architectural programming
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AKSEN ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 19-31
Author(s):  
Andrey Caesar Effendi ◽  
LMF Purwanto

The use of digital technology today can be said to be inseparable in our daily lives. Digital technology isslowly changing the way we communicate with others and the environment. Socialization that is usuallyface-to-face in the real world now can be done to not having to meet face-to-face in cyberspace. Thisliterature review aims to see a change in the way of obtaining data that is growing, with the use of digitaltechnology in ethnographic methods. The method used in this paper is to use descriptive qualitativeresearch methods by analyzing the existing literature. So it can be concluded that the use of digitalethnography in the architectural programming process can be a new way of searching for data at thearchitectural programming stage.


2021 ◽  
Vol 13 (19) ◽  
pp. 11111
Author(s):  
Jelena Ristić Trajković ◽  
Aleksandra Milovanović ◽  
Ana Nikezić

This paper is built on the assumption that architecture is the establishment of the relationship between past and future, built and unbuilt, within the inherited and natural context and in direct connection with the overall culture. Unlike a traditional approach to heritage generally limited to considering only the visible values of the place, this research stands on the belief that, in the context of heritage, the implementation and application of behavioral knowledge in architectural discourse contributes to the intensification and enhancement of these relations. In accordance with the need to re-examine existing and explore new forms of the relationship between future life of heritage and social wellbeing, the main goal of the research is to examine the possibility of improving this relationship through a value-based architectural programming methodological framework. This paper was conducted through: (1) theoretical framework that intertwines environment–behavior theories and architectural programming as the value-matrix methodology for the reuse of heritage; (2) exploring the established framework through design results gathered within the design-based studio on ‘‘heritage reprogramming’’ at the University of Belgrade—Faculty of Architecture with a particular focus on the modernist architectural heritage; and (3) discussing the overall principles through the multiscale and value-based approach. The evaluation of the results indicates the possibility of improving the social dimension of heritage protection and reuse, as well as the need to shift the focus from exclusively material and formal values of heritage to social and cultural aspects in accordance with the needs of contemporary society and culture. Results indicate that the multidimensional nature of architectural programming methodological approach in the context of modern heritage and, accordingly, the synergy of different programming values (environmental, human, social, systemic, temporal, economic, aesthetic) provides sustainable access to heritage and has the capacity to improve the social wellbeing of individual users but also of the wider community.


Author(s):  
Musselina Oktavanya Widiyanto ◽  
Nina Carina

Dwelling is an essential form of conscious human activity. The form, aesthetics or beauty, and organization of environment that build become part of how a person lives. The concept of dwelling itself closely related to time and space. Therefore, the concept may shift or replaced according to the phenomena that occurred during the period of time. It is the same thing that we feel today in the presence of COVID – 19. Newly promoted health protocols, such as social isolation creates domino effect. Outdoor activities must be carried out in the dwelling, causing the shelter to need a place to accommodate these new needs. This also creates new problems with the existence of various age groups in one family. With the aim of creating a family ecosystem in one dwelling based on issue of social isolation that interferes with how to interact, the Architectural Programming (Cherry, 2009) method are applied and also points from MASS : Designing senior housing for safe interaction (2020). The application of this method produces programs that suit the needs of each age group in a family as well as paying attention to initial issue, in this case social isolation. One for Three: Multigenerational House is a new shared space concept that combines the needs of three generation and attention to safe interaction in social isolation. In addition, One for Three: Multi-generational House retains the value of independence and identity in all group of age.  Keywords : group of age; multigeneration; safe interaction; shared space; social isolationAbstrak Berhuni merupakan salah satu bentuk kegiatan manusia secara sadar yang esensial. Bentuk, estetika, dan organisasi lingkungan binaan semuanya menjadi bagian dari bagaimana seseorang tinggal. Konsep berhuni memiliki kaitan yang erat dengan waktu dan ruang. Oleh karena itu, konsepnya akan tergeser atau digantikan sesuai dengan fenomena yang terjadi pada kurun waktu yang dimaksud. Sama hal nya yang kita rasakan saat ini yaitu adanya COVID – 19. Protokol kesehatan yang baru digalakan seperti sosial isolation dan menimbulkan efek domino. Kegiatan outdoor harus dilakukan di dalam hunian sehingga menyebabkan hunian memerlukan tempat untuk menampung kebutuhan baru tersebut. Hal ini juga menimbulkan masalah baru dengan adanya kelompok usia yang bervariasi pada satu keluarga. Dengan tujuan menciptakan ekosistem keluarga dalam satu hunian berdasarkan isu terhadap social isolation yang mengganggu cara berinteraksi, maka diterapkan metode Architectural Programming (Cherry, 2009) dan poin dari MASS : Designing senior housing for safe interaction (2020). Penerapan metode ini kemudian menghasilkan program yang sesuai dengan kebutuhan setiap kelompok usia dalam suatu keluarga, serta memperhatikan isu awal yaitu social isolation. Satu untuk Tiga : Hunian Multigenerasi merupakan konsep berhuni shared space yang baru dengan menyatukan kebutuhan tiga generasi dan memperhatikan poin safe interaction in social isolation. Selain itu, . Satu untuk Tiga : Hunian Multigenerasi tetap mempertahankan nilai kemandirian dan identitas pada segala usia. 


2021 ◽  
Vol 10 (1) ◽  
pp. 240-252
Author(s):  
Muhammad Fajar Faeza ◽  
Muhammad Tharziansyah

The design of the Modern Putra Islamic Boarding School in Martapura, South Kalimantan was based on the background of a lot of public interest today and the awareness of the importance of quality education so that the morals of every individual human being can be better and also from a general scientific perspective. Also, boarding school educators such as this pesantren can avoid most of the covid-19 virus because students do not leave the pesantren area so the need for Islamic boarding schools. The design problem raised is to create a comfortable and quiet Islamic boarding school. The problem-solving method used to create a comfortable and quiet Putra Islamic boarding school is the William M. Pena model of architectural programming. With the architectural programming method, the design will be adjusted to the needs and activity patterns of the students so that the design can help support the students' learning achievement. The design concept used is space as a learning medium by applying mass and spatial planning, comfort and tranquility, quality education, and educational concepts. Modern Islamic boarding schools are closely related to school classrooms in general. So that the classroom becomes one of the spaces that must be considered and designed according to the needs to create high-quality education. Apart from school areas, mosques (places of worship) and dormitories (rest areas) are areas that should be prioritized in this design.


2021 ◽  
Vol 10 (1) ◽  
pp. 213-220
Author(s):  
Husnun Zahidatul Mufidah ◽  
Prima Widia Wastuty

Reading is one of the basic skills that must be mastered by everyone. However, the reading rate of people in Indonesia is very low. In fact, literacy conditions in Indonesia are now in crisis, which is also called a literacy emergency. Increasing interest in reading in the younger generation in Indonesia today is really important amidst so many technologies that are very rapidly developing. Therefore, Indonesia is currently so active at making movements to increase interest in reading. The purpose of this Community Library is to increase the reading interest of Indonesian people while providing adequate facilities for reading for the community. The design of Community Library uses architectural programming method. The process of this method is divided into two stages consisting of preparing a program that is an activity of analyzing data that led to architectural problems and designing designs that can solve problems. The digitalization of books can be used as a way to increase the children and adults interest in reading again. However, that still feels lacking, because it requires a more efficient steps that can further influence the interest in reading and attract the attention of the public to e interested in reading. One way to attract the reading interest of public to be interested in reading  is to turn the library into a creative reading place. This is what underlies the thought of the Community Library. Creating a Community Library with the concept of Recreation Space is expected to help change people's view of reading which was boring to be fun. The design is a comfortable, varied, and fun reading space with complete facilities.


2020 ◽  
pp. 68-85
Author(s):  
Aleksandra Milovanović ◽  
Anica Dragutinović ◽  
Jelena Ristić Trajković ◽  
Ana Nikezić

The subject of this paper is twofold (1) towards review and revision of extra-curricular learning model in the form of a student workshop as an extended environment and a reflective arena, and (2) towards generating workshop content aimed at examining modernity in contemporary conditions of urban transformation. The paper is structured in three parts. The first part introduces the concept of an architectural workshop with a discussion of general methodological perspectives that shape this approach that takes place through three continuous stages during which students develop the process of analytical thinking, architectural programming and architectural design. The second part of the paper contextually and conceptually position the content of the workshop aimed at examining modernity in contemporary conditions of urban transformation between imagined, realized, and lived space. The third section introduces the content of two student workshops as an illustrative example of the implementation of methodology with specified assignments and substance.


2020 ◽  
Vol 4 (02) ◽  
pp. 15-30
Author(s):  
Redi Sigit Febrianto ◽  
Bayu Teguh Ujianto ◽  
Bambang Joko Wiji Utomo

Kajian ini merupakan bagian studi literatur mengenai metode dan konsep desain dari oleh William M. Peña dan Steven A. Parshall, yaitu tentang Problem Seeking: An Architectural Programming Primer. Penelitian mengenai metode dan konsep desain arsitektural sudah banyak dibahas. Namun pada penelitian ini mengkhususkan diri mengkaji 11 objek amatan berdasarkan problem seeking: an architectural programming primer. Rancangan penelitian bersifat kualitatif, sedangkan strategi penelitian berjenis deskriptif. Metode pengumpulan data bersifat eksploratif sekaligus eksplanatif. Metode analisis yang dipakai adalah: (1) analisis tematik dan (2) analisis induktif. Rumusan masalah pada kajian ini adalah apa saja objek amatan pembentuk metode desain problem seeking? Tujuan kajian ini adalah membentuk digram mengenai metode desain problem seeking. Simpulan pada kajian ini yaitu terbentuknya diagramatik 11 objek amatan dan 22 indikator dari metode dan konsep desain


2020 ◽  
Vol 9 (2) ◽  
pp. 56-66
Author(s):  
Kevin Christiansyah ◽  
Muhammad Tharziansyah

Banjarmasin Futsal Center appears as an answer to some problems that exist in the world of futsal in Banjarmasin. The problem is the lack of effectiveness of facilities for most futsal center in Banjarmasin. In addition, the image building of futsal centers also contributed to the problem, which is less reflect its image as a sports hall. Architecture method used in answering the problems is architectural programming method by referring to the standardization of building space in sports hall that include spaces must available in the sports hall along with the minimum standards of the room size. Representative concept also used as a support in providing the absolute picture of sports hall’s image to the public. Sports hall basically do not have special characteristics related to the image of the building contained in a theory, therefore Banjarmasin Futsal Center is designed by approaching the football stadium especially in terms of its shape so that it can be known as "Mini Stadium".


2020 ◽  
Vol 9 (1) ◽  
pp. 227-237
Author(s):  
Elyda Zaiyantina Puteri ◽  
Nurfansyah Nurfansyah

The design of the Fashion Industry Batik and Sasirangan Tabalong Center was motivated by the government's desire to introduce more typical fabrics from Tabalong Regency. This desire makes the potential to develop a Fashion Industry Center that focuses on batik makers and visitors. The purpose of this design is to get a design that makes batik can increase creativity and innovation in making Batik and Sasirangan fabric motifs and fashion products and visitors can experience. By applying the Cultural to Creativity concept combined with 4P creativity concepts and using Architectural Programming methods. The application of cultural concepts is in the shape and exterior finishing of buildings, the application of the concept of creativity is applied to circulation, mass management, and interior.


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