DESIGN WORKSHOP JINGQIAN GU 800378
A
FRAMING, DES
A1 Models of Designing, De A2 DESIGN SPRINTS A3 Communicating
CONTENT
B
PL
B1 C B
SIGNING + GENERATING DESIGN IDEAS
esign Thinking, Design Agendas + Designers' Frames of Reference
g Design Ideas
LAYING WITH DESIGN IDEAS
CINEMA + ARCHITECTURE B2 DESIGN DECISIONS B3 WHAT TO DO WHEN STUCK
C
EVALUATING DESIGN IDEAS
C1 DEVELOPING DESIGN IDEAS C2 EVALUATING+ SELECTING BETWEEN DESIGN IDEAS C3 DESIGN COMMUNICATION
B1
CINEMA + ARCHITECTURE
Architecture elements in film For the vedio shows the path ways, it generally shows 2 pictures on the screem at the same time. The space itself has very obviously different in colour but they have similar view. And people doing the same thing in different space. It gives the sense of comparing the two and sowing the obvious differences but feel quite similar at the same time. The films are not trying to designthe building.It is more like showing the space and the sense of it contains. I feel that the spce shown in the film is more for the
-Staircase -corridor -passage way
actors to show their feeling and the atmosphere of the film. But if just for the space, it is more like the recording of experience. The creame will flow the eyes and focus on the things want to be shown.
Montage Theory
KIND
It shows when the same elements add with different kind of elements can create different thougths and feelings. Just like the same old man doing the same action like seeing and then smile, changing the objects of what he see can create different sense of feeling.
DIRTY
COMMONALITIES
Movement: Kinaesthetic
Journey through space
emotion/motion
Showing things as moving the viewingpoints and consetrate on the detial for special quality and sense.
This one uses the camera to show the old man coming to the dance. the green spce shows the view area. The camera does not always flow the man but the youngs coming shows the dance is continue and showing the atmosphere and the space. Also it use screem to show the space though person walk and movement and focous on special parts.
TIME:DURATION/ TEMPORALITY
SPATIAL ARTICULATION:DEPTH VOLUME MASSES RECESSED VS PROTRUDED SPACES The picture at right shows the depth and volume of the spce well by the frame. It shows the concetratng part of the front two guys and tells the space they stay at the same time.
SCALE: Close-up/Medium Shot/ Long-shot Sub-human/ Human / Architectural (scale) Materiality/Furniture / Buildings Details / Objects / Interiors Hand / Body/ House
Different scale of the project can give sense of it like showing the material and detial of it or showing the relation with other things.
BAD EXAMPLE
Go through the space to fast Have no focus point and time to focus Go through the space without order.
Design a faรงade based on the spaces of film[s]/filmmakers you like.
Make a short film about an architectural element.(Try to convey the spatial experience of the architectural element by your film.) Design an architectural element that provides an atmosphere similar to the experiences you depicted in your film. Do not copy its form and focus on communicate and try to utilise the same frames and compositions as the shots of your film. https://drive.google.com/drive/u/1/my-drive
we design a house for two artists with the basic living area and the sepreat studio and bedroom. So this task is trying to let us find out how to manage the rooms for the artists and the furnitures they need for them. To design the furnitures should consider what is need for the room then the shape of it and the material used and the size of it..
REPORT This is mainly tells the relation between film and architecture. The film is generally using the creame to show the space including the whole structure and the detial of the building by changing the focous point. But for most of time, the space or building shown in the film is trying to show the atmospher of the film and people the stronger sense on the story or gives the way they want you to feel through the space. The film making for me cannot provide great supports on design, but for me it is a good tool to record the things contiunly. Such as the film of site in the film can show the events happen on it and the srounding context clearly comparing with the drawings. Also I think it is good part of prensentation, so in that case people can view your project through different views and the detials at the same time and how it related with the events happened arround it.
B2 DESIGN DECISIONS
DESIGN REFLECTION AND DECISIONS Show design thinking and reflection in graphic
DESIGN DECISION
1. Choose between options 2. Resolving question in project 3. Selecting design method 4. Selecting to edit and reduce elemen 5. Selecting a metaphor for project 6. Selecting scale focus on next stage
In my most of design will also consider these stages and make decision. But
time they are disordered. I will just strat with the breif and then get the main p
After that I almost just work on the main parts of the breif. Sometimes I also c
parts for design. But generally I did not consider much when I make decision even did not relasie I made decisions.
nt
e development
t for most of the
parts of the breif.
consider other
ns or sometimes I
How to make design decision 1 Attack the context
It tells do not think the first idea is good one and just keep working on it. Sometimes should try several possible ideas. And then make the decision. I know
Situation Alterthinking Approach context
this but in the actual design sometimes i did not flow the rule. That maybe the reason that I cannot achieve what I want for my design I think this part is a little bit like the last part of crating
2 Suspend the judgement
Delay response Open opportunities Create new perspective------ have new ideas better ideas
3 Embrance complexity Don't reduce scope Recognise assumption Stop assumption
No one string decision more options chat and learn from others
new prespective. This first idea maybe work but it may not be the better options. So maybe in the future, I can also try several different options and then keep developing these opptions or change part of it to make it more fit with the final one. So sometimes as I do not have some ideas or cannot find out some problems, it would be good for me to talk with someone or look some precident. The precident may give some ideas of how to have the simlar ideas on shape or other for design. And others advise or suggestions can give me the idea how to prove the design and see the disadvantage of my design.
4 Expand and concetrance
Expand knowledge through research Broaden field of understanding---- precendent---learn from it Speculate and reflect on discovered
5 Search for patterners Identify and explain patterns
I think in my design process
Develop the potential Work at multiple scale Interplay ideas with each other Investigate may option to achieve same aim
7 Sharpen the frames
Communication interpretation clearly Reflect on this
Support interpretation to show journey
generally flow normal steps to do the design. And actually I do not feel the film making can have any help
6 Deepen the themes
8 Be prepared
to the design itself. But I feel film making is the way to record the space or some
9 Create the moment expert advice Discuss with pears Ascertain assuptions
specific detial that can give the continue feeeling. So I think it maybe a good way when doing the site analysis and at presenting part to show the specific part. I think in other process of design it may not be a good pattern to use it.
10 Flow through
Integrate into design ( think match design)
aite analysis
integrate within concept
style
emotion
symbolism
surrounding context
2 Suitable design concept
style
ergonomic
style
function
emotion
materials used
movement
safety hazards
culture/ society
topography
users/ people
connection
function
size
style
additional features
materiality
function
size featu
shape
Flow connec
7 Relation to 17Environmental 18 Is it safe 6 Fit within sitesurrounding issues addressed 4 Functi 9 User 3 Designer's 8 Suitable for context within design affects for users Experience target audience agenda design
BRIEF
USER
SITE
design +manufacture
of ure
e
size
design +cost connection
function affect +design emotion w/ arrangement composlition ctivit
materiality
surrounding context
flow/ connection
materiality time structure
effects
style
shape material aesthetic properites quatilies
13 Materials 12 19 20 Any ion 5 Design 1 Fit the Conflicts Materials suited for additional affects fuctional of aspects s suited for structure features fuction n design for
FUNCTION
equipment
methods
materiality
construction methods shape manufaturrality materiality
14 Material 10 Structure 11 Design 15How is it affects affects 16 Cost to affects manufactured design manufacture design structure
MATERIAL
CONSTRUCT
B3 WHAT TO DO WHEN STUCK
EXERCISE1: Design a perfect room
EXERCISE3: Jot For Exercise 1
EXERCISE2: Design the beautiful space you can
down 3 points for each on why these task were
1 It is hard to be perfect the perfect can be in any style
For Exercise 2
1 Similar as the Exercise 1 it is hard to de
and shape. Even when I feel it is perfect, it may not be
beautiful space. It may change as ideas c
considered as perfect for others
2 It is hard to show the beautiful of this sp
2 For a room what it contains can effect its style and
writing.
discription as perfect or not.
3 The space of the most beautiful space i
3 As a room it can be different shape. But it may limited
feeling and imagination so as the first exe
by time to consider so much on it. And just draw or design
agreed by others.
things based on personal throught.
e most imagine
e so difficult
efine the most
change.
pace by drawing or
is based on my own
ercis. It may be hard
PATIENCE IN DESIGNING Most important: 1 for good design, never try to do or design the best/ most beautiful, the perfect 2 always try to tease out what is possible then choose
It is useful in my design for most of time, I want to design something better. Although I was not hope to design something best or perfect, I always feel it does not fit my imagination. Somehow I was trying to be the best. I think there is nothing wrong to design better stuff. But Ifeel base on this principle it is better to have several design with different focous point and try to combine them together. Or choose the one most successful aspect and develop further. Comparing two solutions, the second one may be better. It is better to have one point to focous.
GETTING UNSTUCK
1 TAKE BREAK 2 CHANGING DESIGNER'S FRAME OF REFERENCE 3 CHANGING MEDIA OF WORK 4 CHANGING WHEN YOU WORK 5 ARBITRARY EXERCISE
I think for most of time I will do the similar when I feel stuck.For most of time I will choose to take a break, try to not consider about the design. But it is easy for me try to delay the project till the last moment. So some how it is also fit the sixth suggest to foucs self do some design. And sometimes the ideas will come when sleep. Generally they are good ways to get out stuck. For most of time it is not suitable for me to get a break till the last mintues to do everything. Ishould try different media.
HOW TO SOLVE CREATIVE BLOCKS The talk is mainly tells what to do when we cannot be creative. The main thing is similar with the lecture part to tell people get out of there comfort zone and trying to do some thing new to stimulate the brain to get better ideas. As it says we all have creativity and it is how the thing connected with the world. So maybe for the next time I feel stuck can try to think about what can be connected by the things I have now with the ascept of the project and other relations.
29 WAYS TO STAY CREATIVE They are saying the same thing as lecture. Generally they can be divied in to trying to get relax and not force self, get the idea from others new ideas and products, when got the idea take notes of it ,trying to finish the things have now and develop it futher, trying to brake the rules and do something new.I think in most of the time it does work.
HOW AWARD GARDNER'S MU
1 Perceptual cannot see problem or useful information – eg through stereotyping
3 Cultural taboos, play is for 2 Emotional children, emotions bad/ fear of risk, unable to tolerate ambiguity, prefer to logic good, tradition judge not generate, cannot relax better than change
ULTIPULE INTELLIGENCES
4 Environmental lack cooperation, trust; autocratic leader, distractions, lack of support for realization
5 Intellectual inflexibility, inadequate use of approaches, insufficient and/or incorrect information
6 Expressive inappropriate language/mode of approach, inadequate language/mode for expressing or recording ideas
TASK AMENITY
Design a suitable island, without the use of modern technology (eg. electronics, machine etc.).
POETRY
Design a maze that can evoke emotions of fear, anger,confusion,
amenity
but also serenity at the same time. Consider the 5 senses and material used.
TECHNOLOGY
Design the Queensbridge using a new structure system.
poetry
technology
REPORT For this task is quite interesting that I can learn from different system. For amenity I design an island for living without modern technology. I can consider what is needed for such kind of living that gives the general function and considers the relative support for living on an island. But i think the task can provide more direction on who lives here or other background. For technology task is considering how the design can be constructed and how the manufacture affects on design. And the poetry is trying to create a space for emotion.
using the relax method and focous method. For relax method is just trying to do not feel compression when making the design. Another method is use limited time and changing till successful method to do the design. Ether of them is working generally, but based on personal experience it will be difficult when trying to relax at the beginning of the project and running out of the time and design till last minutes is not a good idea.
c1 DEVELOPING DESIGN IDEAS
YOU, THE DESIGNER YOUR DESIGN
THE SITE
THE TASK
KEY DETERMINIATS TO DESIGN OUTCOME
The diagram shows how to come up with the design ideas, it shows what need to be considered as designer. The considerations includes based on the breif, the function and the users and so on. Also as designer should also considered different scale, for me I think this makes everything clearly and will not miss any point.
DEVELO
S A E D I N P DESIG
G N I H T E M O ES T U I SE T L S E B U G N I 1S H ET M O S H T I IT W E N I B M O 2C IT O T G N I H MT O S T P A D 3A IT Y F I N G A /M 4 MODIFY USE R E H T O OME S O T T I T 5 PU G N I H T E M O TE S A N I M I L E IT 6 E G N A R R REA R O E S R 7 REVE ar ed as simil r e id s n o c n be ideas, it ca n ig e s e d p develo based on th is to w m o e h th f f o o ns All e e suggestio d together. e th s n u o omparing th e d c b e l n s il e a w h B y T e . e th on es most of tim ing the new p r o lo F e . v s e n d o d ti an sugges rned from it a le d n a e you hav nt. precidents developme r e th r fu e , doing th differences
STRATEGY FOR DEVELOPING D
• CLONING DESIGN IDEAS 1 REPTITION 2 SETS 3 SERIES
• DECOMPOSING DESIGN IDEAS
4 VARIATION
1 HIERARCHIC DECOMPOSITION
5 MUTILPITION
2 FRACTURING
3 FACTING
• FORMS OF COUNTE
1 DIALECTIC/ OPPOSITION
2 SUIT (PART OF A SET OF
COMPLEMENT ELEMENTS
3 SCORE+ COUNTERPAINT 4 NARRATIVE
ERBALANCE
TSCHUMIS SEQUENCE
DESIGN IDEAS
N
F
S)
• ELABORATING & EMBELLISHING DESIGN IDEAS
T
• GRAFTING DESIGN IDEAS
CONTEXT
AMENITY
TECHNOLOGY
POERTY
TASK
DESIGNER
wide context general use
function accessibility order/ rangement
control the general going of project
middle context (actual work)
techical material tools
make the design become real
focous context (emotion)
experience emotins narrative memory
consentrate on feeling
DESIGN A MAKE UP STORE
This exercise shows for developing ideas do not have to have the perfect things at first. It can be got from the basic shape and ideas and then based on the brief and needs making choice and finally design the further.
FIRST STEP: consider the furnitures needed in store SECOND STEP: design the shape use simple geometric shape THIRD STEP: choose from the first design develop further FORTH STEP: choose from last step consider the material colour and so on
BETWEEN DESIGN IDEAS
c2 EVALUATING+ SELECTING
EVALUATION+ASSESSMENT 1 Evaluation/ Decision Making
1 generating ideas
2Wayne Attoe's Model for Criticism Design
2 playing with ideas
3 A Framework for Criticism 4 Assessing Student Design Work
3 evaluate ideas 1 methods 2 bases of choice 3 Dlphic method 4 Trade-off Game 5 Decision matrices
1 CHECKLIST make sure the things work well and do not make mistakes 2 PERFORMANCE SPECIFICATION make sure the design fit the specific situation 3 SWOT ANALYSIS 4 DECISION TREE use in design something 5 SIX THINKING HATS six value management
DECISION TREE HAVE A QUESTION HAVE DIFFERENT ANSWERS BASE ON THE ANSWER THINKING
lead Start with ideas can have decision Ideas based on ideas
decision has methods to choose (most as group)
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 Brief (15%) Brief is the frame of design, it provieds the general needs of the project. So it related to furture steps, also the understanding of design requriments. Based on that and having personal denfintion can also be considered as brief. Site+Analysis (20%) For me site and analysis is quite important. It gives me the baisc information about where I design for and the surrounding of the area. Also it influence my design area, style and even the construction part. Also it gives me the general ideas about brief. President Studies (10%) President can provides me succesful similar ideas. Based on that iI can get more ideas and develop my own ideas Design process (40%) It includes from the first idea to the final model. This is the key of whole process, it relatied to my final design. Based on the previous steps I already have enough information what I need to do is combine them together and make sure what I do folow the requiement. Presentation (15%) This step are the last step which sells my design so it is quite important. Also in this step can see other design from studio so can based on what they said and comparing with mine and see what needs to be developed.
site: easily accessiable metro(10mins)
railline (train station)
ferry line (15mins walk)
challenge: relationship to its context (waterfront areas)
scontent: real
redevelop (in residential)
MAIN LOBBY
EXHIBITION AREAS
OCEAN DISCOVERY 50%
MARINE
COAL 20%
EXPERIENCE HALL 20%
ART AQUARTIUM 10%
SERVICE
estate build up/
nto commerical/
BAR/ RESTAURANT -SEAFOOD
C3 DESIGN COMMUNICATION
SELLING IDEAS= PRESENTATION
1 DRAWING
2 MODEL
METHODS FOR
+ COMMUNICATION TECHNIQUE
3 PPT
R SELLING IDEAS
4 BOOK
5 VOICE
presentation + communication
STRUCTURING THE NARR RESPONSE TO: STRATEGIES:
STEPS 1
FRAME YOUR DESIGN
* Make audience focous on your project * Special point of design
2 NARRATIVE A FORM OF STORY
* Prepare presentation:1 Tradional-design result &process 2 Narrative- design ideas * Reflecting:1 what are you doing 2 words match the drawing& design ideas
-Clients/users agenda -Your agender as des -Context
-Massing -Skn/material -Atomosphere/Experi -Structure -Programme/function/ -View/Sun/People...
DRAWINGS INC
-BIG IDEAS
1 concept(v 2 context(w 3 agenda(c
-THE DESIGN
1 plan 2 section 3 rendering 4model
SUPPORT
3 KNOWING INSIGHTS & CONCEPT * Using graphics to illustrate
-EXTRA
diagrams a
RATIVE
a signer
ience
/Brief
Show& communicate Why doing this
CLUDE
BIG IDEA vision) 1 organize priciplewhy act) why&what are you client/you/audience) doing 2 use precedentobserve&research to support outcome
gs in context&inside
about how your design is to be used
The diagram on the left shows a lot of similar freatures as the diagrame should include. For example, it has large prespective drawings at the bottom which shows the concept clearly. The sie plan,plan and secton are also in the diagram. It has other diagram to explain the design ideas and the text also can explain more.
3LEVELS OF COMMUNICATION
* Displacement * visual scaning (qiute distance) (closer meters away) (closer)
FIRST IMPRESSION DETIAL
5
PRESENTATION TECHIQUES
6
LAYOUT OF PAGES
* Best description on ideas
COLOUR FONT
POOR EXAMPLE
4
These steps show the general consideration about doing the final presentation and most of them is on how to represent things in diagrames. As it mentioned the layout of the diagrame isquite important and their sequiense. The audience will follow what seen and what you said to understand your design. Therefore, till now I relased for the last semster final presentation although I tried to make a presentation diagrame, it has no logic in it. Now I feel for that diagram I just made a picture instead of for presentation. Even something like plan is not clear. I do not know how I pass last semster.
TITLE
PROCESS
SITE ANALYSIS
PAGE LAYOUT
MAIN RENDER
Page layout gives audience the basic ideas of your design and the project. And the direction of the diagrams and text can lead audience's focous point. The size of these diagrams can also make them focous on different point.
SECTION
INTERENDER
INTERENDER
SAMPLE
TITLE SITE MAP + LABEL
TEXT
EXPERIENCE JOURNEY
PHOTO
TEXT
SITE
MAIN PIECES
PRESPECTIVE OF EACH FLOOR
PRESPECTIVE SECTION
EACH SPACE
INTERNAL SPACE
TEXT
EACH PART
ANALYSIS
TITLE
PHOTO
TITLE EXPERIENCE JOURNEY
SITE +PLAN
SITE ANALYSIS PLAN
EACH PIECES PHOTO SECTION
REFLECTION In this topic what I learned from it is how to present your design better. The most common ways to represent ideas are diagrams. As prepareration stagies releasing what diagrams are needed and how they sell your design ideas are most important part. As starting point, page layout is the most important part which releated to further presentation and can show each part working times. Although the layout is similar for most of the presentation, the exact layout still need to based on the diagram you have.