Abstract
In the case of designers, architects and arts, tools are part of a repertoire of cognitive, symbolic, and semiotic artifacts with which each explores and learn about design problems. Nonetheless, when using digital fabrication tools, a dichotomy between what is ideated and what is made appears as an evident problem since many of the perceptual aspects of sensing and thinking about new things in the making are neglected. It is argued that this establishes a dichotomy between what is ideated and what is executed as an outcome from that idea. How designers can think, learn and augment their creativity by using digital tools in a more relational, exploratory, interactive and creative way? Furthermore, how can we teach design using contemporary fabrication tools beyond its representational capabilities? This paper explores the richness of using digital fabrication tools through the lens of shapes grammars as a design paradigm in order to extend computational making including digital fabrication tools, gestures and material behavior as crucial actors of the design process. Through the use of discrete heuristics - that is, the elaboration of deictic rules for computation with physical objects, materials and fabrication tools in a precise yet perceptual way- this paper shows experiments inside a third year design studio to overcome the hylomorphism present in the digital design and make dichotomy.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
As an example, the computational fabrication group at CSAIL MIT (http://cfg.mit.edu) led by professor Wojciech Matusik, is a referent in the field investigating problems in digital manufacturing and computer graphics.
- 2.
Visual Computing 1 (4.520/4.521)is a class taught by Terry Knight and Theodora Vardouli (TA) at the department of Architecture at the Massachusetts Institute of Technology. Ref. http://stellar.mit.edu/S/course/4/fa14/4.520/.
References
Flusser, V.: Gestures (Roth, N.A., Trans.). University of Minnesota Press, Minneapolis (2014)
Perez-Gómez, A.: The historical context of contemporary architectural representation. In: Ayres, P. (ed.) Persistent Modelling: Extending the Role of Architectural Representation, pp. 13–25. Routledge, New York (2012)
Pinochet, D.I.: Making gestures: design and fabrication through real time human computer interaction (Master of Science Thesis). Massachusetts Institute of Technology (2015)
Pinochet, D.: Making - gestures: continuous design through real time human machine interaction. In: 21st CAADRIA Conference Proceedings, Melbourne, pp. 282–290 (2016)
Gürsoy, B., Özkar, M.: Visualizing making in design: shapes, materials and actions. Des. Stud. 41, 29–50 (2015). ISSN: 0142-694X
Goodman, N.: Languages of Art, 2nd edn. Hackett Publishing Company, Inc., Indianapolis (1976)
Dreyfus, H.L.: What Computers Still Can’t Do: A Critique of Artificial Reason, 1st edn. The MIT Press, Cambridge (1992)
Radman, Z. (ed.): The Hand, An Organ of the Mind: What the Manual Tells the Mental. MIT Press, Cambridge (2013)
Malafouris, L.: How Things Shape the Mind: A Theory of Material Engagement. MIT Press, Cambridge (2013)
Knight, T., Vardouli, T.: Computational making. Des. Stud. 41, 1–7 (2015). ISSN: 0142-694X
Knight, T., Stiny, G.: Making grammars: from computing with shapes to computing with things. Des. Stud. 41, 8–28 (2015). ISSN: 0142-694X
Ihde, D.: Bodies in Technology. University of Minnesota Press, Minneapolis (2002)
Latour, B.: On technical mediation - philosophy. Sociol. Geneal. Common Knowl. 3(2), 29–64 (1994)
Clark, A.: Natural-born cyborgs: minds, technologies, and the future of human intelligence, 1st edn. Oxford University Press, New York (2004)
Schön, D.A.: Educating the Reflective Practitioner, 1st edn. Jossey-Bass, San Francisco (1987)
Ackermann, E.: Constructing knowledge and transforming the world. In: Tokoro, M., Steels, L. (eds.) A Learning Zone of One’s Own: Sharing Representations and Flow in Collaborative Learning Environments, pp. 15–37. IOS Press, Amsterdam (2004)
Robinson, D.: Feeling Extended: Sociality as Extended Body-Becoming-Mind. MIT Press, Cambridge (2013)
Visser, W.: The Cognitive Artifacts of Designing. L. Erlbaum Associates, Mahwah (2006)
Clark, A.: Being There Putting Brain, Body, and World Together Again. MIT Press, Cambridge (1997)
Lakoff, G.: Women, Fire, and Dangerous Things, 1st edn. University of Chicago Press, Chicago (1987)
Ingold, T.: Bringing things back to life: creative entanglements in a world of materials (working paper). Realities/Morgan Centre, University of Manchester (2008). http://www.manchester.ac.uk/realities/publications/workingpapers/. Accessed
Nakamura, F.: Creating or performing words? observations on contemporary calligraphy. In: Hallam, E., Ingold, T. (eds.) Creativity and Cultural Improvisation. Bloomsbury Academic, New York (2008)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Pinochet, D. (2017). Discrete Heuristics. In: Çağdaş, G., Özkar, M., Gül, L., Gürer, E. (eds) Computer-Aided Architectural Design. Future Trajectories. CAADFutures 2017. Communications in Computer and Information Science, vol 724. Springer, Singapore. https://doi.org/10.1007/978-981-10-5197-5_17
Download citation
DOI: https://doi.org/10.1007/978-981-10-5197-5_17
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-10-5196-8
Online ISBN: 978-981-10-5197-5
eBook Packages: Computer ScienceComputer Science (R0)