ART 4958 Thesis Overview 2020
ART 4958 Thesis Overview 2020
ART 4958 Thesis Overview 2020
Faculty:
Matthew Ziff, Associate Professor, Area Chair
M.Arch, Architect, NCIDQ
When you are 'presenting' you are using specific media to SHOW what you have
designed. AutoCAD, for example is a BAD presentation medium: it looks geeky,
technical, machiney. AutoCAD drawings need to be put into a presentation mode by
carefully applying line weights, hatching styles, and text styles. THEN AutoCAD
drawings need to be inserted into a designed sheet layout using one of the many
graphics software, such as Illustrator or In Design.
Opening of BFA Thesis Exhibition: Friday, April 24: 5:00 pm: Dairy Barn Cultural Arts
Center, Dairy Lane, Athens, Ohio
Concepts
A concept for a design project is an overarching idea that briefly describes what you are
trying to achieve in the project.
A concept statement should include the major goals of the project, the most important
constraints, or restrictions, within the project scenario, and a description of the unusual,
exciting, or distinctive needs and characteristics of the project.
A concept can also be thought of as the overall organizational and aesthetic intent that
you bring to a project. A synonym for concept could be 'strategy', or 'game plan'.
designing involves a good deal of thinking about things, many kinds of things. a
concept is an overarching, inclusive, but not exhaustive, suggestive, and useful
statement about the designer's approach to a project. a concept is primarily a
mental/cognitive thing; it does not express the physical reality of the work of design that
you have done.
"These initial experimental design concepts can then be further defined, criticized, and
rejected, or revised, and developed until a few workable solutions remain. As these
concepts are thought through in relation to program requirements and objectives, one
dominant theme should emerge; an assimilation of the myriad of details results in one
all-encompassing concept. This concept is the beginning of design. It must then be
transformed into tangible form---words and drawings---extracted from the designer's full
arsenal of aesthetic, technical, scientific, and humanistic education and training. After
these initial studies and decisions, the concept statement is written and the process of
organizing space as a more precise two-dimensional plan begins."
Inside Today's Home, by Nissen, Faulkner, and Faulkner, pp 193
"the...concept statement, ... establishes the underlying principles that the resulting
physical designs will address. This statement should be written in simple, declarative
sentences that concisely describe the principal ideas, both functional and aesthetic,
behind the proposed design. The concept statement should discuss the methods that
bring about results; it does not state what those results will be."
Designing Interiors, by Kilmer and Kilmer, pp 167
This is a concept statement written by Rick Butera, a design student for a lighting
design project. (click on the pdf page)
http://buterastudios2.blogspot.com/2007/09/studio-final-concept-statement.html
Parti
A physical, visible, representation of a concept a parti is a physical expression of the
approach a designer takes to a project. A parti is usually a sketch, or a three
dimensional model that says 'this is what the project is going to be like'.
"The parti (scheme) and esquisse (sketch) are the conceptual and graphic products of a
particular method of instruction developed in the Beaux Arts Schools of France during
the nineteenth century. (Students) were expected to develop a concept and preliminary
sketch of the (design) configuration in the first few hours of work on a project and to
hold to that parti throughout the project." "Concepts in Architecture", by Tim McGinty
A parti explains very little in terms of specifics, but presents a general direction, attitude,
approach, and form of a project.
A parti says "my idea is this", and ideas do not come out of our heads in drafted,
detailed format. They come out much more like a sketch done with a soft, blunt chunk
of graphite.
You may support the visual portion of the parti with written words, phrases, and
sentences that further elucidate your ideas, but the visual portion is the most important
communication of a parti.
Monday, January 27
Monday, February 3
Monday, February 10
Monday, February 17
Monday, February 24
Monday, March 2
For the remaining weeks of the Spring Semester our studio class will be conducted
online using Microsoft Teams for video chat sessions and for file storage and review,
and e-mail for individual communications between students and faculty members.
We will hold video sessions every Monday and Wednesday, 12:00 - 3:00, our regular
studio class time slot.
Monday, March 30
Monday, April 6
Monday, April 13
Monday, April 20
Important Considerations
Design Projects are Developed, over time, through regular, repeated, drawings,
sketches, and models.
As you sit at your desk working on your thesis project, you need to have design relevant
thoughts, such as "What if I made a ceiling plane that consisted of repeated triangular
pieces, at varying heights above the floor, using a material that was translucent."
What you need to do with this thought is NOT wonder if it should, or should not be what
your ceiling will become, but instead, MAKE a good sketch, or a good study model that
physically, visually, shows what it might look like.
In making these models, or sketches your idea will be advanced, you will have
unexpected new thoughts as you make them, and even if you end up rejecting this
particular idea, the model or sketch represents your 'process' of developing your project.
This is far, far more valuable than merely 'thinking' about whether or not your ceiling
idea will or will not be good. If you do this every day, by the end of the semester you will
have a really impressive body of visual process work that truly conveys the work you
have done in arriving at your final project.
We also very much want to encourage you to be creative, to generate forms and ideas
that you discover, as your own interpretation of issues, requirements, or material
applications.
To this end, the Interior Architecture faculty have come to a policy decision, stated
below.
If you choose to show in your project documents inspirational images, they may not
come from the same 'typology', that you are working on, nor may they come from the
same scale of project that you are working on.
In other words, if you are working on the design of an office space, you may not use
inspirational images of other office spaces.
If you are working on the design of a room, you may not use inspirational images of
other rooms.
Inspiration, for designers, must be a transformation, of a form, a material, a texture, a
pattern, at one scale, or application, to a different one.
One of the classic ways that designers have sought, and found, inspiration, is through a
close look at nature; at natural components, such as a bird's wing, a sea shell, a leaf, a
sunflower, a maple seed pod, a pine cone, et cetera.
Another classic way to seek and develop forms is to use an existing piece, such as a
part from a typewriter, as a beginning 'form' for a transformation into an interior
component.
Of course you can, and will, look at whatever you wish, but for your presentations to the
faculty do not use inspirational imagery as described above. We are taking this position
because it will make you better designers, not to irritate you.
When major planes, like floors, ceilings, and walls, meet, SOMETHING VISUAL should
happen. This is an 'architectural' moment, and must be articulated with some type of
detail. The 'base' of a wall should be a specifically designed condition that means
something to you and to the way the space is percieved and constructed.
Floor plans must be drawn properly. Poche/darken/hatch all elements that are 'cut';
show door swings, show windows. The floor plan is like the hub of a wheel; it is the
center reference point, and orientation for understanding what is being shown in the
other images. The floor plan must read clearly, boldly, and accurately.
Design project work is an expression of skill (Sketch Up, drawing, rendering, et cetera),
knowledge (building code requirements, how stairs work, what materials can be used
for, et cetera), craft (how well something is executed), focus and direction of the
designer, and a sense of scale and detail.
Show 'N' arrows on all floor plan images. The orientation of a space is important;
sunlight changes spaces!
Be sure stairs are drawn properly: use a break line after the first six or seven stairs;
include an arrow, and the letters 'up' or 'dn'.
Cite all images, references, pieces of music, used in a presentation that are not your
own. Not doing so is plagiarism.
Go overboard with a design idea. If you have an idea for a form, or a texture, or an
organization, use it to the maximum; it is far easier to rein in an over exuberant use of
an idea, than to try to inject some life into a dull project.
Elevation images need accompanying vertical section details to explain, and give life, to
what is being shown in the elevations.
Details are the vehicle for giving a 'human' scale, and touch, to a space.
Sketches play a useful, and important role in a final presentation. They should be used
to show how you got to the final images. Do not make sketches compete with finished
Form z images, because they will usually look sort of 'inferior' to the form z images.
All sleeping spaces below the fifth floor of a building must have a window.
All floor levels must have a minimum of two means of egress UNLESS they are
occupied by fewer than fifty (50) people.
Vertical sections are very, very important drawings; they communicate information that
no other drawing can communicate.
Select, or design your own, cabinets that really work with the design character you are
trying to create.
How do you know if a 'parti' is a good one or not? You probably should try several
different parti forms and then look at them with a critical eye to see if one looks like it will
be more useful, appropriate, interesting, or creative than the others.
Interior Architecture is a major in which
making things
(not thinking about things: but rather the active, engaged, physical process of making drawings, models,
statements, objects, spaces)
and
how well you are doing
(how well you are doing is right there in front of you; your work defines and presents how well you are
doing! listen to it carefully)