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Lecture 6-7

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Architectural Design

Methodology
DESIGN THINKING METHODS

MSc. Arch.| Lawand Kamal 23/2/2022

University of Duhok

Week 5
programming

If programming is problem seeking, then design is problem solving


Analysis and Synthesis
The total design process includes two stages: analysis and synthesis. In analysis, the parts of a design problem
are separated and identified. In synthesis, the parts are put together to form a coherent design solution. The
difference between programming and design is the difference between analysis and synthesis.

Programming IS analysis.

Design IS synthesis.
programming

Good buildings don’t just happen. They are planned to look good and perform well, and come about when good
architects and good clients join in thoughtful, cooperative effort. Programming the requirements of a proposed
building is the architect’s first task, often the most important. There are a few underlying principles that apply
to programming — whether the most complex hospital or a simple house. This book concerns these principles.

Programming concerns five steps:

1 Establish Goals.

2 Collect and analyze Facts.

3 Uncover and test Concepts.

4 Determine Needs.

5 State the Problem.


programmatic concepts

It is critical to understand the difference between programmatic concepts and design concepts, which is very
difficult for some people to grasp. Programmatic concepts refer to abstract ideas intended mainly as functional
solutions to clients’ performance problems without regard to the physical response. On the other hand, design
concepts refer to concrete ideas intended as physical solutions to clients’ architectural problems, this being the
physical response. The key to comprehension is that programmatic concepts relate to performance problems
and design concepts relate to architectural problems. The difference between programmatic concepts and
design concepts is illustrated in these examples: convertibility is a programmatic concept; a corresponding
design concept is a folding door. Shelter is a programmatic concept; a corresponding design concept is a roof.
Abstract ideas are required. Ideas must be kept in a pliable, vague form until the designer jells them into a
physical solution. It’s really best if design can wait until all
programmatic concepts

the information is available. Should the client prescribe independent, concrete ideas or three-dimensional
design concepts, the designer would have difficulty in articulating solid -form solutions into an integrated
whole. Such is the case when a house client drops on your desk a big scrapbook full of magazine clippings
representing a parade of actual design solutions — a Dutch kitchen, a French Provincial dining room, a
Japanese living room, together with a Shangri-La porch. The scrapbook is the nemesis of the experienced
programmer, yet it can be used as a means to seek the problems behind the solutions. There are twenty-four
programmatic concepts that seem to crop up on nearly every project, regardless of the building types—
housing, hospitals, schools, shopping centers, or factories. The next series of diagrams explains briefly these
recurring concepts. The programmer will find them useful by testing to see if they are applicable to his or her
current project
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
programmatic concepts
Useful Techniques in programming

The most important techniques in programming deal with methods of communication with users and later
with the design team: first, how to collect, organize, and analyze data, and then how to interview the client for
information and how to use that information during decision-making worksessions with the client. Graphic -
communications techniques help clients and designers understand the magnitude of numbers and the
implication of ideas. Ultimately, one should be able to evaluate the programming package— without reference
to the resulting design. Is it a good architectural program? Use a question set, and find out. Programming
reports are often required for program approval.
Questionnaires

Questionnaires can be an integral part of background


research; however, they can provide only a part of the
data required for a successful project. The extent of
their value must be understood, and a programmer
must use them judiciously and intelligently.

The use of questionnaires can be a valid method of


gathering data before the programming squatters.
Questionnaires are very useful for collecting existing and
proposed personnel, space, and vehicular requirements.
The data will be tabulated by organizational or functional
group, so organizational charts are very useful in creating
your questionnaires. Analyze questionnaires prior to
onsite worksessions with the client
Data Management

Programming steps are alternately qualitative and


quantitative. Goals, Concepts, and the Problem
Statement steps are essentially qualitative. Facts and
Needs steps are essentially quantitative. Computer
programs offer a variety of functions that can help in
the management and analysis of data both quantitative
and qualitative. While computers are typically used to
analyze quantitative information, the programmer
should use computer capabilities to complement the
qualitative and interactive nature of a wall display or
electronic presentation using the computer. Knowledge
of computer-based applications is an integral part of
today ’s programming process.
Data Management By Location
By Organizational Hierarchy 1. Country/Region
1. Enterprise 2. 2. Complex (Site)
2. 2. Division 3. 3. Building
3. 3. Department 4. 4. Floor
4. 4. Section 5. 5. Zone
5. 5. Subsection
By Space Type
By Activity
1. Working Hours
2. 2. Frequency of Visitors/Customers
3. 3. Frequency and Duration of Meetings
4. 4. Different Work Tasks/Settings

By Time Period
1. Existing — Actual
2. 2. Present Period — Requirement
3. 3. Move -in — Requirement
4. 4. Long -Range — Requirement
5. 5. Ultimate — Requirement/Site Capacity
Data Management
Functional Relationship Analysis

One of the qualitative components of the programming process involves the collection and analysis of
organizational structure, concepts, work process, and functional relationships.

The purpose of the analysis is to determine the required proximity of the different user groups.

The following are concepts that indicate types of functional relationship requirements:

1. Flow: The movement of people, material, products, or information from location to location.

2. Proximity: The shortest distance required among groups to ensure a high degree of communication and
interaction and access.
Organization Chart Interaction Matrix

Adjacent Requirements Bubble Diagram


Interviews and Worksessions
The programming process affects two-way communication between the end users and client decision makers
through interviews and worksessions.

There should be a clear distinction between interviews for data gathering and worksessions for summaries and
decision making. Data is gathered as a basis for analysis, calculation, discussion, and decision; and after having
its implications determined, it becomes useful information. The communication role of a programmer (or a
programming team) encompasses the subroles of facilitator, documentor, and building type specialist.
Preparation of Brown Sheets
• Brown sheets graphically indicate space needs that
have been derived from project goals, facts, and
concepts.

• The brown sheets are intended to convey the


magnitude of numbers and sizes.

• A client and a designer can visualize the number and


sizes of spaces more easily if they are indicated
graphically and to scale. Brown sheets serve well as a
graphic technique for comparative analysis of the
project’s area requirements.
• One glance can tell where the major allocations of area
have been made, the predominance of small spaces
requiring a higher percentage of circulation spaces, or
the unjustified size of different functional areas.
Preparation of Brown Sheets

1. The first purpose of brown sheets is to present the area


requirement as determined during the interviews or by
some predetermined formula for the impartial
allocation of space.

2. The second purpose of brown sheets is to serve as


worksheets during work sessions. For that purpose,
they are made of informal materials that not only lend
themselves to revision, but even invite revision.
The Analysis Card Technique
The Analysis Card Technique is a method of recording graphically information intended to be displayed,
discussed, discriminated, decided upon, and, sometimes, discarded during the programming phase of a
project. This graphic communication technique is also used in the schematic design phase. Selected cards
from these two phases can, then, become part of the presentation of the design solution for client approval.
The Analysis Card Technique
1. Think Your Message Through

• Deal with it as if it were a telegram.


• Think what must be said. Reduce it to one thought.
• Put it down graphically, with very few elements.
• Write it out with very few words.
• Add color only for emphasis or for coding.
• (The illustrations represent a 40 percent reduction of the
actual card size).
The Analysis Card Technique
2. Use Visual Images.

• Use diagrams, symbols, charts, and sketches to aid communication.


• Assume that a visual image is more easily retained than a verbal
image.
• Label the parts, and give the card a title.
• A flow chart is understood more quickly than a written description.
• Keep the images simple and specific for clarity, but abstract enough
to evoke a range of possibilities.
• Use an appropriate scale for the graphic image to project the
magnitude of numbers and the implication of ideas.
• Avoid minute detail as it is inappropriate.
The Analysis Card Technique
3. Use Very Few Words.

• Label the drawings properly.


• Reinforce the drawing with a short sentence.
• State the point in as few words as possible.
• Long statements impose small, difficult-to-read lettering on the card.
• Sometimes the critical information is a number.
The Analysis Card Technique
4. Strive for Legibility

• Legibility is a function of line width and letter height.


• Use letters 1/8-inch high or larger.
• Use a range of pen sizes.
• The use of an opaque projector or slides will not improve illegible
lettering.
• Letters on typewritten copy are usually too small and have too
thin a stem width.
The Analysis Card Technique
5. Design for Display.

• The difference between analysis cards and book illustrations is


in the viewing distance.
• Design analysis cards for a wall display.
• There is a certain look about good analysis cards.
• The bad ones are generally too bold and heavy or too delicate
and light.
• If you have to be wrong, be too heavy.
• The two accompanying illustrations are too light for a wall
display, but they are excellent book illustrations
The Analysis Card Technique
6. Plan for Cards of Different Finish

• ‘‘Think”cards are done quickly by anyone who has a bit of


information for consideration.
• “Working”cards are sketched carefully enough to clarify the
thinking.
• “Presentation”cards are meticulously drawn for greater
precision. Assign one person to prepare the set for consistency.
• All cards are process documents and as such should have an
informal, loose look (as opposed to final documents).
The Analysis Card Technique
8. Preplan ‘‘Routine” Cards.

• Order two dozen printed base maps on analysis cards.


• Document site information to be considered separately on
separate cards.
• Document climate data on preprinted cards.
• This is “routine” information.
• If the information is not used in schematic design, it will be
used later.
• The time spent is a matter of minutes.
• But if it is useful, or even a form-giver, the project has gained
immeasurably.
Any Questions ?

Week 5

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