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Shani
Sharif
Georgia
Institute
of
Technology,
USA
shani@gatech.edu
Abstract
The
new
trends
in
digital
design
and
fabrication
attempt
to
utilize
material
information
as
a
generative
factor
in
the
design
and
form
exploration
processes.
An
investigation
on
the
designers
cognitive
processes
in
perceiving
materiality
in
an
integrated
design
process
could
potentially
impact
these
integrated
digital
endeavors.
As
a
result,
this
research
explores
the
role
of
materiality
as
an
external
representation
based
on
two
main
concepts
in
cognitive
science,
situated
and
distributed
cognition.
Keywords:
Material;
Material
integrated
design;
Distributed
cognition;
Representation.
Introduction
The
current
trend
in
digital
design
and
fabrication
is
mostly
dependent
on
a
hierarchical
relationship
between
form
generation
and
physical
material,
which
became
the
dominant
trend
in
computer-aided
design
(CAD)
in
the
last
decades.
In
these
practices,
the
notion
of
materiality
and
material
information
is
a
passive
property
assigned
to
geometrically
defined
objects,
rather
than
being
a
generative
factor
in
the
design
process
as
it
was
established
in
the
traditional
systems
of
design.
On
the
other
hand,
knowledge
about
materials,
e.g.
wood,
clay
or
stone,
is
inherent
in
traditional
systems
of
design
such
as
craftsmanship
and
architecture
in
which
form
creation
is
nourished
by
designers
notions
and
experiences
of
different
material
qualities
and
their
associated
techniques
of
fabrication.
Traditional
design
systems
take
a
holistic
approach
to
design
where
form
creation,
its
visualization
and
finally
physical
embodiment
are
coincident
in
the
designers
creation
process.
New
forms
emerge
while
designers
experiment
and
transform
raw
materials,
or
sketch
based
on
their
perceptions
gained
through
previous
creations.
In
the
same
fashion,
in
the
last
few
years,
with
the
ever-increasing
application
of
digital
fabrication
machinery,
new
attempts
mainly
in
the
scale
of
design-built
projects
have
been
made,
aligned
to
traditional
design
process,
to
replace
the
passive
notion
of
materiality,
and
use
material
information
as
a
generative
factor
in
the
design
process.
In
these
projects
and
studies,
the
goal
has
been
to
encode
and
integrate
the
material
information
and
fabrication/machining
data
as
generative
and
parametric
factors
in
form
exploration
(Gramazio,
Kohler,
&
Oesterle,
2010;
Menges,
2012;
Oxman,
2012;
Schroepfer
&
Margolis,
2006).
As
a
result,
this
study
focuses
on
the
designers
cognition
of
material
qualities
in
traditional
design
processes:
in
a
(creative)
design
process,
how
designers
(sculpture,
or
architect)
perceive
(different)
materials
in
order
to
transform
it
into
a
design
object
(with
use
of
different
methods
and
tools)?
In
this
light,
this
research
proposes
a
conceptual
framework
that
focuses
on
the
different
aspects
of
designers
cognition
of
material
qualities
in
Design Cognition
23
24
The
practical
knowledge,
necessary
for
the
design
process
and
the
materialization
of
design
artifact,
is
developed
as
the
embodied
relation
with
environment
through
practice.
Keller
and
Keller
refer
to
knowledge
as
not
a
static
collection
of
information,
but
rather
the
disparate
and
dynamic
conceptual
entities
that
individuals
use
in
their
various
activities.
Here
the
practice
is
defined
as
the
observable
behavior
performed
in
the
production
of
an
artifact,
the
sequence
of
operations
in
which
individuals
engage
(C.
M.
Keller
&
J.
D.
Keller,
1996).
In
producing
a
design
artifact,
knowledge
and
practice
are
in
tandem,
and
they
form
a
complex
interdependence
(C.
Keller
&
J.
D.
Keller,
1996).
In
other
words,
knowledge
is
the
abstraction
form
of
experience,
which
integrates
the
social,
cultural
and
environmental
phenomena.
In
fact,
the
knowledge
that
is
internalized
through
practice
later
is
externalized
through
different
representation
media
in
the
design
process.
In
the
relation
between
knowledge
and
practice,
OConnor
describes
the
process
of
achieving
proficient
practical
knowledge
through
her
experience
in
glassblowing
(OConnor,
2007).
The
glassblowing,
like
other
works
of
art,
is
comprised
of
a
set
of
skills,
as
components
in
a
process.
The
novice
observes
each
step
demonstrated
by
the
expert,
instructed
on
each
step
as
they
are
explained,
and
practices
each
component
skill
separately
like
successive
point
on
a
line.
However
the
proficiency
in
the
process
is
not
achieved
in
mere
linking
of
these
consecutive
actions.
She
compares
the
skill
set
of
the
novice
with
those
of
the
experts
and
argues
that
proficient
practical
knowledge
is
gained
through
an
insight
which
sees
the
component
parts
of
a
making
process
not
as
ends
to
themselves,
but
rather
the
role
they
serve
as
a
whole.
In
this
process
the
skills
sets
withdraw
from
consciousness
and
become
extensions
of
the
body,
a
shift
away
from
an
awareness
of
particularities
towards
the
whole
(OConnor,
2007).
SIGraD i 2013
Design
Representation
Internal
vs.
External
Internal
representations
are
in
the
designers
mind
and
there
is
no
direct
access
to
it.
When
these
thoughts
transform
into
words,
drawings,
or
built
models
they
become
external
representations,
which
can
be
shared
with
other
members
of
the
social
group.
Design Cognition
25
26
Conclusion
The
role
of
material
as
an
external
representation
in
a
design
process
has
been
studied
through
the
concepts
of
situated
and
SIGraD i 2013
References
Brereton,
M.
(2004).
Distributed
cognition
in
engineering
design:
Negotiating
between
abstract
and
material
representations.
Design
representation,
83-103.
Ferguson,
E
S.
(1977).
The
mind's
eye:
Nonverbal
thought
in
technology.
Science,
197(4306),
827-836.
Ferguson,
E
S
(1992).
Engineering
and
the
Mind's
Eye:
The
MIT
Press.
Gramazio,
F.,
Kohler,
M.,
&
Oesterle,
S.
(2010).
Encoding
material.
Architectural
Design,
80(4),
108-115.
Greeno,
J.
G.
(1989).
Situations,
mental
models,
and
generative
knowledge.
Complex
information
processing,
285-318.
Hutchins,
E.
(1995).
Cognition
in
the
Wild
(Vol.
262082314):
MIT
press
Cambridge,
MA.
Hutchins,
E.
(1996).
Learning
to
navigate.
In
S.
Chaiklin
&
J.
Lave
(Eds.),
Understanding
practice:
Perspectives
on
activity
and
context
(pp.
35-
63):
Cambridge
University
Press.
Hutchins,
E.
(2000).
Distributed
cognition.
Internacional
Enciclopedia
of
the
Social
and
Behavioral
Sciences.
Keller,
C.
&
Keller,
J.
D.
(1996).
Thinking
and
acting
with
iron.
In
S.
Chaiklin
&
J.
Lave
(Eds.),
Understanding
practice:
Perspectives
on
activity
and
context
(pp.
125-143):
Cambridge
University
Press.
Keller,
C.
M.
&
Keller,
J.
D.
(1996).
Cognition
and
tool
use:
The
blacksmith
at
work:
Cambridge
University
Press.
Lave,
J.
(1988).
Cognition
in
practice:
Mind,
mathematics
and
culture
in
everyday
life:
Cambridge
University
Press.
Menges,
A.
(2012).
Material
Resourcefulness:
Activating
Material
Information
in
Computational
Design.
Architectural
Design,
82(2),
34-
43.
Nersessian,
N.
(2008).
Creating
scientific
concepts:
The
MIT
Press.
OConnor,
E.
(2007).
Embodied
knowledge
in
glassblowing:
the
experience
of
meaning
and
the
struggle
towards
proficiency.
The
Sociological
Review,
55(s1),
126-141.
Oxman,
R.
(2012).
Informed
tectonics
in
material-based
design.
Design
Studies,
33(5),
427-455.
Schroepfer,
T.
&
Margolis,
L.
(2006).
Integrating
Material
Culture.
Journal
of
Architectural
Education,
60(2),
43-48.
Simon,
H.
A.
(1996).
The
sciences
of
the
artificial:
MIT
press.
Wilson,
R.
W.
&
Keil,
F.
C.
(1999).
The
MIT
encyclopedia
of
the
cognitive
sciences
(Vol.
134):
MIT
Press.
Lawrence
Sass
Massachusetts
Institute
of
Technology,
USA
lsass@mit.edu
Daniel
Smithwick
SUTD-MIT
International
Design
Center,
USA
djs2@mit.edu
Abstract
This
paper
frames
design
knowledge
as
formalizable
physical
action
for
developing
embodied
computational
design
skills
that
can
more
fully
exploit
current
and
future
digital
fabrication
prototyping
methods.
Digitally
integrated
prototyping
tools
reveal
the
physicality
of
cognition
in
computational
design
activity;
however,
because
current
theories
of
design
knowledge
define
cognition
as
a
mental
process,
physical
computation
design
skills
remain
underdeveloped.
We
identify
symbolic
formalization
as
the
root
of
this
problem.
We
present
a
non-symbolic
action-based
notation
drawing
from
embodied
cognition
as
an
alternative
model
for
design
cognition.
Designerly
knowledge
is
discussed
in
terms
of
reflective
action
and
epistemic
action.
Keywords:
Embodied
design
cognition;
Physical
computing;
Human-computer
interaction;
Action
notation;
Motion
tracking.
Introduction
In
a
world
largely
defined
by
digital
processes
that
render
knowledge
to
that
which
can
be
programmed
on
an
iPad,
we
must
question
what
design
knowledge
is,
where
it
exists,
and
how
to
expand
upon
and
improve
it.
Is
it
in
our
minds?
Is
it
in
our
finger
tips?
Is
it
in
our
artifacts?
Can
it
be
embedded
in
our
tools?
Such
questions
lie
at
the
intersection
of
design
cognition
and
design
computation,
in
other
wordsin
how
designers
think
about
and
do
design
in
a
formalized
way.
This
work
builds
on
Smithwick
and
Sass
(2012)
in
which
they
compare
an
electronic
calculator
with
a
logarithmic
slide
rule
to
investigate
the
experiential
differences
between
using
digital
and
analog
computational
tools,
respectively.
They
speculate
that
digital
computation
limits
the
designer
in
the
same
way
that
digitally
compressed
music
limits
the
listener.
By
extending
the
concept
of
visual
computation
which
is
doing
design
directly
through
computations
on
shapes,
rather
than
indirectly
through
computations
on
text
or
symbols
(Knight
and
Stiny,
2001,
pg.
362),
Smithwick
and
Sass
suggest
that
tools
that
integrate
physical
computation
may
expand
the
designers
means
for
performing
qualitative
computations
by
framing
design
cognition
in
terms
of
the
continuous
nature
of
analogical
calculating.
In
order
to
develop
physical
computing
design
tools
and
production
methods
we
need
to
expand
our
models
of
design
knowledge
beyond
symbolic
representation
into
embodied
action.
Early
theories
of
design
cognition
were
not
only
based
on
metaphors
of
the
mind
as
a
symbol
processor,
but
were
constructed
as
and
tested
with
symbol
processors
(Newell
and
Simon,
1961).
Design
thinking
became
defined
by
the
limitations
of
the
very
tools
used
to
simulate
design
activity.
This
circular
logic
led
to
a
design
science
(Simon,
1969)
and
research
methods
Design Cognition
27
Human-computer interaction
Figure
1:
Motion
tracking
reveals
the
movements
involved
in
drawing
a
circle
with
a
CAD
tool.
Background
Design
protocol
analysis
28
Embodied
Cognition
Theories
of
Embodied
Cognition
(EC)
can
further
expand
our
conception
of
design
knowledge
by
inverting
the
information
processing
perspectivei.e.,
it
is
our
physical
actions
that
are
the
most
fundamental
activity.
EC
is
highly
theoretical
drawing
from
the
phenomenological
philosophies
of
Husserl,
Merleau-Ponty,
and
Heidegger
(see
Anderson,
2003;
Wilson,
2002
for
field
review).
Anderson
states
that
the
central
focus
of
work
in
EC
is
the
symbol-grounding
problem
which
questions
where
symbols
ultimately
acquire
meaning
for
humans.
Anderson
writes
that
symbols
must
ultimately
ground
out
in
(terms
of)
the
agents
embodied
experience
and
physical
characteristics
(2003,
p.
2).
In
SIGraD i 2013
Figure
2:
Action-based
music
notation
developed
by
Lachenmann
for
Pression,
1969
(Orning,
2012).
Future
Work
Prototyping
methods
that
integrate
digital
fabrication
devices
will
benefit
from
physical
design
cognition
(e.g.,
the
methods
of
Sass
and
Smithwick,
2013).
Bodily
actions
facilitate
learning
and
design
improvement
during
the
assembly
process
of
iterative
digital
design
studies
(Figure
4)
in
much
the
same
way
that
physically
practicing
a
musical
instrument
aids
the
musician
in
performing
a
musical
score.
Design Cognition
29
Table 1: Comparison between a symbolic formalization with an action-based notation for drawing a circle in AutoCAD.
Symbolic
Formalization
(AutoCAD)
30
Figure
3:
Detail
of
articulated
right
hand
movements
while
typing
circle
in
AutoCAD.
SIGraD i 2013
Conclusion
The
designers
body
is
a
powerful
tool
for
thinking
and
expressing
ideas
that
has
gone
neglected
in
design
computation
research.
Design
cognition
no
longer
needs
to
be
limited
to
what
can
be
programmed
on
an
iPad;
it
can
be
as
physically
impressive
as
an
Olympic
gymnast;
as
emotionally
moving
as
an
improvisational
jazz
pianist;
and
as
graceful
as
a
dancer.
Acknowledgements
Funding
for
this
research
was
provided
by
the
SUTD-MIT
International
Design
Center.
Much
of
this
work
was
conceived
during
the
lead
authors
experience
of
playing
drums
with
the
MIT
Festival
Jazz
Ensemble
and
attending
lectures
in
George
Stinys
Research
Seminar
in
Design
Computation.
References
Anderson,
M.
(2003).
Embodied
Cognition:
A
field
guide,
Artificial
Intelligence,
149,
1,
pp.
91.
Cross,
N.
(2007).
Natural
Intelligence
in
Design,
in
Nigel
Cross
(ed.)
Designerly
Ways
of
Knowing,
(pp.
49-62)
Basel:
Birkhauser.
Dorst,
K.,
Dijkhuis,
J.
(1995).
Comparing
paradigms
for
describing
design
activity,
Design
Studies,
Volume
16,
Issue
2,
Pages
261-274.
Dourish,
P.
(2001).
Seeking
a
Foundation
for
Context-Aware
Computing.
Human
Computer
Interaction,
Vol
16,
pg.
229-241.
Eastman,
C.
(1970).
On
the
Analysis
of
Intuitive
Design
Processes,
in
Moore,
G.
(ed.)
Emerging
Methods
in
Environmental
Design
and
Planning,
pp.
21-37.
MIT
Press:
Cambridge.
Gero,
J.
(1994).
Computational
Models
of
Creative
Design
Processess,
in
Dartnall
(ed.)
Artificial
Intelligence
and
Creativity,
Klower,
Dordrecht,
the
Netherlands.
Kavakli,
M
and
Gero,
J.
(2002).
The
Structure
of
Concurrent
Cognitive
Actions:
a
case
study
on
novice
and
expert
designers.
Design
Studies
Vol
23,
pg.
2540.
Kirsh,
D.,
and
Maglio,
P.
(1995).
On
Distinguishing
Epistemic
from
Pragmatic
Action.
Cognitive
Science,
18,
pp.
513-549.
Design Cognition
31
Rodrigo
Martin
Iglesias
Universidad
de
Buenos
Aires,
Argentina
rodrigo.martin.iglesias@gmail.com
Abstract
The
present
work
explores
the
relationship
between
the
architectural
project
and
the
representational
media
from
a
perspective
that
seeks
to
explain
the
role
of
the
tool
on
thought
and
practice.
Also,
we
understand
that
its
interaction
with
the
media
representation
is
exacerbated
in
high
architecture
or
formal
filing
due
to
the
increasing
prevalence
and
representational
media,
especially
digital.
Leading
to
the
problem
about
how
to
establish
a
consistent
and
coherent
theory
of
the
project
operativity
taking
into
account
the
importance
that
representational
media
have
on
design
practice,
and
to
make
clear
their
mutual
influence.
Keywords:
Architectural
project;
Representational
media;
Imagination;
Production
means;
Intersemiotic
translation.
Preguntas
Problemticas
Dnde
est
el
medio?
32
SIGraD i 2013
Existe
la
representacin?
No
cabe
duda
que
el
concepto
de
representacin
ha
sido
puesto
en
crisis
en
las
ltimas
dcadas,
de
tal
manera
que
su
simple
aparicin
en
cualquier
discurso
puede
llegar
a
provocar
polmica.
Pero
eliminarlo
de
todo
discurso
en
aras
de
la
concordia,
o
slo
evitando
entrar
en
el
campo
de
la
discusin
filosfica
sobre
lo
real,
parece
una
medida
al
menos
extrema
dada
la
relevancia
que
este
concepto
tiene
histrica
y
tcnicamente.
Nosotros
proponemos
establecer
una
dialctica
entre
representacin
tcnica
y
proyectacin
(entendida
como
actividad
proyectual
o
ejercicio
del
proyecto)
que
nos
permita
hablar
sobre
las
tensiones
que
se
manifiestan
en
la
produccin
y
reproduccin
de
las
imgenes,
y
especialmente
en
las
tecnologas
y
medios
involucrados
a
tal
fin.
Por
lo
tanto,
cuando
hablamos
de
medios
nos
estamos
refiriendo
siempre
a
medios
tcnicos
de
representacin,
que
entendemos
como
medios
de
produccin
del
proyecto.
La
relacin
entre
medios
de
representacin
y
proyecto
se
remonta
a
la
aparicin
misma
de
la
prctica
proyectual.
Desde
el
preciso
momento
en
que
el
primer
arquitecto
quiso
resolver
asuntos
inherentes
a
la
construccin
previamente
a
la
realizacin
material
de
misma,
tuvo
que
poseer
algn
medio
de
representacin,
el
cual
a
partir
de
sus
imgenes
mentales
le
proporcionara,
por
un
lado,
la
capacidad
de
almacenarlas
y
retroalimentarse
de
las
mismas,
y
por
otro,
la
capacidad
de
comunicar
sus
ideas
e
imgenes
a
otros,
origen
que
el
arquitecto
Doberti
[2010]
ubica
en
simultaneidad
a
la
aparicin
de
la
novela.
Aparecen
as
tres
enfoques,
uno
que
entiende
a
la
representacin
como
acto
representacional
y
esta
directamente
relacionado
con
una
cuestin
operativa
que
es
intrnseca
a
lo
proyectual;
luego
aparece
un
enfoque
productivo,
que
tiene
que
ver
bsicamente
con
lo
comunicacional,
fundamentalmente
con
la
comunicacin
con
otro
proyectista
comitente,
tcnico,
pero
tambin
con
la
comunicacin
interna,
introspectiva;
y
por
ultimo
aparece
un
punto
de
vista
asociado
al
Medios
y
Lenguajes
Existe
una
conexin
directa
entre
la
produccin
proyectual
y
los
medios
tcnicos
representacionales
utilizados,
sobre
todo
Design Cognition
33
34
SIGraD i 2013
Agradecimientos
Al
subsidio
UBACyT
20020100100784
y
a
la
beca
doctoral
otorgados
por
la
Universidad
de
Buenos
Aires.
Referencias
Callon,
M.
(1999).
Society
in
the
Making:
The
Study
of
Technology
as
a
Tool
for
Sociological
Analysis,
en:
Bijker,
W.E.,
Hughes
T.P.
y
Pinch,
T.
(eds.),
The
Social
Construction
of
Technological
Systems.
New
Directions
in
the
Sociology
and
History
of
Technology,
Cambridge,
Massachusetts:
MIT
Press.
Debarbieux,
B.
(2004).
The
symbolic
order
of
objects
and
the
frame
of
geographical
action,
GeoJournal,
60,
pp
397-405.
Ernst,
B.
(1976).
The
Magic
Mirror
of
M.C.
Escher,
London:
Random
House.
Galison,
P.
(1997).
Image
and
Logic:
a
Material
Culture
of
Microphysics.
Chicago:
Chicago
University
Press.
Galison,
P
&
Jones,
C.A.
(1998).
Picturing
Science,
Producing
Art.
New
York:
Routledge.
Design Cognition
35
Abstract
The
aim
of
this
text
is
to
devise
a
flexible
and
thoughtful
way
to
venture
so
responsibly
in
the
plot
of
multiple
dimensions
involved
in
the
architectural
design
and
our
contemporary
reality
immersed
in
a
digital
stage.
We
propose
the
integration
of
scans
social
and
cultural
process,
from
the
recognition
of
the
significant
and
symbolic
choreography
describing
the
bodies
to
inhabit
the
space
in
the
architectural
design
process,
through
scenic
bios
architectural
models.
Keywords:
Cultural
choreography;
Variability;
Complexity;
Morphogenesis.
Introduccin
36
SIGraD i 2013
De
la
Morfognesis
a
la
Corporeidad
En
este
momento,
la
tecnologa
digital
(TD)
ha
facilitado
al
profesional
de
la
arquitectura
visualizar,
conceptualizar,
representar,
modelar,
calcular,
programar
y
concretar
formas
hipercomplejas,
a
travs
de
un
lenguaje
de
cdigos
multiformales,
hbridos
y
heterogneos.
En
otras
palabras,
la
TD
ha
sido
un
puente
hacia
otras
tcnicas
de
observacin,
imaginacin,
visualizacin
y
conceptualizacin
formal
en
el
diseo
arquitectnico.
La
propuesta
arquitectnica
contempornea
en
el
escenario
digital
se
inspira
en
la
incorporacin
de
los
procesos
biolgicos,
de
la
naturaleza
a
travs
de
procesos
de
diseo
morfogenticos
(diseo
paramtrico,
algoritmo
gentico),
inspiracin
que
pareciera
ser
una
garanta
de
una
visin
renovada
de
comprensin
y
compromiso
del
ser
humano
hacia
la
naturaleza,
hacia
lo
ecolgico,
y
la
utilizacin
racional
de
los
recursos
del
planeta.
Figura
1:
Abstraccin
del
complejo
entramado
situacional
implantado
del
escenario
digital,
Fuente
Pirela
(2013).
Design Cognition
37
Figura
2:
Esquema
general,
Lineamientos
del
modelo
Bios
escnicos
arquitectural,
Fuente
Pirela
(2013).
38
SIGraD i 2013
Consideraciones
Finales
En
esencia
el
oficio
del
arquitecto,
es
el
saber
interpretar,
disear
y
construir
el
habitad
del
ser
humano.
Por
ello,
resulta
necesario,
reflexionar
(examinar,
rastrear
e
inspeccionar)
sobre
el
modo
como
esta
disciplina,
esta
practica
constructiva
y
creadora,
es
concebida
desde
la
tecnologa
digital,
y
ms
aun,
reconocer
y
Referencias
Barroso,
N.
(2010).
Morfognesis
digital,
Parametricismo
y
Arquitecturas
Genticas,
Nuevas
tendencias
y
formas
de
Proyectar
Arquitectura.
Trabajo
de
investigacin
Final
de
Becara
acadmica.
Facultad
de
Arquitectura
y
Diseo.
Universidad
del
Zulia.
Maracaibo,
Venezuela.
Bustos,
G.
(2012):
tica
en
la
Complejidad
del
Diseo
Arquitectnico
con
Tecnologa
Digital
(TD):
redes
multidimensionales.
XVI
Congreso
de
la
Sociedad
Iberoamericana
de
Grfica
Digital.
Universidad
Federal
de
Cear
Universidad
de
Fortaleza.
SIGRADI
Fortaleza.
Brasil.
43-46.
Fuenmayor,
V.
(2010,
julio/diciembre
8).
Corporeidad,
semiosis
y
memoria.
Situarte,
Revista
Arbitrada
de
la
Facultad
Experimental
de
Arte
de
la
Universidad
del
Zulia.
Maracaibo,
Venezuela.
Ao
5,
20-37.
Fuenmayor,
V.
(2006,
julio/diciembre
1).
El
Bios
escnico.
Revista
Arbitrada
de
la
Facultad
Experimental
de
Arte
de
la
Universidad
del
Zulia.
Maracaibo,
Venezuela.
Ao
1,
13
-
22.
Lotman,
Y.
(1991
julio
diciembre
30).
Acerca
de
la
semiosfera,
Criterios,
II
poca,
2
22.
Design Cognition
39
Abstract
Architectural
design
is
a
complex
process;
developments
and
influences
of
information
technology
in
architecture
could
change
creative
thinking.
Architecture
students
go
through
several
design
levels
until
achieving
a
final
project
and
the
access
to
technology
and
communications
are
present
in
the
process.
The
result
of
design
has
been
influenced
by
the
application
of
technologies.
Designs
are
creative
and
innovative,
enhanced
by
the
exchange
of
ideas.
This
change,
with
scientific
and
technological
advances,
interferes
with
the
creation
processes,
making
the
designer
reach
a
complex
and
higher
thinking.
Keywords:
Architectural
Design;
Creative
Thinking;
Digital
Architecture;
Creation
Process.
Introduction
40
SIGraD i 2013
Proceso
Experimental
Se
procedi
a
realizar
un
estudio
experimental
con
estudiantes
del
curso
de
Expresin
Arquitectnica
V
y
Expresin
Arquitectnica
IV,
del
5to
y
4to
semestre
de
la
carrera
de
Arquitectura
respectivamente,
definiendo
las
principales
etapas
en
el
proceso
de
diseo,
(proceso
mental,
desarrollo
y
producto)
con
el
objeto
de
encontrar
en
qu
momento
los
estudiantes
se
ven
influenciados
por
la
tecnologa
y
cul
es
su
repercusin
en
el
diseo.
Design Cognition
41
42
SIGraD i 2013
Resultados
Fue
importante
durante
todo
el
proceso
contar
con
el
soporte
informtico,
adems
de
los
referentes
de
la
web,
el
hbil
manejo
de
los
programas
y
los
conocimientos
previos
del
software.
Permiti
a
los
alumnos
idear
formas
complejas,
realizar
modificaciones
y
replanteos
con
la
ayuda
del
docente.
Los
resultados
evidenciaron
distintas
tendencias,
algunos
obtuvieron
soluciones
armoniosas
con
elementos
ortogonales,
mientras
que
otros
buscaron
soluciones
no
convencionales,
orgnicas
y
dinmicas.
Si
bien
los
alumnos
iniciaron
sus
propuestas
de
distinto
modo
y
utilizando
diferentes
mtodos,
depender
principalmente
de
la
habilidad
del
estudiante,
el
que
pueda
desarrollar
una
solucin
viable
a
un
problema
arquitectnico.
No
todos
los
alumnos
en
este
nivel
logran
obtener
ideas
vlidas
en
corto
tiempo.
Un
punto
en
comn
todos
los
participantes,
fue
el
apoyo
con
la
bsqueda
de
referentes,
los
estudiantes
investigaron
y
seleccionaron
proyectos
modelo
en
la
web,
y
mantuvieron
una
comunicacin
constante
y
adecuada.
La
informacin
encontrada
en
internet
proporcion
material
importante
a
los
alumnos,
donde,
gracias
a
la
comunicacin
y
el
intercambio
de
ideas,
se
hizo
factible
el
mejoramiento
de
los
planteamientos.
Inicialmente,
los
alumnos
con
mayor
habilidad
o
experiencia
previa,
realizaron
esquemas
directamente
utilizando
el
software,
mientras
que
otros
optaron
por
realizar
esquemas
con
lpiz
y
papel,
para
luego
ser
desarrollados
con
ayuda
de
los
programas
de
diseo.
Todos
los
alumnos
finalmente
emplearon
las
comunicaciones
y
la
tecnologa
positivamente
en
la
realizacin
de
sus
proyectos.
Si
bien
la
primera
etapa
de
diseo
tom
bastante
tiempo,
una
vez
definida
la
idea,
fue
con
el
apoyo
del
software
de
diseo
que
lograron
realizar
la
representacin
tridimensional.
Esto
permiti
una
mejor
visualizacin
del
espacio,
vistas
en
perspectivas
con
materiales
y
acabados
que
posibilitaron
la
realizacin
de
modificaciones.
Agradecimientos
Agradezco
a
mi
familia,
en
especial
a
mi
madre.
A
mis
hijos,
Daniel
y
Gabriel,
por
su
paciencia
e
inters
en
todos
mis
trabajos,
ellos
son
mi
mayor
fuente
de
inspiracin
y
esfuerzo.
A
mis
amigos
y
colegas
de
trabajo,
quienes
con
su
apoyo
motivan
la
realizacin
de
nuevas
investigaciones
y
proyectos.
Referencias
Lipman,
M.
(1991).
Pensamiento
complejo
y
educacin.
Espaa.
Cross,
N.
(2011).
Design
Thinking:
Undestanding
How
Designers
Think
and
Work.
Bloomsbury
Academic.
Csikszentmihalyi,
M.
(1998).
Creatividad
el
fluir
y
la
psicologa
del
descubrimiento
y
la
invencin.
Paids.
Barcelona.
Conde,
L.
(2012).
La
personalidad
creativa:
un
sistema
complejo.
Eduardo
Chillida
y
Mihaly
Csikszentmihalyi.
Recuperado
de:
http://www.paperback.es/articulos/conde/creatividad.pdf
Parga,
M.
(2007).
Pensamiento
de
orden
superior
en
diseo:
Aportes
del
enfoque
cognitivo
a
los
procesos
de
formacin
de
competencias
para
disear.
Recuperado
de:
http://fido.palermo.edu/servicios_dyc/encuentro2007/02_auspicios_
publicaciones/actas_diseno/articulos_pdf/A4002.pdf
Conclusiones
Design Cognition
43
Abstract
For
the
initial
stages
of
architectural
training
one
of
the
strategies
traditionally
used
is
to
study
design
cases.
This
exercise
can
help
in
the
comprehension
of
implicit
geometries
and
design
processes.
The
use
of
the
golden
ratio,
for
example,
is
recurrent
in
the
history
of
architecture.
However,
adequate
instruments
are
necessary
for
this
kind
of
statement.
This
paper
demonstrates
the
use
of
Augmented
Reality
with
this
goal:
virtual
elements
are
viewed
overlaying
the
architecture
or
its
representation,
configuring
a
digital
proportion
measurer.
The
comprehension
of
known
architectural
practices
assists
in
structuring
methods
and
constructing
repertoires
for
architectural
design.
Keywords:
Architecture
analysis;
Geometry;
Augmented
reality;
Digital
proportion
measurer.
44
Introduo
A
prtica
projetual
na
arquitetura,
principalmente
a
partir
de
interesses
didticos,
estudada
sob
diferentes
abordagens.
Algumas
delas
buscam
compreender
como
se
d
esse
processo,
destacando
para
a
necessidade
de
explicit-lo,
tal
como
a
dada
por
Silva
(1984).
Este
autor
considera
que
devem
ser
incorporados
instrumentos
lgicos
que
deem
apoio
s
decises
de
projeto,
para
que
o
processo
projetual
deixe
de
ser
comparado
a
uma
caixa
preta.
Considera-se
que
desvendar
processos
compositivos
geomtricos
adotados
em
obras
arquitetnicas
reconhecidas
uma
prtica
didtica
apropriada.
Alm
de
explicitar
estratgias
lgicas
e
auxiliar
na
estruturao
de
mtodos
projetivos
colabora
na
construo
de
repertrios
para
o
projeto
arquitetnico
(Borda,
Pires
e
Vaconselos,
2012)
Para
a
prtica
de
arquitetura
e,
como
consequncia,
para
o
processo
de
aprendizagem
desta
prtica,
a
atividade
de
anlise
de
casos
de
projeto
se
constitui
como
uma
ao
fundamental
para
aquisio
de
um
repertrio
de
estratgias
para
a
configurao
espacial.
Desta
maneira
o
projetista
constri
sua
prpria
memria,
de
acordo
com
a
teoria
da
memria
dinmica
(Schank,
1982,
in:
Heylighen,2000).
O
estabelecimento
de
relaes
determinadas,
de
propores,
entre
as
partes
de
uma
obra
um
processo
compositivo
recorrente
ao
longo
da
histria
da
arquitetura.
Em
muitos
casos
estas
relaes
permitem
explicar
a
configurao
da
forma
de
SIGraD i 2013
Metodologia
O
estudo
foi
estabelecido
atravs
das
seguintes
etapas:
Etapa de reviso
Figura
1:
ilustrao
do
uso
do
proporcionmetro
junto
disciplina
de
GGDI/DAURB/FAURB/UFPel/2sem./2011.
Fonte:
autoras.
Design Cognition
45
Figura
2:
esquerda:
exemplo
de
medio
com
o
compasso.
Fonte:
http://www.goldenmeangauge.co.uk/;
direita
exemplo
de
um
tipo
de
compasso,
Fonte:
http://www.goldenmeancalipers.com/.
46
SIGraD i 2013
47
Proporcionmetro
em
realidade
proporcionmetro
digital.
aumentada:
Figura
6:
ilustrao
da
utilizao
do
proporcionmetro
digital
pelos
estudantes.
Fonte:
autoras.
Resultados
e
Discusses
Como
resultado
principal
deste
estudo
se
tem
um
dispositivo
que
consiste
na
sobreposio
de
retngulos
com
propores
determinadas
para
anlise
de
arquitetura
atravs
de
um
aplicativo
em
Realidade
Aumentada.
Disponvel
gratuitamente
na
web
para
uso
em
tablets
e
smartphones.
O
dispositivo
permite
visualmente
identificar
possveis
relaes
proporcionais
em
desenhos
de
vistas
ortogonais,
ou
de
maneira
aproximada
de
edifcios
fsicos.
Como
resultados
secundrios
se
tem
a
sistematizao
da
utilizao
deste
aplicativo
em
contextos
de
graduao,
em
estgios
iniciais
de
formao
em
arquitetura,
de
psgraduao
e
de
extenso.
Nestes
dois
ltimos
contextos,
incluindo
a
formao
de
Design Cognition
Referncias
Consideraes
Finais
O
estudo
aponta
mtodos
e
ferramentas
para
anlise
de
obras
de
arquitetura
sob
o
conceito
de
proporo.
Kirner,
C.,
Kirner,
T.G.
(2008)
Virtual
Reality
and
Augmented
Reality
Applied
to
Simulation
Visualization.
El
Sheikh,
A.A.R.;
Al
Ajeeli,
A.;
Abu-Taieh,
E.M.O..
(Ed.).
Simulation
and
Modeling:
Current
Technologies
and
Applications.
1
ed.
Hershey-NY:
IGI
Publishing,
Retrieved
from
:
http://www.igi-
global.com/Bookstore/Chapter.aspx?TitleId=28994
48
Agradecimentos
Agradecemos
CAPES
pelo
apoio
dado
a
esta
pesquisa
atravs
de
bolsa
de
mestrado.
Ao
Projeto
ALFA-GAVIOTA,
Grupos
Acadmicos
para
a
Visualizao
Orientada
Tecnologias
Apropriadas,
pelo
financiamento
do
laboratrio
de
tecnologia
avanada
situado
no
GEGRADI/FAURB/UFPEL
(Grupo
de
Estudos
de
Ensino
e
Aprendizagem
de
Grfica
Digital),
e
ao
PROGRAU/UFPel
(Programa
de
Ps-Graduao
em
Arquitetura
e
Urbanismo).
SIGraD i 2013
Fernando
Lima
Universidade
Federal
de
Juiz
de
Fora,
Brasil
fernando.tadeu@ufjf.edu.br
Vincius
Morais
Universidade
Federal
de
Juiz
de
Fora,
Brasil
vinicius.morais@ufjf.edu.br
Abstract
This
article
is
about
hybrid
models,
as
a
kind
of
three-dimensional
representation
emerged
from
of
the
possibilities
of
combining
traditional
techniques
with
digital
technologies.
The
purpose
is
to
reflect
on
the
possibilities
of
production
and
applications
of
these
types
of
hybrid
models,
highlighting
them
as
recurring
elements
of
design
practice
after
the
rise
of
new
technologies
of
information
and
communication,
and
prototyping
and
digital
manufacturing.
By
adopting
the
model
as
an
object
of
research,
we
propose
to
expand
the
field
of
reflection
on
the
incorporation
of
several
digital
technologies
in
the
design
process,
specifically
aspects
of
three-dimensional
and
graphical
representation.
Keywords:
Hybrid
models;
Digital
technologies;
Architecture
and
Urbanism.
Introduo
Este
artigo
aborda
o
tema
da
produo
das
maquetes
hbridas
no
mbito
da
Arquitetura
e
Urbanismo,
as
quais
so
concebidas
a
partir
das
interaes
entre
as
tcnicas
tradicionais
(processos
prioritariamente
artesanais)
e
as
novas
tecnologias
digitais
(processos
controlados
ou
auxiliados
por
computador).
Ele
resultado
de
uma
pesquisa
de
Iniciao
Cientfica
intitulada
A
linguagem
hbrida
das
maquetes
de
arquitetura
e
urbanismo
na
contemporaneidade:
dilogos
entre
as
tcnicas
tradicionais
e
as
tecnologias
digitais,
levada
a
cabo
no
mbito
do
Grupo
de
Pesquisa
das
Linguagens
e
Expresses
da
Arquitetura,
Urbanismo
e
Design
(LEAUD),
vinculado
ao
Departamento
de
Arquitetura
e
Urbanismo,
da
Faculdade
de
Engenharia,
da
Universidade
Federal
de
Juiz
de
Fora
(UFJF).
Tem-se
como
objetivo
principal
apresentar
uma
reflexo
sobre
as
possibilidades
de
produo
e
as
aplicaes
desses
tipos
hbridos
de
maquetes
e
modelos,
destacando-os
como
elementos
recorrentes
da
prtica
projetual
no
campo
da
Arquitetura
e
Urbanismo
aps
o
advento
das
novas
tecnologias
de
informao
e
comunicao,
dos
processos
de
prototipagem
e
de
fabricao
digital.
Design Cognition
49
50
SIGraD i 2013
Design Cognition
51
52
SIGraD i 2013
Consideraes
Finais
Conforme
se
buscou
ressaltar
neste
artigo,
as
maquetes
hbridas
surgem
como
um
novo
tipo
de
representao
tridimensional
emergido
das
possibilidades
de
combinao
das
tcnicas
tradicionais
com
as
tecnologias
digitais.
Esse
tipo
de
maquete
apresenta-se
em
plena
sintonia
com
o
perodo
em
que
vivemos,
com
os
processos
de
projeto
que
lanamos
mo
e
com
as
formas
que
temos
concebido.
Sem
pressupor
a
completa
substituio
das
tcnicas
tradicionais
de
produo
de
maquetes,
as
novas
tecnologias
permitem
uma
ampliao
e
complementao
das
mesmas,
trazem
maior
agilidade
para
determinadas
atividades
de
projeto
e
garantem
ousadia
e
viabilidade
esttico-formal,
alm
de
oferecer
subsdios
para
a
produo
de
modelos
capazes
de
ser
compartilhados
nos
casos
de
projeto
distncia.
Por
fim,
cabe
mais
uma
vez
destacar
que
a
produo
de
maquetes
hbridas,
dado
tambm
diminuio
dos
custos
dos
equipamentos,
no
mais
se
restringem
ao
cenrio
composto
por
poucos
profissionais
e
tem
encontrado
espao
no
meio
acadmico,
o
qual,
aos
poucos,
vai
assimilando
e
explorando
suas
possibilidades
e
limitaes.
nesse
sentido
que
as
investigaes
levadas
a
cabo
pelo
LEAUD/UFJF
tem
buscado
dar
sua
contribuio.
Agradecimentos
Agradecemos
a
todos
os
pesquisadores
e
bolsistas
do
Grupo
de
Pesquisa
das
Linguagens
e
Expresses
da
Arquitetura,
Urbanismo
e
Design
(LEAUD).
Referncias
Braida,
F.
Et
al.
(2012).
O
papel
da
impressora
3D
nas
diversas
etapas
do
projeto.
In
Cardoso,
D.
R.
Et
al
(Orgs).
Anais
do
XVI
Congresso
da
Sociedade
Ibero-Americana
de
Grfica
Digital
sigradi
(pp.
580-583).
Fortaleza:
Expresso
Grfica
e
Editora.
Dunn,
N.
(2010).
Maquetas
de
arquitectura:
mdios,
tipos
e
aplicacin.
Barcelona:
Blume.
Knoll,
W.,
&
hechinger,
Martin.
(2009).
Maquetas
de
arquitectura:
tcnicas
y
construccin.
Barcelona:
Gustavo
Gili.
Kolarevic,
B.
(2003).
Architecture
in
the
digital
age:
design
and
manufacturing.
New
York:
Spon
Press.
Laseau,
P.
(1982).
La
expresin
grfica
para
arquitectos
y
diseadores.
Barcelona:
Gustavo
Gili.
Lvy,
P.
(2003).
O
que
o
Virtual?.
So
Paulo:
Editora
34.
Martinez,
A.
C.
(2007).
Ensaio
sobre
o
projeto.
Braslia:
Ed.
Unb.
Mills,
C.
B.
(2007).
Projetando
com
maquetes:
um
guia
para
a
construo
e
o
uso
de
maquetes
como
ferramenta
de
projeto.
Porto
Alegre:
Bookman.
Mir,
E.
P.,
CARBONERO,
P.
P.,
&
CODERCH,
R.
P.
(2010).
Maquetismo
arquitetnico.
Barcelona:
Parramn
ediciones.
Mitchell,
W.
J.
(2008).
A
lgica
da
arquitetura:
projeto,
computao
e
cognio.
Campinas,
SP:
Editora
da
Unicamp.
Nacca,
R.
M.
(2009).
Maquetes
e
miniaturas:
tnicas
de
montagem
passo-
a-passo.
So
Paulo:
Giz
Editorial.
Santaella,
L.
(1996).
Produo
de
linguagem
e
ideologia.
2.
Ed.
So
Paulo:
Cortez.
Sperling,
D.
M.
(2002).
O
Projeto
Arquitetnico,
novas
tecnologias
de
Informao
e
o
Museu
Guggenhein
de
Bilbao.
Disponvel
em
http://www.eesc.usp.br/sap/projetar/files/
A038.pdf.
Steele,
James.
(2001).
Arquitectura
y
revolucin
digital.
Mxico:
Ediciones
Gustavo
Gili.
Proyecto
y
construccin
digital
en
arquitectura.
Barcelona:
Blume
(2012).
Design Cognition
53
Abstract
The
goal
of
this
article
is
to
conceptualize
and
structure
a
theoretical
proposed
framed
of
ethics
in
digital
technology
in
architectural
design.
The
methodological
vision
of
this
proposal
is
one
of
complex
epistemology,
which
seeks
to
understand
applied
ethics
in
a
multicultural
reality
and
the
digital
processes
that
reformulate
contemporary
architectural
vision.
The
proposed
Method
7.1:
Re-action
in
Multi-re-form
is
based
on
Edgar
Morins
Method
6,
Ethics,
and
Victor
Martins
Applied
Ethics.
The
Method
7.1
is
formed
by
seven
ethical
dimensions
that
constitute
a
pattern
of
complex
thought
that
systematizes
the
values
for
the
production
of
techno-architecture.
Keywords:
Complex
Ethics;
Digital
Technology
(DT);
Architectural
Design
(AD);
Re-action;
Multi-reform.
Introduccin
54
SIGraD i 2013
Propuesta
tica
en
la
Complejidad
del
Diseo
con
TD
como
El
mtodo
7.1:
Re-accin
en
Multi-re-forma
Va
Re-generadora
La
concepcin
de
una
posicin
de
generacin
y
evaluacin
de
diseo
arquitectnico
desde
la
tica
compleja
parece
en
s
misma
una
contradiccin,
una
hiptesis
inmedible
colmada
de
incertidumbres
y
paradojas.
Cmo
evaluar
lo
que
por
condicin
deber
ser
bueno?
Cmo
establecer
criterios
para
ello
en
una
realidad
compleja?
Cmo
medir
lo
que
siempre
se
est
transformando?
Parece
como
pretender
atrapar
un
rpido
pez
con
solo
una
intensin
mental.
En
este
punto
de
la
investigacin,
ms
que
un
recetario
de
acciones
se
busca
plantear
una
visin
de
opciones
para
canalizar
esa
intensin
de
manera
verstil,
viable
y
posible.
Si
hablamos
de
produccin
tecnocientfica,
y
por
consecuencia
de
tica
de
la
tecnociencia,
el
asunto
de
la
pertinencia,
innovacin,
impacto
humano-ambiental,
relaciones
humanas,
comunicacin,
son
solo
algunos
de
los
aspectos
ms
resaltantes
a
incluir
y
vincular,
o
mejor,
desde
el
discurso
del
Mtodo
6,
a
re-ligar.
Sin
embargo,
no
solo
se
trata
de
religarse
con
esta
responsabilidad,
o
auto-tica
o
responsabilidad
planetaria,
esto
es
mucho
ms
profundo
y
complejo.
Partiendo
de
la
visin
de
Martin
(2008),
y
refirindonos
a
la
inteligencia
tica,
en
este
caso,
inteligencia
tica
en
la
TD+DA,
la
creacin
del
camino
al
compromiso,
ms
que
social,
como
Design Cognition
55
56
SIGraD i 2013
Conclusiones
Referencias
Bustos,
G.
(2009).
Tutor:
Dr.
Martin,
Vctor.
Epistemologa
compleja
del
diseo
arquitectnico
con
Tecnologa
Digital:
ASMI
en
los
talleres
de
diseo
arquitectnico.
Trabajo
para
optar
al
ttulo
de
Doctora
en
Arquitectura.
Divisin
de
Estudios
para
Graduados.
Facultad
de
Arquitectura
y
Diseo.
Universidad
del
Zulia.
Machado
Penso,
M.
V.
(2012).
Desde
la
TRANSformacin
hacia
la
TRANSposicin.
Trabajo
para
optar
al
ttulo
de
Doctora
en
Arquitectura.
Divisin
de
Estudios
para
Graduados.
Facultad
de
Arquitectura
y
Diseo.
Universidad
del
Zulia.
Martin
Fiorino,
V.
R.
(2008)
Desafos
actuales
de
la
tica
Aplicada.
Uniojeda
Fondo
Editorial
de
la
Universidad
Alonso
de
Ojeda,
Costa
Oriental
del
Lago,
Maracaibo,
Repblica
Bolivariana
de
Venezuela.
Morin,
E.
(2006).
El
Mtodo
6.
tica.
Ediciones
Ctedra
(Grupo
Anaya,
S.
A.),
2-6.
Juan
Ignacio
Luca
de
Tena,
15.
28027
Madrid.
Design Cognition
57