Design Thinking

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DESIGN THINKING PEMIKIRAN DESAIN


TO DESIGN IS TO INNOVATE


POST WAR OPTIMISM & THE RISE OF DESIGN

“Life is healthier and happier in the 1950-ies, with science and technology”

• World Design Conference, Tokyo (1960) • Conference on Design Methods, London (1962)


5O YEARS LEARNING HOW TO DESIGN

THE SCIENCE OF DESIGN

THE DESIGNERLY WAYS

Externalizing & objectifying the design process

Systemic approach towards design

Phenomenological approach to designers’ behavior reflection-in-action being the core of ‘professional artistry’

THE DESIGN THINKING •

Human-centered design by useroriented and multi disciplinary collaborations. Everyone is a designer

COMPUTATIONAL DESIGN •

Extensiveli involving computers in Design

Parametric, Generative and Algorithmic Design


ARCHITECTURE IS TO IMPROVE LIFE ANNA HERINGER

VALUES IN DESIGN


VALUES: SURVIVAL (TO PROTECT)

Architecture support human survival by protecting its occupants in various ways, such as: • • • •

Protecting from the elements Protecting from harmful environment Protecting from the building itself Protecting from accidents


VALUES: GOOD LIFE (TO NURTURE)

Buildings should enable users to accomplish their purposes and tasks without great effort.

They should provide comfort of the users in all of their sensory modalities: visual, aural, olfactory, tactile, and kinesthetic. Building and its environment should also promote good social life.


VALUES: ARTS (TO TRANSFORM)

As an art, architecture has the opportunity to transform users, to help them see beyond their immediate needs for protection and nurturing. Architecture should enrich the meaning of the users' lives and move them in some special ways. The program should identify the aesthetic values of society, client, and user to encourage the designer to express them in the architecture.


KEYWORDS IN DESIGN AS A PROBLEM SOLVING ACTIVITY


CONFLICT & RECONCILIATION

If design is a problem solving activity, then, problem is best represented as a system of conflicts to overcome in order to realize the values of design. Some conflicts have clear variables, some have obscure and unstable variables. To solve a problems, a designer reconcile of those conflict[s] to arrive and to measure the ability of the design to solve the problem.


CREATIVITY LEAP & METHODS

A designer thoroughly studies the conflict based on its related variables. Some aspects of the studies are clear, especially those with measurable variables, but many are quite unclear. Based on her or his previous experience, references, culture and others, the designer employs clear or unclear methods, often involves many creativity leaps.


NOVELTY & ORIGINALITY

As design is an improvement and innovation, a qualified solution should bring some novelty [new-ness] and originality [authentic-ness]. These may include new forms and technology but also to revive and revitalize valuable old forms and technology.


PROBLEMS IN DESIGN


CLARITY OF THE PROBLEM

Problems related with technical and physical requirements are usually quite clear and can be defined properly. Those related with culture and personal feeling or constantly changing preferences are not easy to define.

VARIABLES

CRITERIA & PARAMETERS

WELL-DEFINED PROBLEMS

clear

clear

ILL-DEFINED PROBLEM

clear

unclear

unclear

unclear

WICKEDPROBLEM


WICKED PROBLEM

Horst Rittel considers that architectural problems are mostly Wicked Problems and characterized as: 1) 2) 3) 4) 5)

There is no definitive formulation of a wicked problem. Wicked problems have no stopping rule. Solutions to wicked problems are not true-or-false, but better or worse. There is no immediate and no ultimate test of a solution to a wicked problem. Wicked problems do not have a set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated into the plan. 6) Every wicked problem is essentially unique. 7) Every wicked problem can be considered to be a symptom of another problem.


CONSTRAINT AS PROBLEM

FLEXIBLE

• • •

The radical constraints deal with the primary purpose of the object or system being designed. The practical constraints deal with the reality of producing, making or building the design; the technological problem The formal constraints are those to do with the visual organization of the object. The symbolic constraints are concerned with the expression of ideas

FIRM


POSITION OF THE PROBLEM

Before the whole problem is defined, solutions can only be partial and premature. (Willian Pena, 1976/2001)

‘Many studies of expert design behavior suggest that designers move rapidly to early solution conjectures, and use these conjectures as a way of exploring and defining problem-and-solution together’. (Cross 2004: 432).


FRAMEWORKS IN DESIGN


FRAMEWORKS IN DESIGN Perancangan Arsitektur melibatkan suatu proses yang kompleks, sangat beragam, kadang tak terduga, dan kadang juga memiliki sisi-sisi misteriusnya.

Untuk memberikan gambaran tipologis tentang keragaman dan kompleksitas tersebut, Plowrigt mengajukan istilah “framework” (“alur” atau “kerangka”)

framework Suatu “Framework” adalah struktur dasar yang melandasi system yang lebih kompleks, yang berperan untuk memandu pengembangan metode yang lebih spesifik.


PATTERN-BASED FRAMEWORKS

Pattern-based Framework assumes that there are many well established sets of solutions available before the design begin, which may universally accummulated, conceived within one culture, or develop throughout history. These sets may be developed based on geometry, style, structure, type, behavior etc.


FORCE-BASED FRAMEWORKS

Forces and constraints in every particular design are formulated into design problems to solve. These forces may be related with efficiency of resources, availability of materials, programmatic constraints, building performance requirements, site considerations etc.


CONCEPT-BASED FRAMEWORKS

Concept-based frameworks are triggered by big ideas [from within the field of architecture or not] to organize the design process binds together the functional and architectural aspects, and it can be • a verbal formulation, • a simple model, • a chart or a sketch.”


PROGRAMMING IN DESIGN


PROGRAMMING IN DESIGN

Programming processes data into meaningful input for design. It starts before the design process with various integration into design

P P

D D

P P+D

D


BASES FOR PROGRAMMING

KNOWLEDGE-BASED PROGRAMMING employing the advancement of research, especially on behavioral sciences

AGREEMENT-BASED PROGRAMMING relies on the knowledge of several key in-dividuals in the client's organization to generate the required programming infor-mation.

VALUE-BASED PROGRAMMING incorporates an intensive search for the essential purposes for which human institutions exist and are perpetuated.


PROGRAMMING AS PROBLEM SEEKING STEPS

GOALS

CONSIDERATIONS

FACTS

CONCEPTS

NEEDS

PROBLEMS

If programming is problem seeking, then design is problem solving. Problem statement is a description of the critical conditions and design premises that become the starting point for schematic design.


PROGRAMMING CONSIDERATIONS

School of Alfa Omega Realrich Architecture Workshop Tangerang, 2017

FUNCTION • Sekolah Alam (close to nature) • Invoking outdoor learning experience

FORM • Swampy and unstable ground • Expressive use of bamboo as local material

TIME • Limited time for construction ECONOMY • Tight budget


DESIGN THINKING


DESIGN THINKING LOOP


DESIGN THINKING STAGES EMPHATIZE

DEFINE

IDEATIZE

PROTOTYPE

TEST

Understand the needs and expectations of the prospective users

Define the problems to solve in the design process

Exploring knowledge and creativity to formulate solution

Mock up room

Empirical Approach

Scaled 3-D model

Rational Approach

Visual/graphic model

Authoritative Approach

Virtual reality


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