adds historical value to the MSD building. It is also meaningful to the design students. What we learnt and what we saw are old and how to applied these past ideas to the project and generate good and new ideas is quite essential.
Films are journey of the space, the same as the architecture. In the past few weeks, we were asked to use the storyboards to explain the space of the architecture. We need to make a feeling of walking into the space, not just cutting into different points of the views. We can do it in sequence, starting from the gate then following the path to different rooms. The drawings you draw are eye views, just like the film.
Concise Townscape/ Gordon Cullen/1961
Montage and Architecture/ Sergei Eisenstein/1940
Commonalities: # Movement Journey through spaces [E]motion/motion # Time Duration/ Temporality #Spatial Articulation Depth/Volume/ Masses/Recessed vs Protruded spaces #Scale Close-up/Medium Shot/ Long-shot Sub-human/ Human / Architectural (scale) Materiality/Furniture / Buildings Details / Objects / Interiors Hand / Body/ House #Peripheral Vision #Extra Dimensions : Sound
HOMEWORK:
1.Make a short film about an architectural element.(Try to convey the spatial experience of the architectural element by your film.) #Window, #Door, #Corridor, #Ceiling, #Balcony, # etc 2. Design an architectural element that provides anatmosphere similar to the experiences you depicted in your film. Do not copy its form and focus on spatial experience. Use the technique of storyboarding to communicate and try to utilise the same frames and compositions as the shots of your film
3. Design a facade based on the spaces of film[s]/filmmakers you like.
4. Reading: Reading Perspective and Architecture through the Film ”In the Mood for Love“ - The director’s prerogative is to create, through editing – a rhythm – a movement – that celebrate how the human body negotiates itself around the city. - This style of storytelling is to suspend time, to emphasise and prolong the relevance of what’s going on - Piero della Francesca’s Flagellation of Christ, c. 1469, places the main subject in a seemingly subsidiary space. Likewise in the film, the emphasis on the main characters are manipulated by controlling lighting used within the space. - Spaces are ‘sculpted’ through the precise placements of these ‘natural’ light sources and given a more ambient hue with filters. - There is also a lot of panning used by the director of photography - All events that happen in this movie are directly associated to the specific locations
The facade I designed is based on the film — Lala Land. My favourite scene is that the couples dancing in the top of the hill, with beautiful night view. So the emphasis of the design is the symbol of two people dancing. The top of it are windows and fixed windows below. I want to use the stained glass to represent the night view.
- lighting in the movie appears uncompromisingly dark because he relies on ”natural lighting“6, such as streetlights, dim lampshades in the apartments and fluorescent lighting used by the food stalls.
(Lecture and readings): This week's lecture and readings are focus on the film and architecture. Filmmakers like Peter Greenaway and Jean-Luc are regarded as architects of films. They play with the space and light in their films. They said that films are no more or no less than articulation of space. Similarly, some architects are inspired by films or filmmakers. For example, the facade of unbuilt building, Camerimage ŁÓDZ centre is an image of Inland Empire by David Lynch. Architect Frank Grey designed the building based on the drawings and complex narratives of the film.The ceilings of the Hotel Luzerne are also images from films. Montage is a technique to edit a series of short shots to create films. Montage theory is also applied in architectural design. The feature of Filip Dujardin’s design is combination of different fragments. He called his buildings ‘impossible architecture’ because every part of the building seems not to be connected. Putting different geometries, functions, fragments together in one building is a new way to design, which let the building has various meanings. From different points of the building, people can get different ideas. Filip wanted to try something new and try to transform a changeable, narrative form into a stable building. Films and architecture have some commonalities. First of all, film and architecture both do exploration about time and space. When we see a film, we follow the camera lens to explore the space. Similarly, in the architectural design, we usually use the technique of storyboarding to present the journey through space. It gives clients a clear understanding about the relationship between each space. Secondly, light plays an important role in both films and architectural designs. In my former designs, my tutors always asked me to test the light and shadow effect. In mass project of Studio Earth, I designed an underground space. Light is changing when people explore the space, which will affect people’s emotion. The darker the space will be, the deeper you go down. A feeling of fear will arise. In the readings, it also mentioned that filmmakers creates spaces largely upon precise placements of natural light resources.
WORKSHOP:
In the studio, we were asked to design 10 house plans for two people. Above are the best three plan we chose. In the first one, we put the living room and shared space front and two bedrooms at back. Two bedrooms have a shared bathroom and the other bathroom is connected to studio. We think that the studio is the most used space, so it is the biggest and we can access to kitchen and dining space through the living room. The second one is a linear plan. A long corridor is used for pining up artworks, used as a small gallery. It is a two-storey house. Two bedrooms and the shared bathroom are on the first floor. In the third plan, the shared studio is put backward to enjoy the garden view.
- - -
STEP1: Using bubble diagrams to design a house for an architect and a sculptor Having a living room, a shared studio, a kitchen, a storage, two bedrooms and two bathroom Considering the size and the relationship between each room
- - - -
STEP 2: Making a physical model following the diagrams Thinking about the light and shadow (openings and walls) Designing the furnitures Filming a short video following the path
(Workshop): In this week’s workshop, our group were asked to use bubble diagrams to design 10 house plans for an artist and a sculptor. The most important I leant from the exercise is how to deal with spatial relationship between every space. We need to include a living room, a shared studio, a kitchen, a storage, two bedrooms and two bathroom. Our group firstly decided the size of each room. Considering that the architect and the sculptor will spend a lot of time doing their project, the shared studio will be the biggest room, accessible to one bathroom. Apart from these, the studio may be access to the courtyard and the outside view. The storage is next to the studio, convenient for them to store stuff. The two bedrooms should be separate from the public space for privacy, may be upper levels. Living room is the second biggest and access to the kitchen. We selected three best plan and made the physical model. One of them is a linear plan, a long corridor used to separate the public areas and private areas. In consideration of their jobs, they may have a lot of project to present. So we wanted to use the long corridor as a gallery as well. The physical model we did was the linear one. We put two bedrooms and a shared bathroom on the upper level. We also made a skylight and used the spotlight to test the light and shadow effect. At last we shot a short film to show the journey through each space. In the past designs, I considered little about the spatial relationship and arrangements of furnitures in real life, like how this wall looks in reality, how much light could go through from this opening, would the corridor too long. By using bubble diagrams and testing it in prototype helps a lot. Moreover, using filmmaking techniques like montage and lighting is also helpful to the architectural design.
B2: DESIGN DECISIONS LECTURE: What is a design decision?
- a conclusion or resolution reached after consideration - the action or process of deciding something or of resolving a question - A moment you choose between options, Resolving a question inherent in your project, Selecting a design method to employ next, Selecting to edit and reduce elements in your design, Selecting a metaphor for your project, Selecting the scale at which you will focus on the next stage development
WHAT
HOW
OUTCOME
1. Attack the context 2. Suspend the judgement 3. Embrace the complexity 4. Expand and concentrate
5. Search for patterns 6. Deepen the themes 7. Sharpen the frames 8. Be prepared
9. Create the moment 10. Follow through
1. Appraise the situation, Alter your thinking, Approach the context 2. Delay your response, Open opportunities, Create new perspectives 3. Do not reduce scope, or be aware that you are doing so and why, Recognise your assumption, Stop your assumption 4.Expand your knowledge through research, Broaden your field of understanding, Speculate and reflect on what you have discovered 5. Identify and explain patterns, in your designing or design thinking 6. Develop the potentials to bring design project further, Work at multiple scales, Interplay ideas with each other, Investigate many options to achieve the same aim 7. Communicate your interpretations clearly 8. Support your interpretation to show your journey 9. Get expert advice, Discuss with your peers, Ascertain your assumptions 10. Integrate these into your design
HOMEWORK: 1. Attempt to create a list of 20 questions to ask yourself when you are conducting reasoning, understanding, identifying and deciding when you take on a design project.
1. What problems we need to solve in the design brief? 2. Who will be the users? 3. Where is the site? / Where do the user use the device? 4. Is there any precedents I can learn from? 5. What materials I can use for this design? 6. Is the material environmentally friendly? 7. How much do the users want to pay for this design ? 8. Do I have better ideas? 9. Can these ideas combine together? 10. What are some of the resolutions to solve the problem? 11. Can this design be fabricated? 12. Which part can be developed? 13. What are some of the ways to generate quick ideas as a starting point? 14. Does this design communicate towards users’ needs? 15. How long can this design last? / How long can the device be used? 16. How people feel in this building? 17. Does this building influence the surrounding? 18. How to present my ideas to the clients? 19. Will the clients be attracted to this design? 20. What else I can do to make this design more interesting?
WORKSHOP:
DESIGN PROCESS DESIGN DECISION
PRECEDENT BRIEF
CONTEXT
RESEARCH
DOCUMENTATION
IDEA GENERATION
FABRICATION
PRESENT THE IDEAS
REFINE
SKETCH DESIGN
PROTOTYPE
SYSTEM
DESIGN CONCEPT
STRUCTURE
THE MOST EFFICIENT WAY TO TEST YOUR DESIGN
PROGRAM
MATERIALITY
The exercise is quite useful. It summarised the main problems we might face when we design and what we could do when we got stuck. Compared with other groups outcomes, I found that the questions our groups asked are quite broad and some steps missed. Some questions need to be specified to fix relative problems. Moreover, when we list the points of each questions, we found some aspects were connected. For example, we can use our previous experience as a precedent and this experience can also help to generate ideas. The material of the design is related to the site context. After workshop, I made a more detailed diagram.
During this week’s study, we learnt how to make design decisions. We need to decide what to choose among several ideas. In the workshop, we were asked to design twenty questions. For me, I think do research before the design is quite important. I may ask questions like ‘Is there any relevant projects I can learn from?’. Comparing other’s similar projects and our own experience can help us to design. The more experience you have, the better your project will be. I compared my recent design projects with the projects two years ago. I noticed that my recent design containing more contents. The design is not only nice in appearance, but also integrated with cultural and regional meanings. Design with your past experience is helpful. So, whenever I see an interesting project, I will print it out and pin it up. Another way to record your experience is sketching. I always carry my pen and notebook with me, especially when I am traveling. I will stop and take a few minutes to have a quick sketch when I see something special. I think it is better than taking a photo, because when you sketch you will focus on the most important and interesting elements. I can do a rough sketch or a very detailed drawing. Before I start my design, I will see the precedents and my sketches to find some inspirations. In the process of design, we may have many ideas. The most important selection criteria are the clients and main function. No customers will buy a device that is useless. So, when we choose an idea or combine the ideas, we need to choose those that most fit the design brief. Doing a prototype is the most efficient way to test the ideas and materials. In this stage, we try to fabricate the project at the
lowest price. After the prototype, we can refine and develop our design. The diagram on the previous page is the final outcome. It summarises the main problems that we may face when we design and what we can do when we got stuck. The criteria in each stage is different, but there are some connections. For example, we will think about material in site analysis and also in fabrication stage. The device need to be easy for clients to use, but also need to be easy to maintain. In the future design, I will ask myself these questions to refine my projects.
DIAGRAM DEVELOPMENT What is the requirements?
What is the context of the site?
Is there any relevant projects we can learn from?
What ideas we can use to generate the design?
What ways you use to present your ideas?
How to integrate the ideas?
main function
location
precedents
brainstorming
sketches
main function
What is the overall program of the project? feature
user
topology
readings
'crazy nines'
writings
user
style
budget
existing conditions
images
form
diagrams
expriences
function
spatial requirements
access
films
color
points
social context
music
composition
culture
expriences
evaluation
ecology
survey
exploration
climate
communications
expriences
size style
atomsphere emotion
sun path
virtual reality climate
digital models
existing location
physical models
environment
material
easy to maintance
user
weight
adjustable
digital models
maintance
access
renderings
cost
pressure
fixed
physical models
form
soil
plans & sections
color
connections
connections
prototypes
materials
location
writings
What are the materials that are suitable for the project?
What is the physical structure?
How to connect each part together?
How to test the design?
How to develop further?
What else need to consider in the construction process?
How to present your design?
B3: WHAT TO DO WHEN STUCK LECTURE: # EXERCISES:
1. Design a Perfect Room (3 mins) 2. Design the most Beautiful Space you can imagine (3 mins)
3. Now, take 5 mins and jot down three points for each on why these tasks were so difficult - how to identify the ‘perfect’, ‘most beautiful’ - too many ideas come up - the function of the room and space is not clear - cannot turn into a concrete idea If you want to surprise yourself, to produce a good design, then - Never try to do or to design the best or the most beautiful, the perfect - Always, try to tease out what is possible (even if it looks very strange at first), then choose.
# Getting Stuck:
Take a Break, Changing Designer’s Frame of Reference, Changing Medium of Working, Changing When You Work, Arbitrary Exercises, Arbitrary Time periods
# Shifting Mode of Exploration:
- turning your site plan around 90 or 180 degrees and work away for a while - trying out a roof architecture rather than a wall architecture, a pointsupported rather than a line-supported one or vice versa - switching from plans to isometric/axonometric/oblique drawings - switching from drawings from above to drawings from below - shift for a time to words or diagrams rather than drawings - trying out Thesaurus Transformations of key terms in your program - shifting to physical modelling from words, diagrams, or drawings or the other way around
# ADAMS’ LIST OF KINDS OF BLOCKS:
Perceptual Blocks, Emotional Blocks, Cultural Blocks, Environmental Blocks, Intellectual Blocks, Expressive Blocks
PERCEPTUAL BLOCKS - Cannot see problem or useful information, eg. through stereotyping
- These three figures are meaningless and looks wired in the middle of the road. - Compared with other buildings around, the architecture is too high.
EMOTIONAL BLOCKS - Fear of risk, unable to tolerate ambiguity, prefer to judge not generate, cannot relax
- not planning the buildings in a certain way, too crowd in the middle - giving people an uncomfortable feeling
CULTURAL BLOCKS - Cultural taboos, play is for children, emotions bad/logic good, tradition better than change
Although the castle is fancy and beautiful, it completely a fiction. It can not be integrate with the environment. The tea house is not as big as it looks like. It relates to the cultures and regions.
ENVIRONMENTAL BLOCKS - Lack of cooperation, trust; autocratic leader, distractions, lack of support for realization INTELLECTUAL BLOCKS - Inflexibility, inadequate use of approaches, insufficient and/or incorrect information EXPRESSIVE BLOCKS - Inappropriate language / mode of approach, inadequate language / mode for expressing or recording ideas
HOMEWORK: 1. Watching: 29 ways to stay creative 1. make lists 2. carry a notebook everywhere 3. try free writing 4. get away from the computer 5. quit beating yourself up 6. take breaks 7. sing in the shower 8. drink coffee 9. listen to new music 10. be open 11. surround yourself with creative people 12. get feedback 13. collaborate 14. do not give up 15. practice, practice, practice 16. allow yourself to make mistake 17. go somewhere new 18. count your blessing 19. get lots of rest 20. take risks 21. break the rules 22. do not force it 23. read a page of the dictionary 24. create a framework 25. stop trying to be someone else’s perfect 26. write the idea down 27. clean your workspace 28. have fun 29. finish something
2. Find examples of who you think are the Cutting Edge of design from your Team Emphasis point of view. Explain how they have overcome their blocks. Provide evidence
The size of this micro-apartment is only 13 square meters. However, it is well designed and arranged to fit everything a person needs. Firstly, a mezzanine level is added for bedroom. The kitchen and storage space is below the bedroom. The dining table can be insert into countertop when not be used. Having a storage space in such a small apartment is challenge. The rest of the space is used for living room. The space for bicycle is settled on the wall. The colour of the apartment is natural and furnitures are all simple, which can visually expand the space.
WORKSHOP: Exersice 1 - Technology: - Imagine that you are required to present your proposal design for a residential home to clients. What is the best method(s) to do so. You may make a list / diagram and rank the methods accordingly. Consider advantages and disadvantages of the methods.
real experience, exploding the space
VIRTUAL REALITY
very detail
see visually
having quite good light effect
DIGITAL MODELS
PHYSCAL MODELS
RENDERING PICTURES
3D MODELS
some equipments required
real experience, exploding the space
have accurate measurements, easier for next stage
PLANS & SECTIONS
2D MODELS
model is quite small, making models is time consuming
hard to experience the spatial relationship
hard for most clients to understand
Exersice 2 - Amenity: - Design an educational / research building promotes creativity in students researchers. The building should contain the following: 1. 10 class / tutorial rooms 2. a kitchen space 3. M, F & disable toilets 4. 4 storage rooms 5. An outdoor courtyard 6. 4 laboratories 7. other appropriate space Consider the flexibilities of rooms & a central space Hint: Refer to B3 technology reading.
Exersice 3 - Poetry: - Design a small gallery space for exhibition of one artist’s works from his early career to his death. There are a total pd 20 paintings. Arrange the gallery space so that the paintings can be viewed in chronological orders. Consider architectural elements such as: 1. Light / Shadow 2. Solid / Void 3. Scale of rooms / space 4. Different levels / floors 5. Continuity of movement 6. Proportion The final drawings should come in the form of a plan(s).
(Lecture + readings): We all have the experience that get stuck in the process of design. This week’s topic is what we can do stuck. At the beginning of the lecture, we were asked to design a perfect room and the most beautiful space. Actually, it is too difficult because I cannot present ‘perfect’, ‘the most beautiful’ in a drawing. Too many ideas came up. So, when we design, never try to design the best and the most perfect and design what is possible. The lecturer introduced us many ways to try when we get stuck. For me, I think changing the mode of exploration is helpful. I always using plans and sections to design. However, using axonometric drawing will generate new ideas. I will have a clearer understanding of spatial relationship by using axonometric drawings. Many people design the building from the bottom to the top. I have been told to design the roof first when I got stuck. Changing your process of design will break the limitations you may have. By several week’s study, I noticed that keep creative thinking is difficult, but it can be trained. Doing games like brainstorming, going somewhere new, talking to different designers and etc help to broaden the minds and generate new ideas. The designing skill will not develop if we stay in our safety zones. Traveling around and picking up some new skills let us see the world differently. For instance, I find that when we speak different languages the way we think becomes different. When I talk to designers from different countries, I will get different information, which is useful. Picking up a skill will also influence the way you think. For example, if you are art student, try to learn some physics or mathematics knowledge. The project you design may influence by your rational thinking. So, I think the best thing to do when get stuck is to try something different. (Workshop): The exercise for workshop is to design three exercises according
to technology, poetry and amenity and exchange with others. One of the exercise I get is to arrange a gallery space so that the paintings can be viewed in chronological orders. This exercise not only asks me to place the paintings but also asks me to design the circulations. So, I separate the paintings in three groups and put these three group in three levels. The ground floor are the paintings in artist early career. This floor also contains an information desk and a gift shop. The paintings on first floor are in artist middle age. This floor also has functions like toilets and rest areas. The paintings in artist late life are put on the second floor. An outside space and a cafe is located on this floor. After a long journey of visiting, having a chat and drinking coffee is relaxing. The design and drawing style is different in different phases of an artist life. So, it is better to seperate these paintings. People will subconsciously choose the short way. However, hanging the paintings in chronological orders will design and change visitors’ paths. Another exercise is to list the approaches you present your ideas to the clients. I think the best way is to use virtual reality. Clients can experience the design. However, it is limited by the equipments and the technology. As a student, the best way to present is digital models and rendering pictures. Clients can also have a three dimensional understanding about the design by playing around the digital models. Rendering pictures can show the light change and the differences during the day and at night. Moreover, we should use different ways when we meet different kinds of clients. If my clients are young children, physical models will be better. If my clients are constructors and architects, they will be more interested in plans, sections and elevations.
C1: DEVELOPING DESIGN IDEAS LECTURE: Scale of Consideration One way to develop a design idea is deal with additional scales Context
Participants
You
The site within the wider context
Community Socitey Symbolic Reifying
Metadesigning
Middle Scale
The whole site
Groups Behavioural Communicate + Performative
Strategic
Smallest Scale
Locations within the site
Individuals Perceptual + Experiential
Conjectual Design Tactic
Largest Scale
Developing Ideas: Scamper Substitute something
Adapt something to it
Put it to some other use
Combine it with something else
Modify or magnify it
Eliminate something
Cloning Design Ideas
Decomposing Design Ideas
Forms of Counterbalance Classes of strategy for developing design ideas Elaborating & Embelling Design Ideas
Repetition Sets Series Variation on a Theme Other Multiplications
James Stirling: Neue Staatsgalerie, Stuttgart
Hierarchic Decomposition Fracturing Fractals Dialectic or Opposition Suites Scores + Counterpoint Narrative
Building on hints in ideas Mutating an idea Morphing the idea
Grafting Design Ideas
Sequential Enrichment / Unfolding
O.M. Ungers, Project for a Group of Houses, Marburg, Germany, 1976
Unfolding an Idea Stepwise, higher resolution
frank gehry winton guest house
HOMEWORK: Part 1: Revisit the Scales of Consideratio slide and its diagram Replace the column headings with Technology, Amenity and Poetry Replace the original entries at each scale with approproiate ones Discuss in relation to your own design project(s)
Technology
Amenity
Poetry
Largest Scale
Construction
Function of the whole design
Emotion within context
Middle Scale
Material Structure
Circulation Journey Infulence
Emotion Sences
Connections / Joints Tools
Function of each room Features Uses
Shots Photos Episode Melody
Smallest Scale
Landscape Studio Assignment
Amenity
Smallest Scale Location within the site
Middle Scale The whole site
Largest Scale The site within the wider context
Three Functional Areas Area for Cafe Area for Pedestrain Area for learning - Furniture is different in different spaces
Pavilion - Regulation of the circulation - Light and shadow effect - The view changes in different functional areas - Vegetation
Pavilion within the building around - How this site attract students in Physics Building? - Intergration with the surrounding environment - Paving and planting
WORKSHOP: Design furnitures of a shop - one, two, three people - using geometries
In this week's workshop, we firstly only used simple geometries to design furnitures of a shop and then developed the furniture. Our group decided to design a shoe shop. In the first step, we rearranged the circles and triangles to design some chairs. We also tried some organic forms. Then, we focused on the function of the furniture. We tried to use shoe boxes as seatings, hang shoes on the wall by shoe lace and design some displace area. Next, we combined our ideas and designed the whole space and drew the plan. Three cloud like platforms are used to hang the shoes. The platforms are made of steel and with some cotton and fabric around them. Under them are seating areas. We want to reuse the shoe boxes as chairs. The reason we want to hang the shoes is that we want to let the customers feel free and comfortable in this shop. Here are the outcomes.
C2: EVALUATING AND SELECTING BETWEEN IDEAS LECTURE: Generating Ideas
Playing with Ideas
Evaluating Ideas
EVALUATION / DECISION ANALYSIS METHODS
The white hat is about data and information, which is neutral and objective.
The red hat is feeling, which is emotional. It can be changed and there is no reason for it. The blue hat represents process. It includes summaries, conclusions and decisions.
Creativity
Facts
Feelings
Process
De Bono's Six Thinking Hats
Benefits
Cautions
The green hat is about creativity. It calls for new ideas, many alternatives and different possibilities. It is our creative thinking hat. The yellow hat focuses on values and benefits.
The black hat focuses on faults, difficulties and potential problems. It involves critical thinking.
# DELPHI METHOD - A method used to estimate the likehood and outcome of future events Steps of delphi method
o ct A e fin n di gs
ns delve into a deeper topic
th
io
t es qu
gain a broad understanding
n
o
tw
ns
Personally, I think it is a fast and easy way to make a decision among various options. To use the decision matrix, we only need to list the all options and identify the qualities we want. Then we need to score each quality from 0 (poor) to 5 (very good). Next, we need to multiple the score by the value of relative importance of the factors in your decision. Finally, add up these weighted scores for each of your options. The option that scores the highest is the final choice.
io
s
em bl
- A common decision making tool. - A list of values in rows and cloumns - Allows to analyse systematically - Given finite number of known alternatives
t es qu
o pr
rts pe ex
or
at
lit
ci
the problem want to understand
# DECISION MATRIX
d un
e
e
th
e
fa
th
a
on
e
d un
n efi
e
ify
os
The method relies on a panel of experts
Ro
Ro
D
ho
t en Id
C yourself or a neutral person
... ...
reach a consensus
HOMEWORK:
1. - How should your own design work be assessed? - Set out the criteria you think should be used - How should they be weighted - Complete the construction of a rubric for assessing your own design projects
WORKSHOP: 1. Design a aquarium according to the design brief Iconic Logo Design color of the aquarium: from white to deep bule features: marine animal, NY City, coral and human
Main concept of design: exprimentation, education, recreation color of the aquarium: bule and white with some deep bule dots form of the main building: wave
In this week, we come to evaluate design ideas. In the past few weeks, we are trained to open our minds and try to stay creativity. However, when we do to the next step, we need to focus on one idea and keep exploring it. This week’s lecture introduces us several ways to choose between ideas. The most common method is decision matrix, which allows to analyse systematically. The option which scores highest id the final choice. It is easy to make a decision among various options and can be used without other’s help. Delphi method is a way to estimate the likelihood and outcome of future events. To use this method, we need a neutral person to be the facilitator and a panel of experts. Every expert will give their own response to a specific question. We will gain a broad idea in the first round of questions and delve into a deeper in the following rounds. The game will end when experts reach a census. The final report is the best answer to the question. I think this method will be useful in the group work. Another method the lecturer mentioned is De Bono’s six thinking hats. Six Thinking Hats is a simple, effective parallel thinking process that helps people be more productive, focused, and mindfully involved. Each colour of the hats represents a role. If each team member is given a certain role, he will more be focus on the thoughts or the conversation. These methods are not only useful to make decision when we design, they also can be used in our daily life.
C3: DESIGN COMMUNICATION LECTURE:
0. what is your design position? At the beginning of the presentation, you need grab audience attention and enable them to evaluate your design on your term. 1. narrative: a form of story telling - Know your big idea (that you testing with this design) and your smaller supporting ideas. - Layout reflects a predetermined storyline - Communicates DESIGN CONCEPT and discloses information in a LOGICAL SEQUENCE. - Narrative shares INSIGHTS into the creative process that the audience may not detect from design solution. 2. knowing your concept: using graphics to illustrate 3. use of precedent: do not forget to observe life round you 4. three levels of communication: 1. first - overall impression 2. main image on the page 3. secondary detail to support your idea 5. presentation techniques _ 2d, 3d + graphics 6. the observer - how the EYE works: audience will seek the greatest visual interest and this is also related to the layout of the pages 7. laying out the page: mock up the layout to manage the time 8. talking to your pages: using your voice and gestures to highlight, engage the audience
HOMEWORK: 1. Mock up of your presentation boards and schedule of drawings of final design presentation for your current design studio, or most recent past studio (if you are not currently doing a studio)
Perspective
Section Plan
Detail Plan Perspective
Section
Detail Section Rendering Detail Section
Text
Notes
WORKSHOP: Left: The layout of the poster on the left is nice and clear. I was attracted by the pretty section rendering at the bottom of the poster. The section shows the internal activities of the building, the functions of each room. The plan is just above the section, which gives the audience a clear idea of the overall design. There are two graphic diagrams on both sides of the poster. One diagram illustrates the components of the room and the other on show the circulation. The texts and notes are in small size in appropriate location.
Right: The layout of the poster on the right hand is also nice. The rendering of the building is put in the middle of the page to attract the audience. However, the plans and the sections are a little unclear. It is hard to read the plans and the sections. On the top of the page, there are some detailed perspectives and explanation, which gives the audience further information about the design.
Left: Personally, I think the rendering of the overall house should be better. Another problem is that the scales of the plan and section are not appropriate which make sections are hard to read. The audience need to rotate the page to read. The icons of the notes are too big. The audience cannot get a clear idea when they first read this poster. I think the author should reduce some color and do some good renderings to make the page clearer to read.
Right: The layout of the poster on the right hand is clear and nice. However, I think it could contain more information. The poster is a little simper. The author can photoshop the plans or sections to emphase the important part. Adding some texts and notes will help the author to explain his idea.
This week’s lecture introduced us some basic ideas and approaches of making a good presentation. For an architecture student, it is really helpful. First of all, a good layout will help you to explain your idea and will help the audience to understand the design. When the audience look at the poster of the final presentation, they will seek the greatest visual interest, the main image, then the sections and finally the other parts,such as graphics and the texts. So, for us, we can use this three levels of communications as a principle to mock up the layout. Put the overall view of the model which can explain your big idea, like the overall renderings, in the middle, which occupies half of the page. The plans and sections are the second important part. Putting them in a row or a column is easier for audience to read them in a logical way. Other parts like texts and graphics are the third level of communication. Mocking up the layout early can help you to manage the time for each section. If you fun out of time, no body will pay attention to the smallest section you missed. Another important principle I learnt is taking good advantage of your voice and gesture to attract the audience. The data show that people start to losing attention from the third minute. Therefore, telling your design idea in a storyline will be more interesting. As the speaker, I need to notice the audience’s attention and engage them by raising up voice, putting forward some questions. We all will be nervous to speak in public. Writing the script and preparing it before the mirror can reduce the stress and increase the confidence. In this semester, I have a presentation of landscape studio. These principles can do me a favour when I prepare my presentation.
REFERENCE: Texts: Adams, James L, 1986, Conceptual Blockbusting: A Guide to Better Ideas, 3rd Edn, Cambridge MA: Perseus Books. Attoe, Wayne, 1978, Architecture and Critical Imagination, Chichester: Wiley. Alifragkis, Stavros & François Penz (2006) Spatial dialectics: montage and spatially organised narrative in stories without human leads, Digital Creativity, 17:4, 221-233. Balmer, Jeffrey & Michael T Swisher, 2013, Diagramming the Big Idea: Methods for Architectural Composition, London: Routledge/ Taylor & Francis. Cross, Nigel, 2011, Design Thinking: Understanding How Designers Think and Work, Oxford: Berg. Gray, Brown,Macanufo, Gamestoeming, O’Reilly Media, Inc. Pichler, 2012, THE PRODUCT CANVAS Plowright, Philip, D, 2014, Revealing Architectural Design: Methods, Frameworks and Tools, Abingdon, Oxon: Routledge. Images: 1. viewed 5 June 2017, <http://design-kit-staging.s3.amazonaws.com/slides/images/000/000/011/original/DK_banner_HCD_ elements-01.png?1485809714> 2. viewed 5 June 2017, <https://3.bp.blogspot.com/-rG52pL8_3JA/V4UjwlhlXxI/AAAAAAAAAdk/f17K2_ f7Towqon0kdwqsjleAujz7MYrBgCLcB/s1600/farnsworth-house-06.jpg> 3. viewed 5 June 2017, <https://pbs.twimg.com/media/CfGK7nBUIAAysnG.jpg> 4. viewed 5 June 2017, <http://architypereview.com/wp-content/uploads/2014/04/168.jpg> 5. viewed 5 June 2017, <http://bubblemania.fr/zh/bulle-maison-robert-bruno-texas-usa/> 6. viewed 5 June 2017 <http://titreshahr.ir/files/fa/news/1396/2/5/51270_699.jpg>. 7. viewed 5 June 2017 <http://farm4.static.flickr.com/3258/5864849675_9cf042d1e9.jpg>. 8. viewed 5 June 2017 <https://www.walldevil.com/wallpapers/a64/wallpaper-desktop-project-desktops-doshi-dwpimages-neildoshifeaturing.jpg>. 9. viewed 5 June 2017 <https://cdn.dribbble.com/users/230193/screenshots/3484063/designsprint02_dribbble.jpg> 10. viewed 5 June 2017 <http://deviceindia.com/wp-content/uploads/2009/05/communication-01.jpg> 11. viewed 5 June 2017 <http://bi.gazeta.pl/im/9/7324/z7324789Q,Camerimage-Lodz-Center-wedlug-projektu-Franka-Gehr.jpg> 12. viewed 5 June 2017 <http://images.adsttc.com/media/images/55e8/99b8/46fe/9f6f/6100/00c4/newsletter/dutch25. jpg?1441307042> 13. viewed 5 June 2017 <https://photogrist.com/wp-content/uploads/2014/10/Filip-Dujardin8-640x670.jpg> 14. viewed 5 June 2017 <http://josephlouisdesign.com/wp-content/uploads/2013/01/filip_dujardin_03.jpg> 15. viewed 5 June 2017 <https://s3-ap-southeast-2.amazonaws.com/explore-msd-api/images/images/000/000/034/medium/ nswfacade.jpg?1452664149> 16. viewed 5 June 2017 <http://old.ianlord.com/wp-content/uploads/2009/04/1bigjpg1.jpeg> 17. viewed 5 June 2017 <https://futuresplus.files.wordpress.com/2012/12/montage1.jpg> 18. viewed 5 June 2017 <https://mir-s3-cdn-cf.behance.net/project_modules/disp/49f2fc13852583.562793361a934.png> 19. viewed 5 June 2017 <http://mblogthumb4.phinf.naver.net/20160304_19/jajuwayo_1457019587361zoHK9_JPEG/27.jpg?type=w2>
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Design Workshop 2017