scholarly journals Making Things for People: An Iterative Design Procedure Informed by Human Behaviour

2021 ◽  
Author(s):  
◽  
Brandon Wang

<p>Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience.  Although disruptive at first causing a reluctance of technological adoption within a workplace and ultimately progression of an industry, the eventual impact and benefits noticeably outweigh the initial time and cost within industry adoption, adaptation and development. Architecture and design is not immune to this phenomenon; from computational 2D and 3D modeling, BIM and cloud based data to physical prototyping with 3D printing, laser cutting and automated CNC routing, these are a few select examples that has forced the industry of design to rethink processes, possibilities and realistic opportunities where none existed prior.  One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportune for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.  This thesis recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, external hardware that better capture human metrics such as EEG, eye tracking, GSR will be considered to developed a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.</p>

2021 ◽  
Author(s):  
◽  
Brandon Wang

<p>Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience.  Although disruptive at first causing a reluctance of technological adoption within a workplace and ultimately progression of an industry, the eventual impact and benefits noticeably outweigh the initial time and cost within industry adoption, adaptation and development. Architecture and design is not immune to this phenomenon; from computational 2D and 3D modeling, BIM and cloud based data to physical prototyping with 3D printing, laser cutting and automated CNC routing, these are a few select examples that has forced the industry of design to rethink processes, possibilities and realistic opportunities where none existed prior.  One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportune for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.  This thesis recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, external hardware that better capture human metrics such as EEG, eye tracking, GSR will be considered to developed a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.</p>


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


Author(s):  
Michael Ulrich Hensel ◽  
Søren S. Sørensen

This article discusses a performance-oriented approach to architectural and urban design that seeks to intensify the interaction between architectures and their specific settings and environments. The overarching aim is to expand performance-oriented design in architecture to urban design and to integrate architectural, urban design and landscape design into a multi-scalar and multi-domain approach. This effort is currently comprised of three distinct research by design efforts: [i] designs for urban areas with a focus on demographic and environmental aspects, [ii] designs for peripheral areas with a focus on preserving or restoring vital local bio-physical conditions and interrelations, and [iii] designs for rural areas that elaborate an integrative approach towards constructions and correlating land uses. In order to facilitate this approach, computational information-based design is linked with systems-thinking. The portrayed research was undertaken at the Research Centre for Architecture and Tectonics and the Advanced Computational Design Laboratory at the Oslo School of Architecture and Design over a period of five years from 2014 to 2018.


2013 ◽  
Vol 448-453 ◽  
pp. 2199-2202
Author(s):  
Shi Wei Zhou ◽  
Yi Min Xie ◽  
Qing Li ◽  
Xiao Dong Huang

Permittivity signifies a key component to metamaterial which can achieve negative index of refraction, but it has not been sufficiently addressed in computational design. This paper aims to attain negative permittivity through a topology optimization approach and provides an example equivalent to electric inductive-capacitive resonator. Similar to split ring resonator, this locally self-contained (without the demand for inter-cell connection) resonator allows keeping bulk electromagnetic properties homogeneously, facilitating mass fabrication, and realizing single sampling test.


Sensors ◽  
2021 ◽  
Vol 21 (24) ◽  
pp. 8241
Author(s):  
Mitko Aleksandrov ◽  
Sisi Zlatanova ◽  
David J. Heslop

Voxel-based data structures, algorithms, frameworks, and interfaces have been used in computer graphics and many other applications for decades. There is a general necessity to seek adequate digital representations, such as voxels, that would secure unified data structures, multi-resolution options, robust validation procedures and flexible algorithms for different 3D tasks. In this review, we evaluate the most common properties and algorithms for voxelisation of 2D and 3D objects. Thus, many voxelisation algorithms and their characteristics are presented targeting points, lines, triangles, surfaces and solids as geometric primitives. For lines, we identify three groups of algorithms, where the first two achieve different voxelisation connectivity, while the third one presents voxelisation of curves. We can say that surface voxelisation is a more desired voxelisation type compared to solid voxelisation, as it can be achieved faster and requires less memory if voxels are stored in a sparse way. At the same time, we evaluate in the paper the available voxel data structures. We split all data structures into static and dynamic grids considering the frequency to update a data structure. Static grids are dominated by SVO-based data structures focusing on memory footprint reduction and attributes preservation, where SVDAG and SSVDAG are the most advanced methods. The state-of-the-art dynamic voxel data structure is NanoVDB which is superior to the rest in terms of speed as well as support for out-of-core processing and data management, which is the key to handling large dynamically changing scenes. Overall, we can say that this is the first review evaluating the available voxelisation algorithms for different geometric primitives as well as voxel data structures.


2005 ◽  
Vol 127 (1) ◽  
pp. 94-97
Author(s):  
Joseph T. Hamrick

Before and during World War II, the design and development of single stage high pressure ratio centrifugal compressors was essentially a cut-and-try exercise. To reach a high pressure without substantial experimentation required multiple stages of impellers and diffusers with pressure ratios in the 2:1 range. While such arrangements were satisfactory for commercial use where weight was not a major consideration, they were not suitable for jet engines. The centrifugal compressor for the Whittle engine, the first British jet engine, was developed by trial and error with numerous modifications of the hub-shroud profile. The centrifugal compressor section of the National Advisory Committee for Aeronautics (NACA) designed, built, and tested three compressor impellers during and after World War II. They were part of a program designed to evaluate various blade shapes, but encountered such instabilities at the design pressure ratios that the experimental results led to no definitive conclusions. In 1948, the Centrifugal Compressor Section was given the assignment to further investigate the three impellers. The investigation led to the development of a quasi-three-dimensional design procedure that eliminated the guesswork from the basic design of a centrifugal impeller. Since the 1948 to 1955 time period over which the procedure was developed, the advances in computers have allowed refinements in the original computational methods. It is the objective of this presentation to review the history of the NACA centrifugal compressor program and efforts that have led to the latest developments in computational design procedures.


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