FROM METADESIGN TO GENERATIVE DESIGN: CASE STUDIES BETWEEN SHAPE AND STRUCTURE

Author(s):  
Fabio Maroldi ◽  
Nicolò Colnaghi ◽  
Fabio Vanerio ◽  
Valerio Levati
Author(s):  
Erik M. W. Kolb ◽  
Jonathan Hey ◽  
Hans-Ju¨rgen Sebastian ◽  
Alice M. Agogino

Metaphors have successfully been used by new product development and design teams to help frame the design situation and communicate new products to stakeholders. Yet, the process of finding a compelling metaphor often turns upon stumbling upon it or a flash of insight from a team member. We present Meta4acle: a Metaphor Exploration Tool for design that suggests possible metaphors to make the process more one of ‘seeking out’ than ‘stumbling upon’ an effective metaphor. The tool takes data about the project in the form of a title, domain and key associations required of the metaphor and returns suggestions from a database of possible metaphor sources. We built a Meta4acle prototype and evaluated it with positive results for three existing design case studies. We present plans for its full implementation and evaluation.


2021 ◽  
Author(s):  
◽  
Samantha Erickstad

<p>This research explores the significance of the stair as a spatial and symbolic architectural experience. The stepped form integrated with architecture. The stair is an integral feature of architecture which has the potential to be specifically designed to enhance space and create particular experiences. A stair is not only a functional object, but a medium for design. Metaphorical staircases are absent in contemporary architecture as a loss of meaning has resulted in monotonous designs devoid of figurative or poetic significance. The staircase has been a fundamental component of architecture since Neolithic times, however has recently been neglected. The stepped form has represented many themes including hierarchy, transcendence, or authority. In contrast, the contemporary staircase has embraced pragmatics. Safety restrictions, efficiency, and budget constraints, result in disregard for aesthetics and meaning. Film provides a behavioural setting in which to analyse how people move, behave, interact, and experience staircases. A range of films will be analysed to identify techniques for meaningful stair design. The influence of surreal qualities will also be determined to enhance an experience. Surreal imagery offers the opportunity to create dreamlike space, activating the subconscious. The metaphoric connotations of staircases will be explored through six research categories; the stair as Symbolic, Illusive, Transitional, Kinetic, Psychological, and Iconic. Design case studies will then investigate the intersection of the staircase as architecture, filmic representation, and surreal experience. The stepped building Casa Malaparte in Italy acts as a reference model for the successful integration of these concepts. With influence of these themes, the staircase can once again become widely acknowledged as architecture.</p>


Author(s):  
Qinyu Li ◽  
Peter Tolmie ◽  
Anne Weibert ◽  
Marén Schorch ◽  
Claudia Müller ◽  
...  
Keyword(s):  

2015 ◽  
Vol 19 (3) ◽  
pp. 269-282
Author(s):  
Luke Pearson

This essay attempts to outline the ways in which contemporary videogames produce spatial experiences, and how architects might interrogate their unique media form. Framing videogames as both computational constructions and cultural artefacts, the paper places the study in a lineage of architectural thinkers examining ‘pop-culture’ and technology. This draws from the Smithson's writings on advertisements as technical images, Venturi Scott-Brown's studies on symbolism, through to Reyner Banham's definition of mass produced gizmos. The paper first outlines the importance of videogames on society and their Smithsonian impulses towards architectural design. To support this, I examine the work of game theorists such as Espen Aarseth and Ian Bogost. Aarseth argues that game spaces sever certain ties and ‘deviate’ from reality in order to become playable spaces. Bogost contends that game rules produce ‘procedural rhetoric’ - games may advance arguments through the playing of their rules. Reading from these theories I argue that these rule-based breaks from the real are a potent site for architectural speculation.The second section comprises design case studies scrutinising existing game worlds and producing new videogames as architectural experiments. I begin by examining the significance of symbolism in videogame worlds, and how this might provide alternative trajectories for digital architectural design. I subsequently explore Atkinson and Willis’ concept of the ludodrome, slippages between virtual and real, and discuss Ubiquity, a game I produced to explore this condition. I return to Banham's Great Gizmo, alongside PW Singer's writings on military robotics, to see the gamepad as a new order of gizmo for colonising space. And I discuss ‘Grand Theft Auto V’'s loading screen as a manifestation of satellite imagery aesthetics that collapse space. The paper concludes that games are powerful media for spatial experimentation and we must prepare for new generations of designers highly influenced by such ‘deviated’ architectures.


Sign in / Sign up

Export Citation Format

Share Document