Dragonfly: An Ecological Approach to Digital Architectural Design
Published in ACADIA 2011: Integration Through Computation, ed. by J.M. Taron, V. Parlac, B. Kolarevic and J.S. Johnson, pp.178-186. Stroughton, WI: The Printing House, 2011.
(Co-authored with Daniel Hambleton)
In his keynote address delivered to The American Society for Esthetics in 1976, James J. Gibson wrote, “Architecture... more
In his keynote address delivered to The American Society for Esthetics in 1976, James J. Gibson wrote, “Architecture and design do not have a satisfactory theoretical basis.” He then asked, “Can an ecological approach to the psychology of perception and behavior provide it?” (1976, p. 413) We believe that it can, at least in part. In this paper, we expand upon Gibson’s insights into the nature of perceptual experience by applying the concept of “affordances” to the design of architectural objects in general, and to the domain of digital architectural design in particular. On our account, the affordance-concept supplies a useful theoretical basis for conceptualizing the relationship between environments and occupants with respect to the form and behavioral meaning of geometrically constructed layouts.
Donald Norman (1988) first introduced affordances to interaction design theorists, as a conceptual tool for predicting how agents will interact with a given product. The extensive body of literature that has since emerged, from human-computer-interaction studies (Ackerman, 1996; Conn, 1995; Moran, 1997; Norman, 1999) to architectural theory and practice (Koutamanis, 2006; Maier and Fadel, 2009), has followed Norman’s lead in defining affordances, somewhat amorphously, as whichever action-related properties of objects are sufficient to elicit the intended forms of behavioral interaction between the agent and object. However, while this is correct, it is only half the story. It leaves unexplained how human perceivers detect and “pair down” on the potentially vast range of possible affordances (at a given time), to select the ones that will be relevant to the coordination and guidance of the targeted actions. Call this the “selectivity problem,” a proper treatment of which is missing from the literature. This is no small matter. If the theory of affordances is to be useful to architects and designers, if it is to have explanatory and predictive power over how perceivers will interact with their surroundings, then some account of the cognitive procedure by which affordances are selected for the deployment of specific behaviors is necessary. Otherwise, it is unclear what the theory hopes to predict or explain.
To this end, we maintain that the couching of affordances in a framework of human intentionality is not only consistent with Gibson’s theoretical views (i.e., the action-oriented definition of the concept of affordances not only suggests an intentional perspective), indeed, such a perspective is necessary if we are to succeed in implementing the affordance-concept into an architectural design context in a way that addresses the selectivity problem. This is one of the goals of “Dragonfly,” a first attempt at implementing the affordance-based control of perceptually guided-action into a digital design simulation. Dragonfly enables human interaction with geometry by encoding the basic principles of ecological psychology (including a rudimentary form of intentionality) into an interactive CAD environment. New vistas for future research and interdisciplinary approaches to design are then discussed, with a special emphasis on their applicability to architecture.
Spatial Query and Object Recognition to Support 3D Digital Building Model Use
prepared for and presented at the18th EG-ICE International Workshop
Intelligent Computing in Engineering (ICE11)
University of Twente, The Netherlands
6th to 8th July 2011
http://www.utwente.nl/ctw/eg-ice/
In AEC practice as well as in academic settings the use of 3-dimensional digital building models is becoming... more In AEC practice as well as in academic settings the use of 3-dimensional digital building models is becoming increasingly prevalent, and the models used tend to be increasingly large and complex. While the use of such models is to some extent enabling collaborative processes of design, analysis, communication and decision-making which were not feasible previously - when analog and 2D digital representations were the norm - it has been widely observed that the use of these 3D models also poses some significant difficulties, particularly regarding the exchange of models in multi-party, multi-disciplinary design processes. The types of and reasons for these difficulties are numerous and varied, but the one of specific interest here concerns the ways in which the data contained in these models is organized and retrieved. The present paper addresses these two interlinked issues and proposes some improvements to the current state of affairs by way of geometric-content-based methods for analyzing and querying the model objects, which can complement the existing text- and other assigned-attribute-based methods commonly employed. Some basic considerations regarding geometric-content-based search and classification are presented, followed by description of tests carried out to assess the implementation of some proposed methods and discussion of the test results' implications for further work in this area.
SMART TOOLS FOR VIRTUAL REALITY BASED CAD
FIORENTINO M. , MONNO G., UVA A. E., Smart Tools for Virtual Reality based CAD , in proc. ADMAIAS04 International conference , 31 August,
Usability in virtual reality based design tools (VRAD) is a major issue since its interaction techniques
are not... more
Usability in virtual reality based design tools (VRAD) is a major issue since its interaction techniques
are not yet fully investigated. Human factors such as pointing precision, fatigue, hand vibrations, lack
of limb support, and interaction anisotropy should be taken into account for a more effective interface
as compared to the 2D. This work presents an ongoing study addressing human performances in VR
during common CAD tasks: picking, pointing, and line drawing. Tests confirm performances
reduction along the user’s head to hand direction, mainly due to occlusion and lack of appropriate
feedback. Three virtual tools are here presented in order to overcome the interaction anisotropy: the
“Ortho Tool”, the “Smart Transparency”, and the “Smart Object Snap”. The new interface has shown
better user performances and improved model understanding. Results achieved in this work contribute
not only toVRAD development, but also to other virtual reality applications, because their context can
be easily extended.

