Urban Anthills - Exploring the need to optimise Vertical Housing using Generative Design

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Dissertation and Research Techniques | 15BAR8.4

Urban Anthills Exploring the need to optimise Vertical Housing using Generative Design A Dissertation Report

Shruthadev.B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture


Urban Anthills


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Abstract

Design problems are never linear. They are multidimensional by nature. These problems form an intricate web of non-linear functions, by which a solution is present that is required to satisfy specific design goals. Architecture presents many design parameters that need to be fulfilled, such as aesthetics, function and economic value, to name a few. Creating a design that fulfills all the criteria demands an extensive time frame. In reality, since the time frame is limited, an architect cannot possibly explore the entire design space, test out different possible options and have multiple design revisions. Given the current strides in technology, the fiction of symbiosis between man and computer can be reality. Generative Design brings out the best of both worlds, the ability to compute large amounts of data and produce several design solutions; and the intuition and experience of what can be the best design. Urban Anthills is an essay questioning the idea of an ideal vertical housing design and reviewing whether Generative design is the step towards achieving it. Urban Anthills is a metaphor for how vertical housing could be a network of houses that communicate with one another. Ants are known for constructing and designing anthills based on the climate, the local materials. No two anthills are the same even within the same species. The scope of the essay is understanding what it takes to design a similar system. This essay explores the current trends of Vertical housing, scrutinising its limitations and understanding the reasons for the current system. It also entails a brief introduction and the principles of Generative Design. The division of the area of study is into two parts - One understanding the concept of Vertical Housing and the other exploring the applications of Generative Design in architecture. The data derived is from a series of literary studies and case studies. Urban Anthills offers an insight into new possibilities of design and parameters that changes the way we look at vertical housing. Although the application of Generative Design in Architecture is in an emergent stage, it is the key to untapped potential in unexplored possibilities of design.


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Table of Contents Abstract

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Table of Contents

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List of figures

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List of abbreviations

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Acknowledgements

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Introduction

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Background

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Vertical Housing

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What is Vertical Housing?

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Why do we need to change the way we design Apartments?

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Generative Design

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What is Generative Design?

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Common myths about Generative Design

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Vertical Housing

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History

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Housing in India

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Kanchanjunga Apartments, Mumbai

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Center Point, Ahmedabad

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Generative Design

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History

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Principle of Generative Design

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Evolution

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Approach

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Applications

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Art - Rafik Anadol

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Design at the intersection of technology and biology - Neri Oxman

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Architecture

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Autodesk Office, Toronto

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Redesigning school, Simon Joel, Maine

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Inferences

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Reasoning with the conventional method

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Parameters involved

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Conclusions

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Appendix

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Appendix - A: Bibliography

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List of figures Figure 1. Section showing the interlocking of the units in Kanchanjunga Apartments Figure 2. Section showing the interlocking of the units in Kanchanjunga Apartments Figure 3. Architectural drawings of the Center Point Apartment Figure 4. Section of the unit through the entrance Figure 5. Section of the unit through the living and dining spaces Figure 6. Figure showing variations of plans derived from the Palladian Grammar Figure 7. Illustrations from the book Notes on the Synthesis of Form Figure 8. Illustrations of the design concept of House X Figure 9. Tree of Life, Charles Darwin, Origin of Species (1859) Figure 10. Diagram showing the base cycle of Generative design Figure 11. Image showing the installation “Bosphorous” Figure 12. Images showing the installation “Aguahoja I.” Figure 13. Figures showing analysis of the plans of the office based on the design goals; work style preferences, buzz, productivity, daylight, views to outside Figure 14. Plan showing the existing layout of the school Figure 15. Plans that were generated by the genetic algorithm Figure 16. Image showing the design process of the genetic algorithm Figure 17. Image showing the Urbanscape of different cities

List of abbreviations AD - Anno Domini AI - Artificial Intelligence BC - before Christ BHK - Bedroom Hall Kitchen GD - Generative Design


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Acknowledgements “ I can no other answer make but thanks, and thanks, and ever thanks. ” – William Shakespeare

Throughout my journey in this essay, many have supported me morally and intellectually. To all of them, I extend my deepest gratitude. I’m thankful for my institution for providing me with an opportunity to research and write on a topic which I was intrigued by. I’m thankful to my mentors, Ar. Shoumik Desai, Ar. Jacob Thomas and Ar. Naga Venkata Sai Kumar Manapragada for helping me formulate my random thoughts into a structured report and bearing my tidsoptimism. Also, this topic wouldn’t have been formulated if not for the guidance of Ar. Palaksha Shetty, Ar. Amrit Narkar and Ar. Sreesha Bhat. I’m thankful for recommending books and topics and helping me broaden my horizons. I’m grateful to my peers for being supportive and critical of my work and for keeping the spark of curiosity alive in me. I cannot forget to thank my family for being very understanding and for all the support I’ve received from them even in these trying times.

Shruthadev.B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture



Dissertation & Research Technique | Subject Code: 15BAR8.5

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Introduction In an age where the development of buildings occurs rapidly, the only objective is to design densely packed houses with the minimal use of time and resources. In this rat race to stack houses, several aspects of design are ignored. The research of AI paves a way to achieving individuality in vertical housing. It is especially relevant in Mangalore, where apartments are getting developed exponentially. Most apartments are labyrinths of houses without identity. So, this study is a precursor for a project to understand the difference between the apartment designed by conventional design and the one where the Generative Design technique is implemented. The paper involves studying the extents of the applications of Generative Design in architecture, especially in the field of Vertical housing. The research will involve the principles in designing vertical housing. By this method, the fundamental parameters go into designing and then training the software to generate options for layouts. The research also includes analysing existing projects and papers that explore techniques such as the use of Evolutionary solvers, Generative design software and Artificial Intelligence to understand better its applications and how they can be translated to be used in the design of efficient vertical homes. The paper aims to understand Vertical housing and Generative Design and how the latter can be applied in the former. This is achieved by understanding their history, principle and analysing some examples that have made notable achievements. This shall help in understanding the parameters involved in the design, the drawbacks that are found in this process and ways to improve on them. The main objective of the paper is to understand the need as to why this method is necessary and after the comparison of the two methodologies, the paper can show it.

Urban Anthills - Exploring the need to optimise Vertical Housing using Generative Design


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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Background Vertical Housing What is Vertical Housing? Vertical housing is the concept of building homes vertically to build in a small area of land. Apartments come under this definition. Due to the exponential population growth, there is a shortage of land and a need for housing. So, the concept of vertical housing comes into the picture. The conventional method of designing most apartments starts with the design of a module. The module can either be a single type replicated throughout the apartment or a set of modules based on the requirements. The requirements lead to the creation of different typologies (For example, Designing 1BHK, 2BHK, 3BHK modules)

Why do we need to change the way we design Apartments? However, the main drawback of apartments is the loss of individuality. Furthermore, in most cases, it does not cater to the specific requirement of each user. Since the main objectives of the design of Vertical houses are rooted around maximising user density, Designs that consider objectives such as climate, user customisation, individuality are not a priority. The current methodology for design doesn’t satisfy all these conditions. The ‘conventional’ method of designing apartments is for faceless clients. So, the specific needs of its occupant are never considered. That is why it is necessary to change the way we design apartments to derive designs that also puts its users as a priority along with the developer.

Background


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Generative Design What is Generative Design? The term Generative design has varying definitions, many complementary with common features, varying among different architectural theorists. Celestino Soddu defines generative design as “a morphogenetic process using algorithms structured as nonlinear systems for endless unique and unrepeatable results performed by an idea-code, as in nature.” It can be described as a process where the design is generated based on specific rules or parameters. Nevertheless, this process also extends where the generated design is evaluated and then evolved with redefined rules. Algorithms can also derive generative design, often using computational tools such as programming software, scripting tools. Some examples of such tools are Rhinoceros & Grasshopper, Revit & Dynamo.

Common myths about Generative Design There are certain myths and misconceptions related to Generative design. Some of them are as follows●

Generative design is an alternative to designers. Generative design is merely an extension, a design aid. It is usually described as a collaborative design process between humans and computers as both are dependent on each other. The designer sets the goals and defines the design parameters, and the program can analyse and generate options based on the set goals. The program does not have the astuteness of a designer to differentiate between a viable design and an impractical approach.

Generative design programs produce the final designs. A generative design program does not have the awareness to differentiate between different design elements and cannot produce a finished product. It produces options that hint at specific elements and features. The designer has to create the final design based on its practicality. The program also helps in the analysis of the design. The current technology limits it to be so.

Urban Anthills - Exploring the need to optimise Vertical Housing using Generative Design


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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Vertical Housing History Designing dwellings that touch the sky may seem like a modern concept, but its history spans thousands of years over several civilizations and mythological texts. Looking at these examples, we can understand the tendency of humans to build towards the sky. The tower of Babel is one of the examples displayed in mythological texts. The first to build vertical housing were the Romans around 2000 years ago. These were constructed from mud and timber. “The higher the floor, the cheaper the rent, The working poor lived here; Fires and collapses they couldn’t prevent.” Around 600 years ago, in South-Eastern China, in the Fujian province, the Tulou clusters came into existence. They are stacked circular homes constructed with load-bearing rammed earth walls. These are usually three to five stories and contain clans of families of 80 members with a total population of 800 people. All units were equal. For centuries, communal living was part of their law. Vertical housing got a major boost in 1743 when Louis XV commissioned an early elevator in his apartment in Versailles. But it was not accepted widely in the public due to safety concerns. During the industrial revolution, the increase in immigrants meant designing compact dwellings. With the technological advancements in elevators, stacking of the houses was now possible1.

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The New York Times. (2014). A Short History of the Highrise. NY Times. A Short History of the Highrise

Vertical housing


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Housing in India The evolution of housing typologies has gone through drastic transformations in India, given its history, and diversity in geographical, cultural and social settings. The earliest housing settlements can be dated back to 3000 B.C. The Indus valley civilization is known for its technological advancements and its comprehensive urban planning. The houses were constructed using stone and mud bricks with a timber framework. All of these houses were identical and were arranged with respect to the Citadel at its centre. These houses are typically one to three-storeyed and have courtyards at the centre. Other notable housing typologies are ●

Rock-cut architecture, 1000 B.C

Dynasty influenced architecture, 1000 A.D

Indo-Aryan style, Rajputs

Wadas, Marathas

Indo-Islamic, Mughals

Colonial architecture 1615 A.D ○

Portuguese

French

Dutch

British

The rise of Vertical housing wasn’t as prominent during the aforementioned times compared to Post-independent India, during which, there was an increase in migration and chaos in the settlement patterns, especially in the urban areas. This also led to the rise of slum settlements.2

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Prabhu, M. (2021, June 23). Evolution of Housing in India. RTF | Rethinking The Future. Evolution of Housing in India - RTF

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Kanchanjunga Apartments, Mumbai3 The Kanchanjunga Apartments designed by Charles Correa is a response to the escalating urbanization in India. The design considers the climatic conditions. To facilitate ventilation in the city, the building has to be oriented in the East-Western direction. But these directions also come with maximum solar radiation and heavy monsoon rains. The vernacular solution for this is to provide a layer of verandahs around the living spaces. The Kanchanjunga pays homage to the vernacular by applying the same design strategy.

Figure 1. Section showing the interlocking of the units in Kanchanjunga Apartments

The Apartment is a 32 storeyed building with 6.3m cantilevered open terraces. The units are categorized into four different typologies that interlock with each other. The changes in the levels led to the differentiation of spaces such as the elevated living spaces and the earth filled terraces. The level differences also shielded the living spaces from the sun and rain. 3

Pagnotta, B. (2018, January 15). AD Classics: Kanchanjunga Apartments / Charles Correa. ArchDaily. Apartments AD Classics: Kanchanjunga Apartments / Charles Correa

Vertical housing


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Center Point, Ahmedabad4 Apartments were not common until the 1970s in Ahmedabad. With the implementation of the Urban Land Ceiling Act (1976) that imposed a limit on landholding, the construction of apartments became a viable option for housing. Though Hasmukh C Patel argued that Row housing was a better alternative, he designed several apartments to keep up with the change. These apartments were usually mixed-use. The commercial section occupies the foreground and the apartments still catch the eye.

Figure 2. Section showing the interlocking of the units in Kanchanjunga Apartments

The Apartment scheme consists of three linked towers characterized by a pattern of double-height terraces that retract from the junction. The penthouses extend beyond the profile of the building. Each housing unit has a double-height hall. The floor contains the living spaces, kitchen and dining spaces. An open staircase occupies the corner of the void that leads to the bedroom in one flight and the master bedroom with an attached study room in another flight.

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Center Point Apartments | HCP. (n.d.). HCP. Retrieved July 22, 2021, from Center Point Apartments, Ahmedabad 1985 -1987

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

An occupant of the apartment in a tribute to Hasmukh Patel writes, “My apartment is on the ‘4th Floor’, which happens to be the eighth level, as each apartment is a duplex with rooms organized around a double-height living room. A large balcony overlooks a public park and a sculptural stair physically connects the rooms. There are days when we forget we are living seventy feet above the street- there is something grounded about the way the apartment works. Our children often refer to our lowest bedroom as ‘the basement. There is no sense of disconnection, no sense of the typically isolated apartment.”5

Figure 3. Architectural drawings of the Center Point Apartment

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Think Matter. (2020, December 14). TRIBUTE: Hasmukh C. Patel, (7 December 1933 – 20 January 2018) by RIYAZ TAYYIBJI. https://thinkmatter.in/2018/04/17/tribute-hasmukh-patel/

Vertical housing


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The most striking feature of the apartment is the double-height balcony. It allows a diagonal view of the sky, compared to the horizontal view in many ‘typical apartments’. This gives a sense of openness in the apartment. The segregation of spaces between different levels allows privacy.

Figure 4. Section of the unit through the entrance

Figure 5. Section of the unit through the living and dining spaces

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Generative Design History Generative design in architecture can be traced back to the 70s where George Stiny and William Mitchell developed a set of design shape rules based on Andrea Palladio’s work. Andrea Palladio’s design process involved designing through logical design rules by studying Greek and Roman architecture. The Palladian Grammar6 helped create many variations of Palladio’s designs.

Figure 6. Figure showing variations of plans derived from the Palladian Grammar

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Stiny, G., & Mitchell, W. J. (1978). The Palladian Grammar. Environment and Planning B: Planning and Design, 5(1), 5–18. The Palladian Grammar - G Stiny, WJ Mitchell, 1978

Generative Design


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Architectural theorists have been developing design rules in architecture and urban planning. Christopher designed a set of rules and processes to offer solutions for different urban design contexts. His book Pattern Language7 demonstrates several algorithms to solve urban design issues like street corners, public spaces, access points. In his book Notes on the Synthesis of Form8 structures mean the form that manifests information structures. Design problems are defined as systems. To synthesise a form, he first decomposes the system into subsystems and tries to define their interrelationship.

Figure 7. Illustrations from the book Notes on the Synthesis of Form 7

Alexander, C., Ishikawa, S., Silverstein, M., Jacobson, M., Fiksdahl-King, I., & Angel, S. (1977). A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series). Oxford University Press. 8

Alexander, C. (1964). Notes on the Synthesis of Form. Amsterdam University Press.

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Furthermore, several experimental architects like Peter Eisenman base their work on the assumption that architecture is based on such settled design logic. He started applying a set of design techniques that were influenced by Jacques Derrida’s9 Deconstruction theory, such as scaling, fractals, overlay and superposition. He applied these techniques in relation to rules of order, which helped develop many projects such as House X10. It can be described as a series of “Transformational diagrams” to define the process of design. The description of House X as provided by Peter Eisenman is as follows11 “The specific configurations of House X can be understood initially as the juxtaposition of four squares. This configuration is only an initial analogue, a heuristic device used to approach a more complex sign condition, which in itself is only a possible approximation of the reality it signifies. In fact, the final configuration is a cumulative attempt to dissolve its own seeming connection with any initial analogue. In other words, the final plan is only a series of traces that refer, in a sense, forward to a more complex and incomplete structure rather than backward to a unitary simple, and stable structure. It thus becomes a kind of pre-distillation of a more complex “future” condition.” Figure 8. Illustrations of the design concept of House X

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Jacques Derrida (Stanford Encyclopedia of Philosophy). (2019, July 30). Stanford Encyclopedia of Philosophy. Jacques Derrida (Stanford Encyclopedia of Philosophy) 10

Eisenmann P. (1983) “House X”, Rizzoli Universe International Publications, New York, N.Y., USA

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EISENMAN ARCHITECTS. House X 1975

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Principle of Generative Design Generative design is a collaborative process between man and machine. The functioning of this collaboration is vital, and the solution is present in nature.

Evolution “It is not the strongest of the species that survives, nor the most intelligent - It is the one that is the most adaptable to change.” -Charles Darwin

Procreation fuels Evolution. The process is that the intermixing of different sets of genes, combined with mutation, occasionally brings in new random genes. The resulting offspring are then tested in nature to see the ones that adapt and survive. These are left to procreate, and the process continues. The process eventually leads to a well-adapted set of genes. The generative design process implements the same procedure. The set of genes are the design goals and parameters. It can grasp elements from the projects it has analysed and apply the knowledge to generate sturdier and optimised designs.

Figure 9. Tree of Life, Charles Darwin, Origin of Species (1859)

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Approach12 When broken down to its core, the generative design process is a cycle consisting of three processes 1. Generate 2. Evaluate 3. Evolve

1. Generate: A population of design solutions is created based on the initial design parameters provided.

2. Evaluate: The fittest of the population is selected, and the features are evaluated

3. Evolve: The best performing solutions are crossed over to generate a new population. This cycle is continued until the required criteria are met.

Figure 10. Diagram showing the base cycle of Generative design13

This process can also be called Analysis, Morphogenesis and Metamorphosis.

Analysis focuses on data collection such as the context, programme brief, client requirements, material and performance.

Morphogenesis is the generation of design options or prototypes. These are based on spatial and organisational principles such as surface continuity, faceting, volume deformation. unit accumulation and algorithmic patterning

Metamorphosis is the phase where the abstract design prototype is translated into design drawings ( Floor plans, sections, elevations, physical/digital models, visualisations)

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Generative Design. (2017, January 23). Generative Design –. Medium. Generative Design – Medium - Danil Nagy 13

Image Source: Geometry Systems for AEC Generative Design: Codify Design Intents into the Machine. (2020, September 21). Autodesk University. Geometry Systems for AEC Generative Design: Codify Design Intents into the Machine

Generative Design


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Applications Art - Rafik Anadol Rafik Anadol creates multi-sensory art installations by using data sets as fodder and processing them into a machine, specifically machine learning algorithms, to sort and filter the data to be visualised. The data is visualised in mesmerising fluid shapes14. These “data sculptures” are embedded into architecture to make the building “process memories, dream and hallucinate”. The following is called Bosphorous. The description provided by Rafik Anadol is as follows - “A data sculpture that explores the rhythms of Marmara Sea in Turkey to visualise the poetic experience of the organic movement. Inspired by high-frequency radar collections, taken in 30-minute intervals for 30 days, Bosphorus transforms long sea surface activity into a kinetic piece of art.”

Figure 11. Image showing the installation “Bosphorous”15

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TED. (2020, August 19). Art in the age of machine intelligence | Refik Anadol [Video]. YouTube.

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Anadol, R. (2019, August 18). Infinite Space. Refik Anadol. Infinite Space

Art in the age of machine intelligence | Refik Anadol

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Design at the intersection of technology and biology - Neri Oxman Neri Oxman is pioneering a field that promotes design opportunities that were once considered impossible. Her work operates at the intersection of technology and biology16. The design process moves away from the assembly of different parts and implements a process where the objects are computationally “grown”, additively manufactured and biologically augmented to create heterogeneous and multifunctional constructs.

Figure 12. Images showing the installation “Aguahoja I.”

Aguahoja I. is an installation digitally designed and robotically fabricated using Chitin. Chitin is a material that is found at a molecular level in trees, insect exoskeletons and bones. The structure examines how materials, one would usually consider waste, can inform design. According to the Mediated Matter Group, Aguahoja I is “Derived from organic matter, printed by a robot, and shaped by water, this work points towards a future where the grown, and the made unite”17

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Neri Oxman: Material Ecology. (n.d.). Retrieved July 12, 2021, from Neri Oxman: Material Ecology

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Project Overview ‹ Aguahoja –. (2019). MIT Media Lab. Overview ‹ Aguahoja — MIT Media Lab

Generative Design


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Architecture Autodesk Office, Toronto18 The Autodesk office in Toronto is the first example of the application of the Generative Design optimization engine for Project Dynamo. The design team took under consideration qualitative aspects such as workstyle preference, adjacency preferences to create quantitative parameters which helped generate options in the layout.

Figure 13. Figures showing analysis of the plans of the office based on the design goals; work style preferences, buzz, productivity, daylight, views to outside

The design has six different metrics to evaluate each design ●

Workstyle

Distraction

Adjacency

Interconnectivity

Daylight

Views to Outside

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Hands-on with Project Rediscover: Generatively Designing the Autodesk Toronto Office. (2020, October 16). Autodesk University. Hands-on with Project Rediscover: Generatively Designing the Autodesk Toronto Office

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Redesigning school, Simon Joel, Maine19 Simon Joel conducted an experimental research project called ‘Evolving Floor Plans’. The goal is to optimize the architectural layout without considering its convention and practicality of it. The design methodology is to give the rooms specifications and the expected flow of people to a genetic algorithm to optimise walking time, traffic density.

Figure 14. Plan showing the existing layout of the school

The results were biological in appearance with varying widths of hallways and they were not conventional.

Figure 15. Plans that were generated by the genetic algorithm

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Evolving Floorplans. (n.d.). Simon Joel. Retrieved July 12, 2021, from Joel Simon

Generative Design


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Figure 16. Image showing the design process of the genetic algorithm

The complete design process of the school is as below. a) The initial physics simulation using a spectral layout as input. b) The final result of the physics simulation. c) The concave hull of points (red) has been inflated to produce boundary Voronoi seeds (purple circles). d) The Voronoi tessellation creates geometry mesh. e) The floor plan with interior edges added and results of the hallway algorithm drawn in yellow. f) The final floor plan phenotype. Hallways are merged into a final geometry and interior edges used for door placement.

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Inferences Reasoning with the conventional method When Vertical housing is compared around the world, it can be noticed that there are significant similarities.

Figure 17. Image showing the Urbanscape of different cities

Inferences


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On reasoning about why such a similar phenomenon is occurring everywhere, several reasons answer these questions 1. Globalization: There’s a preconception about development and how “modern” buildings appear. 2. Mass production: There’s mass production and consumption of materials like concrete, steel, glass. 3. By-Laws: By-laws are necessary to prevent chaos in an urban fabric, but they restrict the design because of the linear way of the solution. 4. Ease of design: The conventional method of design involves the multiplication of units across multiple floors. These do not consider user customisation and are easier to design. 5. Fear of innovation: The psychological fear of whether people will accept new methods of design pushes the urge to follow the rest. 6. Resources: Prebuilding a housing system enables the easy allocation of resources and time management The main concerns that can be noticed with conventional design are as follows1. Monotonous buildings 2. Rigid shapes and volumes 3. Spatial quality (Lack of front yards, backyards, communal spaces) 4. Lack of individuality 5. Limited user customisation 6. Limited response to context & climate The concerns that can be solved through Generative Design are1. User density can be achieved through space optimisation. 2. The cost is reduced through energy-saving through climate responsive design. 3. GD allows testing and prototyping new materials and structures. 4. Due to the smaller time frame of design with the help of GD, user customisation can be possible. 5. With the help of context and climate data, it is possible to design contextually and climate-responsive buildings

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Parameters involved The following is a list of parameters involved in the design methodology of GD.

1. Site parameters. These are the parameters that determine the physical boundaries of the design. The input parameters are as follows a. Site geometry b. By-laws such as FAR, offsets, height constraints c. Site conditions (Topography, Ecology) 2. Context parameters. These are the parameters that determine the nature of the response to its immediate context (Physical and Metaphysical) a. Sensorial (Visual, auditory) b. Materials & construction techniques c. Climate (Sun, wind and rain) 3. Program parameters. These are the parameters that are set for the users and they determine the type of units that forms the housing scheme a. Typology of units b. Requirement and configuration of spaces c. Adjacency 4. Unit parameters. These are the parameters that are set for the users and they determine the nature of spaces within the units a. Privacy b. Connectivity c. Visibility

Inferences


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Since the application of the Generative Design is still at its emergent stage, there are some drawbacks 1. It is very difficult to quantify certain qualitative aspects. 2. Since some qualitative aspects are subjective, the set parameters might not be valid in all cases 3. User customization comes with the challenge of adding a plethora of choices that can be difficult to fulfil. So care must be taken to limit the range of customisation 4. The algorithm is only productive with well-defined parameters.

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Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture

Conclusions Urban Anthills shows possibilities and the extent of applications in Vertical housing. The current notion of “luxury” living is often mistaken with quality living. In cities such as Mangaluru where urbanization is progressing rapidly, the need for designing meaningful homes is dire. The application of Generative design strives to create affordable, performance-oriented and personal spaces compared to the otherwise rigid and restrictive methods of design. Although Generative Design is still at an emergent stage, it can be predicted that in the years to come, it can radicalise architecture and help in the resurgence of Vernacular architecture.

Conclusions


Appendix Appendix - A: Bibliography 1. Alexander, C. (1964). Notes on the Synthesis of Form. Amsterdam University Press. 2. Anadol, R. (2019, August 18). Infinite Space. Refik Anadol. Infinite Space 3. Anadol, R. (2020, August 18). Art in the age of machine intelligence [Video]. TED Talks. Refik Anadol: Art in the age of machine intelligence 4. Astuti, S. B., Setijanti, P., & Soemarno, I. (2017). PERSONALIZATION OF SPACE IN PRIVATE AND PUBLIC SETTING WITHIN VERTICAL HOUSING AS SUSTAINABLE LIVING. DIMENSI (Journal of Architecture and Built Environment), 44(1). PERSONALIZATION OF SPACE IN PRIVATE AND PUBLIC SETTING WITHIN VERTICAL HOUSING AS SUSTAINABLE LIVING | DIMENSI: Journal of Architecture and Built Environment 5. Center Point Apartments | HCP. (n.d.). HCP. Retrieved July 22, 2021, from Center Point Apartments, Ahmedabad 1985 -1987 6. Chakrabarti, V. (2018, June 25). How we can design timeless cities for our collective future [Video]. TED Talks. How we can design timeless cities for our collective future 7. Darwin, C., & Huxley, J. (2003). The Origin of Species: 150th Anniversary Edition (150th Anniversary ed.). Signet. 8. Evolving Floorplans. (n.d.). Simon Joel. Retrieved July 22, 2021, from Joel Simon 9. Eisenmann P. (1983) “House X”, Rizzoli Universe International Publications, New 10. York, N.Y., USA 11. EISENMAN ARCHITECTS. House X 1975 12. Generative Design. (2017, January 23). Generative Design –. Medium. Generative Design – Medium - Danil Nagy 13. Geometry Systems for AEC Generative Design: Codify Design Intents into the Machine. (2020, September 21). Autodesk University. Geometry Systems for AEC Generative Design: Codify Design Intents into the Machine 14. Hands-on with Project Rediscover: Generatively Designing the Autodesk Toronto Office. (2020, October 16). Autodesk University. Hands-on with Project Rediscover: Generatively Designing the Autodesk Toronto Office 15. Jacques Derrida (Stanford Encyclopedia of Philosophy). (2019, July 30). Stanford Encyclopedia of Philosophy. Jacques Derrida (Stanford Encyclopedia of Philosophy) 16. Nagy, D. (2018, June 19). Evolving design - Generative Design. Medium. Evolving design. This article will describe the basics… | by Danil Nagy | Generative Design 17. Neri Oxman: Material Ecology. (n.d.). Retrieved July 12, 2021, from Neri Oxman: Material Ecology 18. Pagnotta, B. (2018, January 15). AD Classics: Kanchanjunga Apartments / Charles Correa. ArchDaily. Apartments AD Classics: Kanchanjunga Apartments / Charles Correa 19. Prabhu, M. (2021, June 23). Evolution of Housing in India. RTF | Rethinking The Future. Evolution of Housing in India - RTF 20. Project Overview ‹ Aguahoja –. (2019). MIT Media Lab. Overview ‹ Aguahoja — MIT Media Lab 21. TED. (2020, August 19). Art in the age of machine intelligence | Refik Anadol [Video]. YouTube. Art in the age of machine intelligence | Refik Anadol 22. The New York Times. (2014). A Short History of the Highrise. NY Times. A Short History of the Highrise

Urban Anthills - Exploring the need to optimise Vertical Housing using Generative Design


23. Think Matter. (2020, December 14). TRIBUTE: Hasmukh C. Patel, (7 December 1933 – 20 January 2018) by RIYAZ TAYYIBJI. TRIBUTE: Hasmukh C. Patel, (7 December 1933 – 20 January 2018) by RIYAZ TAYYIBJI 24. Times, T. N. Y. (2013, October 14). A Short History of the Highrise: Part 1 | NYT Op-Docs [Video]. YouTube.

A Short History of the Highrise: Part 1 | NYT Op-Docs



Shruthadev. B | Semester 8 | NU16UAR034 | Nitte Institute of Architecture


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