TY - GEN
T1 - Discrete heuristics
T2 - 17th International Conference on Computer-Aided Architectural Design, CAAD Futures 2017
AU - Pinochet, Diego
N1 - Publisher Copyright:
© Springer Nature Singapore Pte Ltd. 2017.
PY - 2017
Y1 - 2017
N2 - 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.
AB - 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.
KW - Computational making
KW - Digital fabrication
KW - Human computer interaction
KW - Shape grammars
UR - http://www.scopus.com/inward/record.url?scp=85025169144&partnerID=8YFLogxK
U2 - 10.1007/978-981-10-5197-5_17
DO - 10.1007/978-981-10-5197-5_17
M3 - Conference contribution
AN - SCOPUS:85025169144
SN - 9789811051968
T3 - Communications in Computer and Information Science
SP - 306
EP - 326
BT - Computer-Aided Architectural Design
A2 - Cagdas, Gulen
A2 - Ozkar, Mine
A2 - Gul, Leman Figen
A2 - Gurer, Ethem
PB - Springer Verlag
Y2 - 12 July 2017 through 14 July 2017
ER -