research development document

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Anca Trestian - Research Development Document

description

Anca Trestian

Transcript of research development document

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Anca Trestian - Research Development Document

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inspiration

Arne Quinze - Cityscapehttp://dailyserving.com

www.brusselspictures.com

arne quinze

Belgian artist and designer, Arne Quinze, has developed a set of enormous wooden sculptures that were spread in the city of Brussels.“Cityscape” encourages people to engage into an interesting experience, being able to walk under and admire the specta-cle of changing in light and shadow s. It is impossible to walk by and not feel anything.Materials used for construction are concrete and wood.“Working with natural materi-als gives the installation a very pure and human aspect. I always work in a sustainable way.This is one of the most impor-tant things for me. All used wood has the EFC-label, a European standard. For every tree cut, there will be planted a new one. All wood is 100% recyclable into new �xtures, and is going to be completely reused after the deconstruc-tion.” Arne Quinze

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inspiration

Arne Quinze - The sequencehttp://www.dezeen.com

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design

City street of London

urban furniture - the brief

By speculating a small scale design project, I aim to explore the potential of digital design tehniques, to challenge the results and compare it to traditional design tehniques.The focus is on the growing redundancy of urban street-based icons as a result of changing patterns of social behaviour driven by new tech-nologies.

Therefore here is a short classi�cation of urban furniture spread across London.

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re�ective tra�c cones

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a) London traditional phone boothb) park benchc) litter bin

design

City street of London

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b

c

a

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design

City street of London

bus stop design

Starting with the idea that a better, more interesting design, would encourage more people to usepublic transportation, I have tried to develop a drawing machine that would create unique shapedbus stop that would also be added to London distinct identity. Along with the double decker,London’s new bus stops will be recognasible from any other city similar constructions. The programwill take into consideration the shape of the sidewalk for its outside shape, as for the interior willself organise by the number of people, ticketing, etc.Therefore the output aimed should be everytime di�erent, but the di�erence would only improveits addaptation keeping an overall appearance to each object created.

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bus stop tottenham hale station

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unite students accomodationtottenham tube station shopping center

design

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weather-High angled hot summer sun-Cold of the winter-Rain and snow

Location-Proximity of the shelter to the street-Location of the shelter in relation to the sidewalk (is it in front, or in back of primary pedestrian tra�c-Height of the shelter-View corridors from and around the shelter

Amenities-Next bus information-Ticketing

Human-Places to sit-Places to stand-Places to lean-Proximity to other riders-Bus route information-Enclosure/refuge-Prospect/visibility ofsurroundings

Lighting-Safety of riders-Renewable energy source-Visibility of signage and bus route information-Identi�cation from afar

Surfaces-Ease of snow removal andcleaning-Water drainage-Variety in surface treatment-Enclosure/refuge-Prospect/visibility of

design

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design constraints

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Reducing to basis, any type of travel can be simpli�ed as a distance between at least 2 points (those points would be any 2 bus stops). Translating this to graphics, any trip would be de�ned by a start and an end and can be represented as a segment that links at least 2 points. Therefore, as the element that will be self organising in the structure of my design, I have chosen a segment which stands for the graphical representation of any rectiliniar movement through space.Trying to �nd a way to arrange the segments in regards of respecting and enhancing urban circulation,I have found several morphologies appropriate for my design.

For a better understanding of forces that apply to my design, I have made a match model which anicipates the movement of the particles involved in the structure. For simulating the repelling of the particle I have chosen 2 baloons that woud arrange the matches. They stand for all the inputs stated before: circulation, places to sit, ticketing, etc.After braking this baloons, maches keep their position by being glued together with PVA, showing a precise demonstration on how the bus stop structure will look like.

model

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match model

baloons

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model

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�nal prototype

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01 computation

random ellipsesThe �rst step is drawing random ellipses, that would stand for points creating a line.

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random ellipses

creating a list for all the ellipses

de�ning the initial environment

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ellipse �ll (red)

adding the ellipse to the list

creating a loop of 4 actions that draws the ellipses on x and y with the values between 0 and 399

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02 computation

random ellipses - creating a classA class is a collection of data that de�nes an object. This step showes how I groupped all the behaviours of the ellipse. Therefore, from now on this class can be called by several functions in the main program, drawing the ellipses

just once.

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class constructor

class behaviours- draws an ellipse

class variables

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03 computation

mouse responding ellipseNext step is creating elllipses by a siple click of the mouse.

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03 computation

mouse responding ellipse

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mouse pressed funcion- records how many times the mouse have been pressed- prints the number of clicks

mouse pressed funcion-upda

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04 computation

meshcreating links between the ellipses

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04 computation

meshcreating links between the ellipses

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mesh constructors- creates faces (links) of 3 and 4 corners

mesh constructors- draws non overlaping triangles

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05 computation

mesh - mouse respondingvertices are slowly attracted to the mouse movement

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05 computation

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vertex functions- records mouse position

vertex response to mouse

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05 computation

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check the video on digital submission

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linked random ellipsesevery press of play brings a new set of ellipses that are spread randomly on the screenand and each are linked

by lines

06 computation

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06 computation

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class lines- creates a class that draws lines between random points

class points- creates a number of points set in the program

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07 computation

linking all the points of a mesh in 2 dFor this step I have created a class of functions that links draws a line between each2 points of the previou screted mesh. This function creates all the points just once, so that

the lines shown are not overlapping.

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07 computation

linking all the points of a mesh in 2 d

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this variable sets the number of spaces between the point that are drawn in the class named “Vertex”

calls the class “Vertex” (that draws ellipses) counting the spaces between vertices

aknoledges all de vertices untill it gets to the end of the list(that being the mesh resolution) and draws a line once between each 2 vertices

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07 computation

linking all the points of a mesh in 2 d

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creates a class ofvertices and draws them

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07 computation

linking all the points of a mesh in 2 dChanging colour of the lines.

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changing colour

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07 computation

mouse responding ellipse

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changing the number of spaces between vertices to 4

changing the number of spaces between vertices to 7

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08 computation

motionThe ellipses are set this time to move within the 2 dimentional onstraints,and the arrow drwed on top of each showes in which direction they poit, resenting to the opposite, everytime they reach the margins.Their speed increases everytime they touch the bounding rectangle and when they reach a certain poit, speed is reset to 0.

Their reachtion to the bounding rectangles is uneven giving every particle a unique movement

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08 computation

check the video on digital submission

motion - video

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08 computation

motion

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giving motion to a particle

the velocity is di�erent on x axis than on y axis

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08 computation

motion

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adds speed, making the particle move faster

setting the margins in which the particle move

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motion

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draws an arrow on the top of the particle, showing its next location

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09 computation

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links between random vertices in 3dThe particle s move untill the “freezeDistanceTreshhold” is reached, when they simply stop

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09 computation

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links between random vertices in 3d

keeps the vertices inside the bounding box, which width, lenght and height are set by the bounding box variable

checks all the verticesif the distance beween 2 is larger than the variable set in the main program (freezeDistanceTreshhold), they stop moving

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09 computation

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links between random vertices in 3d - video

check the video on digital submission

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09 computation

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links between random vertices in 3d

checks all the verticesif the distance between them is smaller than the variable se in the main program (makeStickTreshold), then it draws a line between them

sets the particle to motionand renders the points

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09 computation

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links between random vertices in 3d - di�erent settingsthe no. of vertices = 200

distance permitting lines to be drawn = 120

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09 computation

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links between random vertices in 3d - di�erent settingsthe no. of vertices = 200

distance permitting lines to be drawn = 170

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09 computation

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links between random vertices in 3d - di�erent settingsthe no. of vertices = 500

distance permitting lines to be drawn = 70

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09 computation

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links between random vertices in 3d - di�erent settingsthe no. of vertices = 1000

distance permitting lines to be drawn = 50

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09 computation

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sets and draws the bounding box

sets and draws the bounding box

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09 computation

links between random vertices in 3dCreating links between the vertices that are drawn betwee the margins of a cube.

Starting to create the boundary for the structure of my bus.

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10 computation

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repelling particles

sets the velocity and the acceleration of the particles

creates 100 particles and 2 baloons (repellers)

displays all the baloons and particles

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10 computation

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repelling particles

creates an object named “baloon” that draws particles and gives them the fuctionof motion and steerng into the opposite direc-tion when they reach a baloon

creates an object that draws particles and gives them the function of motion and steering to the opposite direction when they reach a baloon

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10 computation

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repelling particles - video

check the video on digital submission

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11 computation

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repelling particlesAt this step, the particles are attracted by the baloons, and at the same time repelled, whereas they are also keep-ing the same distance between themselves. The baloons can be moved with the mouse drag, �tting to any place-

ment as lond as it is inside de bounding rectangle, set in the main program.

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11 computation

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repelling particles

checks the mouse location and resets the baloon position on x and y, to follow up

updates the forces of the baloon

calculates the forces that would be applied to the particles

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11 computation

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repelling particles

creates the steering force responsive to the baloons

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11 computation

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repelling particles - video

check the video on digital submission

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12 computation

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rendering movementNot setting the background in the mainprogram is showing the recent path that the particle move onto, creating

intresting graphics

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12 computation

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rendering movement

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10 computation

repelling particlesFor obtaining the spaces in the structural massof the bus, I have added 2 circles that have the propriety to repel all the particles, starting to simulate wholes that are nedeed for circulation,the number of people using the bus stop,

the sitting area, etc.

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12 computation

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rendering movement

setting the bacground o�creates the rendering of parti-cles trajectory

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12 computation

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rendering movement

check the video on digital submission

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12 computation

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rendering movement

check the video on digital submission

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13 computation

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�nal program - video

check the video on digital submission

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13 computation

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�nal program - output

3d model - keypress “X”-that can be rendered for a presenta-tion, in other specialised software (3d max, maya,etc.)-a product ready for 3d printing

video - keypress “ ” (space)-a QuickTime �le of the particles motion and their lines that link every 2 vertices, when they reach the distance input in the main program

pdf image - keypress “R”-a capture of the particles structure, from any view manipulated in the programs window

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13 computation

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�nal program - overviewmain program

produces pdf

produces 3d model

displays the image in 3D

produces a video

creates a number of vertices set by the “numThing” variable

creates 3 repellers with a random position and dimention, located within the boundigbox

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13 computation

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�nal program - video

check the video on digital submission

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13 computation

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�nal program - overviewclass Sticks - creates an object with the fuction of checking all the vertices within the bounding box, and draws

lines if the distance between every each 2 points is in the range set by the “stickLenght” variable

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13 computation

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check the video on digital submission

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13 computation

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�nal program - overviewclass Ballon - creates a 3d sphere whith a radius that represents its magnitude

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13 computation

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�nal program - video

check the video on digital submission

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13 computation

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�nal program - overviewclass Thig - creates an object that is set to motion, that reacts to every other object created by the class baloon,

and it tries to keep the same distance between its members, inhabitating the entire bounding box.

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13 computation

�nal program - testing the outputThe �nal product tests the dimentions of the wholes in the mass structure of the bus stop. It tests the density of the structure (the number of point involved in the process), the lenght of the lines linking all the vertices and the

lenght of the particles motion, controlling the freezepoint.

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�nal program - overviewclass Thing

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particles that are still in motion are grey

as soon as the particles stop moving they turn red

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�nal program - overviewFreeze -the freeze “distanceTreshold” variable, sets how long the particle will move and stops the dtawing of

lines linking them, if the particles are still in motion

13 computation

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�nal program - video

13 computation

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check the video on digital submission

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13 production

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productionAs the 3d printing technology has not reach yet the point for unexpensive mass production, here is an example of producing this type of structure. By welding all the wires and molding them together, Pencil studio has produced this beautifull installation named “Non-Sign II”, located at the US boarder, near Vancouver. In this case the generative design would only be a way for testing the shape , and decid-

ing how will the �nal structure look

www.designboom.com

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14 computation

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drawing machine - start modelRepresenting and understanding a shape, can be done both by manufacturing a modelor a computing represen-tation. In the pursue of �nding a shape that is detached from any planar constraints, I have �rst developed a model that studies the relation between the contingent steel wire structure, and the fabric as the outside layer that keeps

it together, stretching towards de�ning the outside shape.

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14 computation

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drawing machine Trying to represent the wires in a di�erent way than by moving their bezier point in one of the software that I would usually use for my 3d modelling. Therefore I created a program that , withe the help of controllers will be

able to handle easier a 3d wire construction

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14 computation

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drawing machine - steps in de�ning �nal structure

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14 computation

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drawing machine - bezier For de�ning a curve, processing needs a 4 point input, with their x and y

bezier curvature

A (x1,y1)

B (x2,y2)

B (x3,y3)

C (x4,y4)

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14 computation

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drawing machine - bezier For de�ning a curve, processing needs a 4 point input, with

their x and y

curve 1x, y and z are de�ned by the user, one point is �xed, only 3 points can be manipulated

curve 2x, y and z are de�ned by the user, one point is �xed, only 3 points can be manipulated

curve 3x, y and z are de�ned by the user, one point is �xed, only 3 points can be manipulated

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14 computation

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drawing machiner

exportes lines as a 3d model

de�ning each point coordonates

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14 computation

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�nal program - video

check the video on digital submission

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15 computation

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detailed 3d interpretationFor simulating the conection between theese lines, I have used Grasshopper , linking each curve with a straight line. This new interpretation does not aim for a perfect replicate, therefore this created a new way of de�ning

space, morethan and not a tool that simulates fabric.

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13 prototype

prototype - 3d printingBy feeding a �le containing the 3d model to the printer, the product is realised by laying down succesive layers of materials. For this, the printer takes several cross sections through the computing object, printing each slice on top of the other. This

way, a very detailed preview can be obtain on any scale.

067http://mmozolewska.com

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detailed 3d interpretation

15 computation

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�le is imported into Rhino

each curve is devided in the same number of parts, vertices obtaine are linked with a line

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detailed 3d interpretation

15 computation

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detailed 3d interpretation

15 computation

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detailed 3d interpretation

15 computation

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16 production

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drawing machine

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16 computation

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drawing machine - video

check the video on digital submission

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16 computation

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drawing machine

de�ning all 7 steps of the curvature

drawing 9 lines for each step of the tightness

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16 computation

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drawing machine

the user can manipulate every step of the de�ned curvature

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17 computation

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drawing machine - ant tunnelDe�ning a di�erent condition on the interior from outside.

This program start a random number of points that are costantly moving to follow a path de�ned by a math-ematycal ecuation

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17 computation

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drawing machine - ant tunnel

setting a random velocity, accelera-tion and position to noise

movement formula

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17 computation

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drawing machine - ant tunnelSeting the frequency controller

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drawing machine - ant tunnelFrequency set to minimum

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17 computation

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drawing machine - ant tunnelFrequency set to maximum

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16 computing

drawing machinethe perfect curve

After studying the relation between wires and material elasticity I have developed a program that studies, on a certain range, the curvature tightness between two points, which is simulating the elasticity thatdi�erent textile

materials, o�er to a wire in tension, creating this way space.

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drawing machine - ant tunnelFrequency set to maximum

15 computation

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drawing machine - ant tunnel

15 computation

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frequency se to 5 frequency se to 5

frequency se to 6 frequency se to 7

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readings

18 redings and web

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- Algorithms for visual design using the Processing language , 1962,Terzidis Kostas

- Processing: A Programming Handbook for Visual Designers and Artists, Casey Reas and Ben Fry

- Form+Code in Design, Art, and Architecture, Casey Reas, Chandler McWilliams, LUST

- Process Compendium 2004-2010, C. E. B. Reas