COMPUTATIONAL DESIGN SELECTED WORK
Suthinee CHAROENSAWASD Registered Architect (THA) M. Arch | B. Arch Tel +852 6421 5898 newsuthinee@gmail.com
DESIGN + PLAY + MAKE AADRL Workshop Date: Nov. - Dec. 2019 Team: Mauricio Villagra Dill’Erva, Luca Bacilieri, Devansh Daisaria Tutors: Alicia Nahmad Vazquez, Federico Borello, Cesar Fragachan, Jienfei Chu
DESIGN & GAMIFICATION The project included a gaming platform for customised furnitures and its physical manifestation through hot-wire cutting. Regarding this digital fabrication process, the key feature of the design is to create an operational stack of furnitures that are composed of ruled surfaces. The UX and UI is carried out via Unreal Engine scripts as a platform to deliver the design and its customisation to users. Here players compete against each other to occupy more interconnected spaces with modules containing furnitures.
Hot-Wire Cutting
Operational Stacks
Multi-Player Gamification UI - Unreal Engine
SOFT CAST AADRL Workshop Date: Oct. - Nov. 2019 Team: Yan Chen, Ghida Khayat, Dilara Yurttas, Yuchao Zhang Tutors: Mostafa El Sayed, Aleksandar Bursac
MATERIAL COMPUTATION The workshop addresses the role of material constraints which coupled with fabrication limitations and tend to act as a boundary to realising ideas. Therefore it is increasingly important to actively work with these constraints and within the boundaries of their fabrication methods. The goal is to introduce design methodologies and techniques that harness the computational potential inherent within material systems and fabrication processes. The workshop enabled an exploration of this relationship primarily through a procedural workflow with the aim to better understand the generative capacity of these methods.
Footings
Footings & Ribs
Ribs
Central Deformation
Ribs & Blobs
Bending Ribs
Ribs & Bridges
Overall Deformation
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nCloth Simulation
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Casting Experiments: Deformation
SURFACE-BASED GEOMETRIES AADRL Workshop Date: 2018 - 2019 Team: Ceren Tekin, Hamze Machmouchi Tutors: Shajay Bhooshan, Alicia Nahmad Vazquez
FABRIC FORMING The experiment draws inspiration from ETH Zurich’s fabric forming research and explores the creation of architectural spaces using thin surfaces shaped by gravity and their inherent properties. By integrating digital fabrication techniques, the project seeks to investigate the possibilities of constructing geometries that can be achieved through these techniques.
MINIMAL SURFACE APPLICATION
hold’s size (points)
FRONT
SIDE STEP 1
FRONT
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Range 0 , 0 , 0 0.0 < Distance < 0.3 0.2 < Height < 0.6 60° < Degree < 100°
FRONT
STEP 2
SIDE
Range 2 , 1 , 0 0.3 < Distance < 0.6 0.6 < Height < 1.2 60° < Degree < 100°
STEP 3
FRONT
SIDE
Range 0 , 0 , 1 0.0 < Distance < 0.3 0.2 < Height < 0.6 100° < Degree < 140°
STEP 4
FRONT
STEP 5
SIDE
Range 0 , 1 , 1 0.0 < Distance < 0.3 0.6 < Height < 1.2 100° < Degree < 140°
STEP 6
FRONT
STEP 7
SIDE
Range 2 , 2 , 1 0.6 < Distance < 0.9 1.2 < Height < 1.8 100° < Degree < 140°
STEP 8
FRONT F
SIDE
Range 0 , 1 , 2 0.0 < Distance < 0.3 0.6 < Height < 1.2 140° < Degree < 180°
STEP 9
STEP 10
FRONT
STEP 11
SIDE Advanced
Range 0 , 2 , 2 0.0 < Distance < 0.3 1.2 < Height < 1.8 140° < Degree < 180°
Beginner
EUCLIDEAN CLIMB Individual Date: Sep. - Nov. 2018 Type: Computational Design Workshop (Symbiotic Individuality) ROCK CLIMBING WALL’S ALGORITHM This project on recursion in route creating aims to find a model for an active, adjustable, and controllable artificial rock climbing wall. It develops an algorithm which contains a specific step-by-step growth pattern by analysing multiple variables from climbing route factors, which also define each route’s characteristic. These factors are combined together in the algorithm in order to create the whole wall. As a result, an artificial climbing wall which imitates natural boulders can still maintain natural characteristics while being systematic and customisable.
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1st Route
Remained Grid Points
2nd Route
Closest Grid Points
Unavailable Grid Points
Start Over
3rd Route
Closest Grid Point
3rd Route Constructed
2 Climbing Routes
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Project Points
Closest Grid Points
Grid Points Selected
Construct Route
height range 0 : 0.2 - 0.6 m range 1 : 0.6 - 1.2 m range 2 : 1.2 - 1.8 m
degree
distance
range 0 : 60° - 100° range 1 : 100° - 140° range 2 : 140° - 180°
range 0 : 0.0 - 0.3 m range 1 : 0.3 - 0.6 m range 2 : 0.6 - 0.9 m
Variables
Grid
Route
Rule-Based Route Configuration
length
scale
01 | Body Plan:
02 | Forming:
Firstly, the body plan is set out as an outline of the building’s footprint. Its radial projection(wing) number can be added or reduced to change the topology of the building, and the length and width (m.) of the projections can be adjusted to determine the groundfloor’s size.
The defined body plan is then copied in Z direction and lofted to create the tower’s shape. The translational, rotational, and scale factor can be adjusted by minimum & maximum values and numerically mapped to mathematical functions represented in graph types.
PARAMETRIC FACADE Computational Design Workshop Date: 2021 TOWER DESIGN & ANALYSIS The experimental setup that explore a script which allows you to parametrically adjust the topology of a tower and perform its sunlight hours & solar radiation analysis accordingly.
04 | Facade Panels: The surface, as in boundary representation (brep), is subdivided into sm vertically. The dimension of panels is determined by changing the numb height of surface’s extrusion. Options of panel type is provided to be mo
03 | Building Elements: The creation of floor plates is done by calculating the total building height and dividing it with the determined F-F (floor-to-floor) height. Increasing or decreasing the F-F height will reduce or increase the number of storey respectively. The floor plates are then subtracted by an adjustable soild to create a vertically central void as a tower’s atrium. The locations of atrium’s column are defined by offsetting the peripheral curve of the atrium and dividing the atrium into equal length segments. Additionally, floor slab thickness is added with surface extrusion and can be adjusted to a desired value.
aller panels horizontally and er of the subdivisions and the rphed into each subdivisions.
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05 | Sunlight Hours & Solar Radiation Analysis: The building location, context , date, and time period is set to outputs climate data for the sunpath and sky matrix that are used in the sunlight hours & solar radiation analysis. (file path: for location use .epw file || for context geometries use .osm file)
TECTONIC MORPHOGENESIS Bangkok Design Week 2020 - Installation Date: Nov. - Dec. 2018 Team: Saenawee Chatameteewong, Patchara Ruenthongdee, Jetana Ruangjun, Worawee Buasai Production: A.Go Co-Making Space - Bangkok , Thailand (Robotic Machining Specialist)
THAI TECTONIC & GENERATIVE DESIGN This project explores possibilities of traditional motif in combination with computational design method. A series of column-like geometries is generated from common simple Thai patterns through the manipulation of transformation matrix (translation, rotation, and scale), and the new breed of Thai motif emerges. To further experiment with computation technique, we transform the initial geometry in symmetry yet asymmetry manner to create the novel complex geometry that comes from elementary motif. With digital fabrication, the cutting-edge technology, and design method allowing this double-curve surface and delicate geometry to be constructed with precision, this is an on-going design research towards the new model of traditional craftsmanship and characteristic.
INTER-WOVEN M.Arch Thesis Date: Jan. 2020 - Jan. 2021 Team: Ceren Tekin, Hamze Machmouchi AADRL Nahmad-Bhooshan Studio Tutors: Shajay Bhooshan Alicia Nahmad Vazquez
DIGITAL TWIN - CITY GENERATOR To set out the definition of ‘social ecologies’, the research is divided into three parts exploring the interrelation between architectural geometry, industrial construction, and an urban participatory platform that consolidates the three of them together. Through Participatory Urbanism, the thesis intends to achieve a virtual environment that allow people to experience, build, and take ownership of their neighbourhood. The future urban fabric will be grown bottom-up from individual moves with incentives from experts represented through spatially & structurally effective architectural geometries that link between the cyber and physical environment.
DEMO - UNREAL ENGINE
Population Residential Public Retail
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Population Residential Public Retail
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Population Residential Public Retail
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Population Residential Public Retail
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Urban Gamification Agent-Based Growth Algorithm
EXPLORE THE SITE Some basic geospatial data will be provided to assist users in their area selection; location of trees, tube stations, bus stops, railway and train station, etc.
Plot Selection
GAMEPLAY: BUILDER MODE The builder mode allows for users to populate their plots with the architectural assets they bought with incentive suggestions on different massing and organisation.
HAVE A STAKE IN YOUR CITY Users can experience a variety of urban activities in the form of a virtual environment, such as attending seminars, lectures, or workshops. They can also create and monetize their own venues, start a business, buy or rent a space, and occupy a living unit.
Architectural As
ssets Encoding
Massing Configuration: Prototypes
Massing Configuration
Example Scenario