scholarly journals Knowledge of Making Life: Design Pattern for Regenerative-Adaptive Design

2017 ◽  
Vol 2 (2) ◽  
pp. 203 ◽  
Author(s):  
Phillip Roös ◽  
David Jones

<p>An astonishing intense fascination is under way in the design sciences, where the words of ‘living structures’ and ‘adaptive’ are being linked with ‘technology.  In part fuelled by the emergence of the Anthropocene discourse, these words are inspiring authoritative new insights into the workings of wild nature, humanity’s position and responsibility to planet Earth, and is being articulated through the rapidly increasing science of pattern theory. The new terminology is provoking the design sciences to seriously consider technologically-informed innovation in design and new possibilities including living technology, morphogenetic sequences, self-organisation, generative codes, biophilia, biomimetics and regenerative-adaptive design, opening the doors to a new era in ecology-informed design. The idea of design as an adaptive and transformation process, is at the core of the whole systems theory pioneered by Alexander in <em>A Pattern Language</em> (1977) and <em>The Nature of Order</em> (2001-2005).  Alexander positioned this hypothesis in generative codes supported by morphogenetic sequences.  Drawing upon Alexander’s <em>The Nature of Order</em> (2001-2005), this paper advances a regenerative-adaptive design theory (Roӧs, 2016), towards a holistic integrated design method that incorporates the principles of regenerative design with an adaptive pattern language that re-establishes human wholeness with nature and offers relevant strategies towards resilience; in essence creating a living technology. </p>

2012 ◽  
Vol 522 ◽  
pp. 264-267 ◽  
Author(s):  
Wen Hui Li ◽  
Sheng Qiang Yang ◽  
Xiu Hong Li

ntegrated design theory and method oriented to the product generalized quality is one design method facing to the full-function and whole performance. Design theory of barrel finishing equipment is put forward by the design of crankshaft barrel finishing equipment, function optimization and visual optimization design are mainly discussed, which can provide the design thought for developing new barrel finishing equipment.


Author(s):  
Christopher Aaron Barney

Existing implementations of game design patterns have largely been confined to theoretical or research settings. Weaknesses in these implementations have prevented game design patterns from being properly evaluated as an educational and practical development tool. This paper examines these weaknesses, describes a method of developing and applying patterns that overcome the weaknesses, and evaluates use of the method for game design education and practice. Weaknesses in existing pattern implementations are: omission of design problems, presumption of functional completeness at the level of pattern languages, narrow topical focus, and lack of a concise, repeatable method for pattern production. Several features of the proposed method were specifically built to address these weaknesses, namely the pattern template, the process for connecting patterns into a language and assessing the language’s scope, a rubric for assessing pattern confidence and interconnectivity confidence, and pattern-building exercises. This method was applied in a classroom setting. Results, as assessed by the evaluation of student work, suggest that creating patterns/pattern languages is an effective pedagogical approach. De-signs produced using designer-created patterns closely align with existing design theory and are clearly understood by students. The above results may indicate that the path to gaining wider acceptance of pattern theory as a design framework within game design is not to produce a universal pattern language but to facilitate the creation of case-specific languages, by students and professional designers, that use a shared ontology and thus can be combined easily to solve the diverse sets of problems faced by these groups.


Information ◽  
2021 ◽  
Vol 12 (10) ◽  
pp. 393
Author(s):  
Christopher Aaron Barney

Existing implementations of game design patterns have largely been confined to theoretical or research settings. Weaknesses in these implementations have prevented game design patterns from being properly evaluated as an educational and practical development tool. This paper examines these weaknesses, describes a method of developing and applying patterns that overcome the weaknesses, and evaluates use of the method for game design education and practice. Weaknesses in existing pattern implementations are: the omission of design problems, presumption of functional completeness at the level of pattern languages, narrow topical focus, and lack of a concise, repeatable method for pattern production. Several features of the proposed method were specifically built to address these weaknesses, namely the pattern template, the process for connecting patterns into a language and assessing the language’s scope, a rubric for assessing pattern confidence and interconnectivity confidence, and pattern-building exercises. This method was applied in a classroom setting. Results as assessed by the evaluation of student work suggest that creating patterns/pattern languages is an effective pedagogical approach. Designs produced using designer-created patterns closely align with existing design theory and are clearly understood by students. The above results may indicate that the path to gaining wider acceptance of pattern theory as a design framework within game design is not to produce a universal pattern language, but to facilitate the creation of case-specific languages by students and professional designers that use a shared ontology, and thus can be combined easily to solve the diverse sets of problems faced by these groups.


Author(s):  
Natasha Kurnia Tishani ◽  
Rudy Trisno

The advancement of technology in the world is marked by the industrial revolution event. Indonesia has entered the era of the industrial revolution 4.0. This incident affects the way society dwell, slowly our lives have been dominated by technology and it is possible that in the future humans will be replaced by robots. We must developing soft skills that cannot be replaced by robots through our education. Indonesia’s education itself does not prepare the next generation to deal with this event. Starting from outdated curriculum,  teachers who are afraid to explore in teaching to school buildings that still adhere to the school system in the 19th century. The study of the discussion is how human dwell in the future in this case is to study, namely primary school buildings, which can accommodate teaching and learning activities with a curriculum that suits future needs. The design method used is in form of design stages, starting from Area Analysis; Investigation of selected sites; Proposed Program;  Design Analysis: Composition of mass and the concept of mass of buildings using the Metaphor Method; Project Zoning; Application of Pattern Language Methods and Structure and Building Materials. The result of this research is an elementary school architectural building that accmodate 21st century learning. Keywords:  creativity; education; metaphorical architecture; pattern langugae;primary school  Abstrak Kemajuan teknologi didunia ditandai dengan adanya peristiwa revolusi industri. Indonesia telah memasuki era revolusi industri 4.0. Peristiwa ini memengaruhi cara masyarakat berhuni, secara perlahan kehidupan kita telah didominasi dengan teknologi dan tidak menutup kemungkinan dimasa depan manusia akan digantikan dengan robot. Lalu, bagaimana kita sebagai manusia menghadapi ini ? yaitu mengembangkan softskill yang tidak bisa digantikan oleh robot melalui pendidikan kita. Pendidikan Indonesia tidak menyiapkan generasi selanjutnya untuk menghadapi perisitiwa ini. Berawal dari kurikulum yang sudah usang, lalu para guru yang takut untuk bereksplorasi dalam mengajar hingga bangunan sekolah yang masih menganut sistem sekolah di abad-19. Lingkup pembahasan laporan ini adalah bagaimana wadah berhuni manusia dimasa depan yaitu kegiatan menuntut ilmu, yaitu bangunan sekolah dasar, yang dapat mewadahi kegiatan pembelajaran dengan kurikulum masa depan. Metode perancangan yang digunakan adalah; a) Analisis Kawasan; b) Investigasi tapak terpilih; c) Usulan program; d) Analisis Perancangan : Gubahan massa dan Konsep Massa bangunan dengan Metode Arsitektur Metafora; d) Penzoningan Pada Proyek; e) Penerapan Metode Bahasa Pola dan f) Struktur dan Material Bangunan. Hasil akhir dari penelitian ini berupa bangunan arsitektur sekolah dasar yang mewadahi kegiatan pembelajaran abad-21.


1998 ◽  
Vol 41 (3) ◽  
pp. 476-484 ◽  
Author(s):  
Shinji NISHIWAKI ◽  
MIN Seungjae ◽  
Susumu EJIMA ◽  
Noboru KIKUCHI

Author(s):  
Reynaldo Gunawan ◽  
Martin Halim

Based on research, milennials have one prominent character over the past generations, it is creative thinking. after several studies milenials have a huge interest on fashion and craft, as seen on their creative activity both In real life and digital life related to it. Indonesian Creative Entrepreneurs nowadays are dominated with Millennials1. But what prevent their bussinesses from growing are the synergy inbetween that is too complicated, waisting their time and money. Creative Hub is a space, sustainably supporting creative entrepreneurs and people to gather, collaborate, and grow. Createur itself is a combination of Creative and Entrepreneur. Createur located near Pasar Baru, a historic shopping center that supply various things related to fashion and craft, there are also skilled workers related. Design method that was used is Pattern Language by studying physical pattern around site and recreating new pattern associated with the building programs produced. Createur in this case provide various kinds of facilty related from idea searching, designing, producing, to publishing. Milenials that was working inside the Creative Hub can easily jump to the field discovering materials. watching the skilled workers, and practice directly inside the Creative Hub. AbstrakBerdasarkan pengkajian, milenials memiliki satu karakteristik yang menonjol dari generasi sebelumnya, yakni berpikir kreatif. Setelah melakukan beberapa studi milenials memiliki minat yang besar terhadap bidang Fashion dan Kriya, hal ini terlihat dari banyaknya aktivitas kreatif milenials baik di dunia nyata maupun di dunia maya yang terkait dengan kedua hal tersebut. Pelaku usaha kreatif di indonesia saat ini didominasi oleh Milenials. Namun yang menjadi penghalang berkembangnya usaha kreatif milenials adalah sinergi usaha yang terlalu rumit dan membuang banyak waktu dan biaya. Pusat Kreativitas adalah ruang yang secara berkelanjutan mendukung pelaku usaha kreatif dan orang-orang untuk berkumpul, berkolaborasi, dan berkembang. Createur sendiri adalah gabungan dari creative dan entrepreneur yang artinya adalah pelaku usaha kreatif. Createur berlokasi di dekat Pasar Baru, pusat perbelanjaan bersejarah yang menyediakan berbagai macam kebutuhan yang berhubungan dengan fashion dan kriya didalamnya-pun banyak tenaga terampil terkait. Metode perancangan yang digunakan adalah pattern language dengan mengkaji pola fisik di sekitar tapak dan membuat pola baru dengan mengaitkan dengan program bangunan yang dihasilkan. Createur dalam hal ini menyediakan berbagai macam fasilitas yang berhubungan mulai dari pencarian ide, mendesain, produksi, hingga publikasi. Milenials yang sedang bekerja di dalam Pusat Kreativitas dapat dengan mudah terjun ke lapangan berbelanja bahan produksi, melihat para tenaga ahli bekerja, dan langsung mempraktikannya di dalam Pusat Kreativitas.


2021 ◽  
pp. 391-412
Author(s):  
Maria Beatrice Andreucci ◽  
Angela Loder ◽  
Beth McGee ◽  
Jelena Brajković ◽  
Martin Brown

AbstractThere is an increasing awareness of the role that buildings, districts, and neighborhoods play on health in the wake of the Covid-19 pandemic that coincides with pressing climate concerns. This has renewed attention to the benefits of nature for both human and climate health. Buildings, cities, and regions are attempting to align regenerative design principles with human health goals but often lack the tools and knowledge to do so. This is partly rooted in a failure to understand how to apply research and policy for different contexts as well as at different scales. It is also still uncertain exactly what types of nature can lead to which types of benefit, and for whom, despite long-standing research within the environmental psychology, sustainability, and design fields. This chapter outlines key research paradigms that influence the way we understand the benefits of nature, where biophilic design theory sits in this field, and how it can be and has been applied at different scales through two case studies at the building and city scale. This chapter ends with the proposal of new directions for integrating biophilic design into regenerative design and policy.


Sign in / Sign up

Export Citation Format

Share Document