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MANGAARCHITECTURE

Developing architectural narratives


Marc Aurel SCHNABEL, Tian Tian LO and Yingge QU
Chinese University of Hong Kong, Hong Kong, China
marcaurel@cuhk.edu.hk, skyduo@gmail.com, inge.qu@gmail.com
Abstract. Bi-tonal and non-photorealistic architectural depictions can be
employed to develop a narrative that engages the reader with both visual
aspects and other emotional reactions. Using this story-telling approach to
communicate architectural design is subsequently not only represented
through its factual dimensions of length, width and height, materials, struc-
ture or technical details, but is extended to intangible sensorial realms,
which gains special value for laypersons and professional alike. This paper
presents how architects and laypersons develop a narrative of their architec-
tural design proposals or concepts using a visualisation and story-telling
tools that generates designs akin to Japanese cartoons or manga. Our paper
presents the methodology, the instruments used and highlights on the base
of representative samples of how narrative bi-tonal depictions of architec-
ture contributes to the overall understanding of an architectural design and
how non tangible factors aid the designers in their communication.
Keywords. Digital manga; architectural depiction; visual communication;
story-telling.
1. Introduction
An architectural narrative is the main methodology which architects used to present
their design to their clients. Computer Aided Design (CAD) tools has progressed sig-
nificantly in the past decades and architects now often use them to generate
depictions that comes in the form of photo-realistic rendering, video walkthroughs,
or a series of computer-generated diagrams, while there are fewer and fewer hand
sketches or bi-tonal images. However, to communicate the design to a wider audience
and to allow a layperson to better grasps the elements of architectures, a different
form of presentation can be supplemented. Digitally generated, bi-tonal, non-photo-
realistic depictions provide another realm for representing drawings, architectural
R. Stouffs, P. Janssen, S. Roudavski, B. Tuner (eds.), Open Systems: Proceedings of the 18th International
Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013), 771780. 2013,
The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong, and
Center for Advanced Studies in Architecture (CASA), Department of Architecture-NUS, Singapore.
771
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designs and photographs. Japanese comics -manga- where the artists lay multifarious
screens to express different semantics, is related to conventional architectural draft-
ing with their various a black and white (b/w) patterns and representations. The
technique of a narrative also provides a stronger personal engagement and legibility
to non-professionals. In this paper, we will present the ease of generating manga
architectural narratives and how they can be used as a form of architectural presenta-
tion as well as tool to help generate design ideas in the first place.
2. Traditional to Digital Manga Depiction
Manga has been widely known as a medium to narrate a story to reader. The task
of drawing a manga series is however, rather tedious, time- and labour- intensive,
especially when large amount of irregular regions exist.
A system that automatically draws architectural depictions using manga tech-
niques was therefore created, called Manga-Me (Qu et al., 2008). Although there
are numerous tools available to convert any input image, sketch or drawing into a
bi-tonal manga screening, the generated hatching or halftone images does not look
like traditional manga compares to the image generated by the system (Figure 1).
Manga-Me is an iPhone-application (Manga-Me, 2010) that allows users to blend
from a photorealistic to an abstract depiction of architecture using a distinct
expression of manga style visual communication. The system is described in
Schnabel and Qu (2011).
772 M. A. SCHNABEL, T. T. LO AND Y. QU
Figure 1. (From left) Original image, Hatching, Halftone, Manga-Me solution.
3. Rendering Bi-tonal Architecture Depiction
The current mainstream method of presenting an architectural design idea or con-
cept is with photorealistic picturesque depiction of the design. The main idea is to
provide a realistic impression of the building design before it is built. As seen in
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most architecture books and magazines, they are a series of images that are so real;
it is difficult to differentiate it from a photograph. However, architectural spatial
concepts such as geometry/composition, threshold, proportion/scale, circulation/
duree, light/shadow and tectonics are lost in the colourful well-rendered details and
impressions. Compared to architectural images sketching in the past where these
architectural elements, properties, functions, or materials are commonly represented
by standardized screens, hatches, line-types, -styles, and -widths, one can easily
realised drawings, sketches, and diagrams can translate architectural spatial concept
clearer. Our technique allows for the development of a new generation of architec-
tural design communication that reaches beyond graphical standard depiction of
architecture and including intangible elements and expressions.
Conventional rendering presentations missing a crucial element in their commu-
nication: the missing narrative. Aseries of images, collages, diagrams, photographs
or rendered images do not provide the reader any clue about how the design comes
about, how it blends into the urban environment, how the building functions, and
especially how emotions, atmospheres or expressions relate to the design.
Standardised depictions provide the outlook and practicality of the building only.
Digitally generated, bi-tonal, non-photorealistic depictions are increasingly becom-
ing popular around the world as a mean of expression because of its distinct
graphical quality with its elegant use of rich set of screens, tidy and fine drawing
styles of b/w drawings, and its engaging ways of storytelling (Schnabel and Qu,
2012). For example, the commonly used software SketchUp provides a few addi-
tional options that change the line style of a model, giving it a unique raw outlook,
mimicking hand-sketching, in order to portray architecture in a simple outlook with
just its basic geometric elements. The Bjarke Ingels Group (BIG) is a Copenhagen
and New York based group of architects, designers, and theorists operating within
the fields of architecture, urbanism, research and development. Based on the idea of
storytelling, their book YES is More (Ingels, 2009) introduces their works through
the format of a comic book. It is a playful gesture to make architecture accessible
and less formal. BIG ads speech bubbles and overlaid diagrams to their architectural
designs, making them appear to be alive and talking to the reader. Although most
images are simple photographs, yet the overall style is novel to how they convey
architectural ideas and designs to the general public and professionals alike. Akin to
this, our architectural manga goes even further to give architectural representations
an enhanced immersion that goes beyond conventional architectural depiction.
4. Manga Architectural Narrative
A cohort of fifty of second year undergraduate- and thirty first year master of
architecture students created an architectural narrative based on manga. The aim
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was to introduce the newly opened building of their School of Architecture (AIT),
at the Chinese University of Hong Kong (CUHK), or alternatively capture the par-
ticular urban setting of a high density and vibrancy neighbourhood in Hong Kong,
called Mongkok. They used the free Manga-Me application, which converts pho-
tographs (e.g. taken by the phone itself) into manga images. Students then used the
converted bi-tonal images to lay them out on maximal two panels by using either
typical manga templates (predefined subdivisions and image frames of pages) or
their own generated layouts to generate a short architecture story. The pages were
uploaded onto a social network group (CAAD@CUHK, 2012) for comments dis-
semination and evaluation among a larger audience. This not only inspired other
students, but also generated variations and sequels to emerge.
Figure 2 show the initial representative outcomes of the above described
manga-task. The outcome was promising as students were able to utilize the
unique quality and characteristic of manga to narrate a certain story or journey that
is closely related to architecture. These examples act as initial framework of how
designers use the medium to develop an architectural manga digitally.
The manga-based representations of design can facilitate learning various
theatrical and practice design aspects. Hereby the methodology can be a semi-
otic resource in learning and help learners see factual relationships together with
projected, intangible elements to their designs (Herbst et al., 2011; Tatalovic,
2009).
The above descried method allows a different understanding and reflection of
the sites. In conventional site analyses designers collect a variety of data that are
related to the site, though they are often not used any further in their design activ-
ities. The plot of a narrative is comprised of a series of things that characters do,
774 M. A. SCHNABEL, T. T. LO AND Y. QU
Figure 2. left: Walkthrough by Winnie Tam portraying her personal story of the AIT-building.
Right: Motion supported manga by Kenton Sin: it depicts the seemingly chaotic arrangement of
the urban setting and their impact on humans movements through the streets of Mongkok.
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feel, think, or say (Dibell, 1988). Hereby each of the events must be important to
the outcome of the story. Alist of events or incidents alone is not a plot. The events
must be significant events rather than a simple series of things that happen.
Students are sometimes confused, however, by the difference between a series of
events that happen at their site and the key elements that are significant to the story
of the site. In our exercises, students select their own topics for their personal nar-
ratives and then generate a comic-strip to reinforce the structure of their
narratives. Finally, in their next steps of reacting architecturally to their findings
presented in their manga students generate their own de-signs based on the comic
strip prewriting activity, keeping the elements of a narrative not only in mind but
also as their influential design parameters.
5. Design Ideas and Presentation
The students were then given the freedom to insert the use of the manga applica-
tion into any stage of their architectural design process. This section shows the
various stages at which the manga application is used and in which way. Details
of the posting can be found at the course social network websites CAAD@CUHK
(2012) and Ornaments and Patterns (2012).
5.1. FORM-FINDING
The manga presented in Figure 3 below demonstrates how the application gives
the student a different perspective in her studies of the urban fabrics. By remov-
ing the colours of the original scene, the application enhanced the overall patterns
of the urban setting and made them more distinct. The student made use of this by
basing her further design development on the found patterns.
MANGAARCHITECTURE 775
Figure 3. Design by Anita Au: form generated from the studies of urban functions.
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5.2. FAADE STUDY
Figure 4 further below shows how a student uses a very similar visual study tech-
nique to generate a faade that construct a dynamic out of the elevations of the
urban setting. By extracting, outlining and then overlaying the layers of patterns,
a unique faade system that can blend into the seemingly chaotic Hong Kong
urban setting is created. This is possible due to the monotonous yet rich screening
of the images generated by the manga application.
776 M. A. SCHNABEL, T. T. LO AND Y. QU
Figure 4. Design by Esther Lam: faade studies using the Manga App as base for her design.
5.3. PATTERN ABSTRACTION
The application also provides great opportunity and inspiration which allows stu-
dents to use them as a form of abstraction. The next following author fully utilise
the pattern that is visualised from the manga-generated image as a source of inspi-
ration for her design (Figure 5).
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MANGAARCHITECTURE 777
Figure 5. Design by V. Ou-Yang: Pattern developed from images created by the Manga App.
Figure 6. Design by Leo Yu: Using manga as basis to narrate his final design.
5.4. NARRATIVE
Students used the methodology of manga to present their design in a different way.
Instead of plan, section and elevations, the development of their design and its
details became the central element of their design communication (Figure 6).
Hereby they used not only a bi-tonal representation of their design, but transferred
their experiences gained through the manga methodology to put a narrative into
their design communication.
5.5. FINAL PRESENTATION
The clear line drawing and simple screening of manga allows designers to use this
method as a tool for their final design presentation. The result is simple and clean
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Figure 7. Design by Mark Choi: Using site images created from manga apps for final design.
providing a narrative of how the design is formed and how it is related to the site
context (Figure 7). The author used the narrative of his design development as
methodology to present and explain his design.
5.6. MANGAAS DESIGN METHODOLOGY
Astudent takes up the challenge of using Manga as the main design methodology and
aiding tool instead of just using it in one part of the design process (Figure 8). From
site study to form exploration all the way to the final presentation, she generated the
form that fits the manga character as well as reactive to the site context. This demon-
strates strong possibilities with the integration of the tools and design objectives.
Although the use of Manga-Me apps was required from the students at first, it
was well received and students started to rely on the apps to get design inspiration.
Students use it as a third eye to get a different perspective of the site and environ-
ment. The various lines and hatches developed by the apps to overlay the photograph
bring out distinct architecture elements which are not captured with a normal cam-
era. Furthermore, students are challenged in terms of design presentation. Instead of
a normal perspective rendering, elevation, section, students use a sequence of
images to tell a story of their design. This method requires designers not only to rep-
resent their designs factual, but also representational with intangible parameters to
generate and present their ideas.
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Figure 8. Design by V. Ka: Using manga throughout her design process.
6. Conclusion and Future Research
We have demonstrated that with the use of the Manga-Me app to create bi-tonal,
non-photorealistic images, the result can be exhilarating. The additional point-of-
view not only provides architects new ways to look at the site context and
architectural elements, it also gives them a clearer means to communicate their
design with a layperson. The technique is efficient and convenient in use in archi-
tectural design and its communication. Hereby architectural design communication
is extended to a genre that is not only popular and commonly accepted, but also car-
ries rich and meaningful content that merges sketching and digital drafting.
This provides us with the opportunity to use this application as an architecture
educational tool. Especially in the context with social networks, which allows a
larger dissemination, evaluation and commenting, allowing for innovative com-
munications and narratives to happen. With its clearer depiction of architecture
elements, this will provide easier understanding of how building designs are gen-
erated and developed. Moreover, the hatching details can teach students how to do
hand sketching to bring out specific characteristics of their design. This reverse
engineering of sketching has the potential to blend over the education of digital
and analogue design communication in architectural design.
Akin to Calderon et al. (2006) and Ng et al. (2006) we plan in our future
research to address cinematic aspects of our architectural digital manga visualiza-
tions and generate animation techniques allowing designers to create architectural
animations based on bi-tonal non-photorealistic depictions with the same ease as
conventional animation methods.
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Acknowledgements
The authors wish to acknowledge the research that lead to the development of the software Manga-
Me (2010) by T. T. Wong, P-A. Heng and Y. Qu., CUHK. We thank the students of the 2012
BSSc(AS) 2
nd
Year and the MArch 1 cohort at CUHK and various online participants of the two
Facebook Groups for their valuable contributions. This project was funded by a CUHK Direct Grant.
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