STUDIO AIR EOI

34
ARCHITECTURE DESIGN STUDIO: AIR HUANZHI CHEN

description

partB for AIR studio Gateway Project

Transcript of STUDIO AIR EOI

ARCHITECTUREDESIGNSTUDIO:

AIR

HUANZHI CHEN

Hello. My name is Huanzhi Chen, if it is too hard for you to pronounce or remember, you can also call me William. I come from China originally, but since I have a passionate interest in western culture, I chose to become an Australian citizen.

I have been educated here in Melbourne since year 9. When I was little I loved painting and mak-ing models. I was the arty person in my business-man family. Since I still could not jump out of that businessman mind inherited from my family, I de-cided not to become an painter but a space maker-- an architect.

In fact, it wasn’t a bad choice after all. I am now enjoying studying architecture and I am looking for-ward to the exciting world of digital architecture.

WHO AM I?

MY EXPERIENCE WITH DIGITAL DESIGN

1 2 3

4 5

My first encounter with digital design was in the year 1 Virtual Environments when Rhino was taught to produce a lantern. I enjoyed the subject in both the design process and the design outcome.

Since then I used Rhino to work on a few projects with the aids of V-ray to add a bit more effect in presentation.

Outside the school, I used Rhino, Photoshop and Illutrator to help some of my friends to visualize their new home (see pic 4) or to design a logo for them (see pic 5). Digital Design had opened a new world for me and I wish Studio Air can once again expand my ho-rizon in this area.

Architecture as a Discourse [W]hile Glenn Murcutt holds tight the Pritz-ker Prize in his arms smiling at his hand-drawn de-signs, on the other side of the world, Greg Lynn is presenting his formal experiments with use of complex computer algorithms, which stun the eyes of people. Nowadays, architecture as a discourse has been split into small groups based on different design process and focus. While some architects is scratching their head designing a structural sys-tem with vertical columns and horizontal beams that acts as the skin and aesthetics of their build-ing, there are architects who attempt to widen the horizon of architecture discourse by using digital technology as a tool to generate complex, yet log-ical forms. “To make architecture is to map the world in some way, to intervene, to signify: it is a political acts.” (Dutton et al, 1996) Architecture had never been just a built object but rather it has a power to speak and communicate with the environment. Glenn Murcutt surely speaks his Australian origins with his delicately assembled houses, but the best ‘speech’ by an architecture is the result of the best response of its architect to his surrounding envi-ronment, one that listens and thus ‘intervenes’ the era.

What kind of era are we in? When the text here in this document are to be edited without a drop of ink or a piece of rubber, we should realize we are in the era of information and technology, an era never existed before. When computers allow us to do more, why should we stay with vertical columns and horizontal beams?

Not to say that Glenn Murcutt’s design prin-ciples aren’t sensitive to what is happening now--in fact, local materials, simple construction pro-cess and passive designs of his projects express his standing and sensitivity in environmental practic-es. However, there are more that he can do with the assistance of technology and at the same time remain these principles.

Greg Lynn on the other hand, took advantage of digital technology to expand the possibility in architectural forms, he seeks non-modularity to forms, while keeping in mind of the environmental responsibility. Both Greg Lynn and Glenn Murcutt represent their group of architect who contribute to the discourse of architecture in 21st century.

There is no right or wrong approach but there is a better one among them who take technology as the key to open up a brand new century of archi-tecture.

Without being ModularGreg Lynn

[T]he Korean Presbyterian Church is one of a few project of Greg Lynn that come to realization. It was done as a result of collaborative work with two other firms.

[I]n his world of design, Greg Lynn is not very interested in simple ideal geometric structures likes those vertical column and perfect arches. But rath-er, he learns from the nature by studying the generic forms and generic evolu-tion of organisms which he discovered a pattern of change in these organism (Greg Lynn, 2005), and it is this ‘pattern of change’ that inspires his works both formally and structurally.

[T]he Korean Presbyterian Church has a series of roof covering above the main stairs. Without being modular, these roofs are varied in size, struc-ture and distance in a similar way. According to Lynn, it is a ‘calculus based definition’ that make the roofs change in pattern. This change of pattern de-fined by calculus not only contribute to the formal features of the church but also to the spatial experience of visitor- the rational change in distance and opening between components create a high sense dynamic movement in space.

Computation in Architecture [N]owadays almost every part of our daily life is closely connected with computer technology. From the moment of our phone alarm waking us up punctually in the morning, to when we are suc-cessfully transferred to the floor of our office by lifts, then to the moment we reply an e-mail, our day is run by computers and program motivated environments. Just like what Kalay1 thinks about computers, they are ‘superb analytical’ brains which can accurately accomplish what they were told to do.

Of course, talking about accuracy and speed, human brains were never a good rival-- we can not wake ourselves up at 8 o’clock sharp, not to men-tion sending a message to a friend far away in sec-onds. Since we know the operation of computers were ran by programs that were programmed by humans, who also controls the thinking and re-sponding logics of computers, so ultimately digital products, including that the digital design of archi-tecture as our interests in this subject, were all pro-duced through the creative and intelligent brains of humans.

In the process of design there are qualitative fac-tors and issues that computers, with its rational analytical function, cannot solve or comprehend since there aren’t any benchmarks or criteria. In this point of history where the architecture of ‘eu-clidean geometry of discrete volumes represented in Cartesian space...’2 has become less and less of people’s interests, what kinds of forms and compo-sitions of architecture would find its place in the changing taste of general public is a question only can be answered by our brains.

“If we could find a way to take advantage of the abilities of computers where ours fall short, and use our own abilities where computer fall short, we would create a very powerful symbiotic design sys-tem.’3 I agree with Kalay’s idea about where the re-lationship between designers and CAD programs should end in the future .

Theoretically, the best digitally designed archi-tecture should be a combination of human intu-ition and computer rational abilities which one of them should be the complementary to the other. However, I do see the need to establish a clear un-derstanding of the hierarchy between the two en-tities in this relationship. A question should arise and be answered: in an appropriate approach to digital design of architecture, does the rational and analytical functions of computer come first before human creativity, or in the other word, does cre-ativity follow creation?

According to a video that mentioned in the lec-ture, because the interfaces in programs needed for digital design had become more and more us-er-friendly, designers are becoming unable to un-derstand how programs work and thus they have became more and more distanced apart. Therefore as a beginner in digital design of architecture, we students can easily fall into traps where we see all the flashy possibilities generated by computer programs, and then we bury our creativity in the process of claiming one of them as our own-- just because we know a few curves and a ‘Loft’ button can generate an organic form, we can mistakenly think that generation of form is only the result of curves and point. In this circumstance where hu-man creativity is constrained by modular behav-

1,2,3: Yehuda E. Kalay, Architecture’s New Media : Principles, Theories, and Methods of Computer-Aided Design (Cambridge, Mass.: MIT Press, 2004), pp. 5 - 25

iors of computer programs, any creativity should be considered ‘fake creativity 4’ that it is only a cre-ation of the program’s programer. The continuous development of such ‘creativity’ is heavily relied on the technical improvement of the program. As a result, this ‘creativity follows creation’ approach to digital architectural design is very limited.

On the other hand, if ‘creation follows creativity’ finds its roots in the design process, digital archi-tecture can probably see a more promising future. Buildings saw their formal limitations with a ‘cre-ativity follows creation’ approach before Renais-sance 5, as the improvement in architectural design were made after Renaissance, that the ‘creation fol-lows creativity ‘ approach began to be employed, building forms revealed more opportunities and possibilities.

4. Lawson, Bryan (1999). ‘’Fake’ and‘Real’ Creativity using Computer Aided Design: Some Lessons from Herman Hertzberger’, in Proceedings of the 3rd Conference on Creativity & Cognition, ed. by Ernest Edmonds and Linda Candy (New York: ACM Press), pp. 174-179

5. Kalay,20046,7. Kolarevic, Branko, Architecture in the Digital Age: Design and Manu-facturing (New York; London: Spon Press, 2003), pp. 3 - 28

House Prototype in Long Island

Even to these days, this approach of architectural design is still strongly influential. Greg Lynn in his House Prototype In Long Island 6, used ‘inverse kinematics’, seemingly unrelated to traditional ar-chitectural forms, to create complex forms. By ap-plying the principles of inverse kinematics, Greg Lynn constructed a ‘skeleton’ formed by ‘bones’ and ‘joints’. Similar to structure of human body, once a ‘bone’ is lifted by either internal forces or site-introduced forces, the other bones will also act accordingly due to the connection at the joints. The degree of the angle or height of which the bone can be lifted to is infinite and so is the form of the skeleton. Therefore if this skeleton is to put on a layer of skin to generate a form, then motion-based approach can generate tens of millions of forms. More importantly, this layer of skin depicts an or-

In forward kinemat-ics, elements from top to bottom within the system are not connect, in inverse kinematics is opposite, since all ele-ments are correlated by the ‘skeletons’

from the tradition architectural form of ‘euclidean ganic, smooth and continuous form, one that differ geometry of discrete volumes’. Greg Lynn used this project as a showcase for how the creative minds of human can integrate theories from other disci-plines into architectural designs, and how analyti-cal ability of computer become only a tool of simu-lation, to achieve this stunning design outcome.

Similarly, architects from UNStudio borrowed mathematical theory the Mobius Strip as a point of departure, designed a private house 7. The de-sign of the organizational and formal structures of the house was based the principles of Mobius Strip, the end result was an interesting space where the intertwining trajectory of the loop relates to the 24-hour living and working cycle of the family, where individual working spaces and bedrooms are aligned

4. Lawson, Bryan (1999). ‘’Fake’ and‘Real’ Creativity using Computer Aided Design: Some Lessons from Herman Hertzberger’, in Proceedings of the 3rd Conference on Creativity & Cognition, ed. by Ernest Edmonds and Linda Candy (New York: ACM Press), pp. 174-179

5. Kalay,20046,7. Kolarevic, Branko, Architecture in the Digital Age: Design and Manu-facturing (New York; London: Spon Press, 2003), pp. 3 - 28

but collective areas are situated at the crossing of the paths. The clever borrowing not only made Modius House visually appealing, but also adds more depths to the form as it make the spatial ex-perience more dynamic and human-focused with the ‘8’ shaped spatial organization and its internal functions. In this process of design, computation or computer program was only a tool of transfer-ring concepts into readable construction drawings.

Therefore, digital technology or computation do play an important role in the process of architec-tural design when human cannot do precise cal-culation, measuring or drawings. But Since human creativity should become the starting point of suc-cessful architecture design, computation is only a means to create this creative product. Creation should follow creativity.

Mobius House by UNStudio

[A]s this parametric technology become more mature and common, parametric design is being pushed to another hill-top of the architec-tural history. Although parametric design itself is very similar to that of conventional design in terms of the fact that both are a process of constantly de-coding design problems, finding and amending design possibilities and then ends with a negotiat-ed design solution. However, comparatively para-metric modeling makes this design process, which requires a high level of rational management, more explicit, rapid and user-friendly.

To put it into a simple explanation of what para-metric design is, the idea of an ‘equation’ achieves the purpose. If a parametric design is to be trans-lated into an equation, where the designer writes all the items and mathematical notations as well as the outcomes, symbolizing all the elements, their composition and the design outcomes in real life, then what differ from parametric design to the conventional one is the relationship between all the elements in this equation.

In this example of the equation, all the items and notation are interrelated, that one change in each of items or notations can cause correlated action of the other element and thus the whole equation. Parametric modeling is making these ‘correlated actions’ automatic rather than manually if it was conventional design process. Although to pro-grammers or professional parametric designer, the word ‘automatic’ comes out too straightforward and simple as it involves far more unseen processes such as complex calculations and algorithms, but for most of us who are unprofessional, parametric design or modeling offers a user-friendly working

space, one that can help encouraging deeper un-derstanding about how, in a methodological sense, our design solutions are generated and how easily they can be generated.

Robert in his book, Element of Parametric De-sign1 mentions that in the process of design, para-metric modeling retrieves or improves the design skills which we could but didn’t employ due to conventional design process. These skills include conceiving data flow, dividing to conquer, naming, thinking with abstraction, thinking mathemati-cally and thinking algorithmically. Conventional design and design process relies heavily on spe-cialized knowledge, intuition and experiences, the design results would seem too limited. By using parametric design, our design process is easier to understand, to control and become more differen-tiated and efficient.

In our class exercise, the performance of Grass-hopper is truly fascinating. Before the use of grass-hopper, objects within the space of Rhino are de-fined with shapes and volumes. In previous design experience with Rhino, if we are to change the form of the object, we need actions such as stretching and scaling them to do so. In this design process, history records about the changes of an object or actions performed are very limited for later reas-sessments. Thus we often encounter an awkward situation where we happen to change our mind, and desire to change the grid size of which an al-ready in place 3D paneled structure is based, and then we find out that we need rework everything to make a small change. Reworking is always time-consuming and the tested results aren’t always guaranteed. However, with Grasshopper, this issue

Parametric design in Architecture

1. Woodbury, Robert (2010). Elements of Parametric Design (London: Routledge) pp. 7-48

is improved by a great extent. The power of para-metric modeling allows me to only change the val-ue of the specific ‘box’ or parameter that controls grid size, so it automatically affects the information flow through the entire graph, in order to change my 3D panels. This happens algorithmically, rap-idly and free from reworking.

However, the power of parametric design isn’t the algorithm which does the job automatically for designer; but rather, the amazement of it is that we can control this algorithmic process to gain control of the design outcomes.

The International Terminal at Waterloo Station London2 is a good example to explain this. In this project, the designer Nicholas Grimshaw and Part-ners design parametrically a roof which consists of a series of ‘dimensionally different but identically configured’ arches. The geometry of the arches and the structure were defined by mathematical equa-tion, which entails that the change in geometry of arches is according the change of its span. Thus each arch is changed based on a pattern or the ‘rate of change’ that makes the whole form more organic

change that makes the whole form more organic and smooth. In here, the idea of ‘rate of change’ in-troduced in the project is very much like the roofs in the church project of Greg Lynn, as mentioned previously. Both of the projects, through the help of parametric modeling, are able to control algo-rithm processing of its design and thus give their controllable architectural space with more conti-nuity and dynamics.

2. Kolarevic, Branko, Architecture in the Digital Age: Design and Manufac-turing (New York; London: Spon Press, 2003), pp. 3 - 28

Roof section of Interna-tional Terminal at Water-loo Station London

Conventional Model-ling process

Paramatric Modelling process

All above are to show the power of technology, and it ability to help us to do so much. It opens up the possibilities unthinkable in conventional world of architecture. As long as we are able to free our imagination in the design process, with the assistance of digital computation such as parametric design, we can create architectures that are very promising now and in the future. The project of ‘Western Gateway’ in Wyndham City requires intense computational means to ac-complish its set goals.

In the purpose of upgrading the condition and aesthetics of its streetscapes, parametric tools are needed in the process of design the gateway in-stallation. Seeing that the project trying to follows on the form the success of ‘Seeds of change’ in-stallation at Princess Freeway, which the design is inspired by the nature, I do see the starting point of my design of the proposal—biomimicry. This means we can learn from the nature, its models, systems, systems, processes and element to free our creativity and take inspirations.

With biomimicry being my potential starting point, I do need to keep my design abstract, in-spirational and dynamic to its users, probably mostly drivers. To achieve these qualities in my design I need the help of Grasshopper and Rhino. These design tools also help me to perfects the complex forms or surface, and entails construc-tion methods so the design become makeable and visually appealing.

What does it mean for our project?

Design Focus

To both City of Wyndam and City of Melbourne, the Gateway project holds a very important mean-ing to them. For an installation which is to be placed at the urban fringe acting as an entrance sign, we the WY STUDIO think that it carries the responsibility to introduce and shape an positive image of the city of Wyndam and to enhance the driving experience of those who travel through it. On top of this, we think this ‘driving experience’ should not limit in time and space, that is, drivers should have rooms for imagination and rethink-ing in their minds even after they have past the in-stallation. This effect that we wish the installation can bring are to be constructed and emphasized by the careful articulation and combination of special forms, structures, composition, materials and nat-ural forces.

As one of the hardest aspects of the project, how we can successfully translate the multi-faced city culture and image of Wyndam into a tangible but at the same time abstract architectural form is what we need to be precise and mindful about.

Undoubtedly, the city of Wyndam displays an im-age of a young and increasing growing city where very limited historical burdens have been placed

on it to restrict its innovation and freedom. How-ever, the development or the ‘growth’ of the city inevitably needs nutritions from external envi-ronment -- the ‘nutritions’ in forms of knowledge, culture and economic income people leave behind during their exchange between Wyndam and other cities. Most of these people mainly go for or come from the bigger city, Melbourne, the heart of the state. Everyday hundreds of thousands people are traveling for work or school between Wyndam and Melbourne via Princes Freeway, injecting enormous amount of ‘nutritions’ to Wyndam, and makeing the existing urban fabrics which connects city to city, such as the freeway, an important con-tributor in the growth of Wyndam. Therefore as it displays a sense of reliance to the existing ur-ban fabric which allows the population exchange between cities, Wyndam as well as other second-ary cities express some degree of adaptability, that instead of growing vastly without direction, they grow with proximity to the roads and infrastruc-ture that the existing urban development already provided them. Such an city development trend where one’s growth rely on its connection with others is, in the eyes of WY STUDIO, obvious in the image of Wyndam.

The ‘growth’, ‘connections’ and ‘adaptability’ then are keys words to Wyndam City, and it is unsur-prising that these key words link to organisms on earth that they also need nutritions for growth, they need connections to live collectively to ex-pand, and they also need to adapt to different con-ditions to survive and reproduce. Seeing this relationship between coral and Wyn-dam, we chose to move our design focus to Bio-mimicry, that we intend to mimic the structure, the growth pattern and appearance of organisms to inform design solutions for the Gateway project.

During our research process, we found that coral was pretty interesting and inspiring to us. Corals were given by the nature a special fractal rules of propagation. Through observations we found that their fractal structures help them seize necessary nutritions such as food and light; in a large coral reef, the sharing and transmission of information between coral had made its community resilient to changes happening around.

Besides, corals also display high aesthetic values in their complex but unified patterns as well as the variations of colors on its skins, allowing us to see design potentials in which we wanted to ‘enhance

driving experiences’.

Therefore, coral express a very strong connection with city of Wyndam. Biomimicry helps us to re-define both objects so their similarity can possibly be synchronize in the Gateway installation.

Case Study 1.0The Morning Line The Morning Line project is an inspiring proj-ect to our Gateway project that it deals with frac-tal process , where the structure is constructed by constantly mirroring a base solid, and attach the solids with smaller version of itself. The un-derstanding of structure gave us a starting point to tackle the idea of growing, especially how ele-ments rely on each other in order to grow.

Beside structure, the pattern it produces on each faces of solids and the action of taking the base solid away leaving behind the pattern creat-ed very unexpected texture and depth to the in-stallation. This project, then, helps us to see more

of what structure can do, that structure doesn’t have to be seen to express itself, but rather it can use it’s ‘skins’ or other mediums as forms of expression.

Investigation on the existing ‘fractal’ definition provided was done through 3 basic genres of solids-- the tetrahedron, cube and icosahedron.

The definitions were manip-ulated by changing the scale factor and the numbers of the recursive algorithms to get dif-ferent kinds of results.

Tetrahedron Cube Icosahedron

Form Exploration

Change the center of scaling from vertices of the brep to the centroid of each face of the brep. This extracts the frame out of the solid which is inter-esting , and it provides ideas for the installation’s structure and fabrication method.

(Right) The trimmer solid which helped to create the frame.

(left bottom) Attempt to run the framing algorithm again on top of the a frame (left above) failed because the properties of components have changed from a pure tetrahedron.

Form Exploration

Form Exploration

The switching of the object to be trimmed & trimming object in a trimming process arouse my attention when icosahedron created two left-over form. The form exist inside (right middle) of the larger one (right top), is a icosahedron with centroids of faces concaved towards the center for a certain distance.

I tried to create my own definition of such a form (right bottom) because to us we think it looks more like a coral and more develop-able.

Trimmer Trimmed oject

I attempted to create the same fractal effect as the morning line, having solids growing on the con-cave surface, and the scaled solid is orientated in such way that the edges will meet with the larger solid’s edge so it is fabricable.

Form Exploration

Case Study 2.0Reverse Engineering

Reverse engineering involves looking at a final product and work out how it was produced step by step.

Before I start with grasshopper, I wanted to cre-ate the Morning Line structure using just Rhino itself. Constantly mirroring a base solid helped me to create a structure very similar to the image, but I feel that it lacks depth in its creation process and it is quite static which can’t represent how coral or organism grow in ‘motion’.

Structuring Fracturing Replacing

BASIC GEOMETRY

ATTRACTOR PT.

FIND CLOSEST FACE

MIRROR

SECOND GEOMETRY

Recu

rsiv

eMotion-Based Form Generation

Diagram showing how the structuring strategy will run in Grasshopper recursively to create the notion of motion in growth and in organism adaptability

1

2

3

Grasshopper definition

Motion-Based Form Generation

The structure showing on the left is created by manually repeating the same mirroring definition for each tetrahedron, which left with a very huge grasshopper definition. Not problematic, but new way of motiavting a recursive algorithm need to be investigated to make the whole programming easier and faster.

‘Site forces’ , in this case , the attractor points are introduced so that the each branch of the struc-ture will ‘grow’ towards its own attractor point.

The structure itself therefore become very adaptable with changes in different site forces, this drawing back to the adaptability of the city of Wyndam as well as the coral.

Motion-Based Form Generation

(left) Attractor points tracking down a curve, this make s the structure, which changes due to posi-tioning of the attractor points along the curve is traceable and more controllable.

(above) Grasshopper plug-in Hoopsnake is used to run algorithms recursively. With the plug-in now the structure is able to grow along a curve .

Tools

The speed for with the attractor point move along the curve needs to be carefully calculated since too slow(left) the structure will jam up and mir-ror itself to the same place over and over again; or too fast (right) the structure will not follow the curve perfectly.

Attempts are made to change each solid’s size to add more complexity to the structure but this won’t work since their edges wont meet and so it is very difficult to fabricate.

StructureExploration

StructureExploration

Fractal tetrahedron is ‘looping’ along the curve in attempt to create a similar structure as The Morn-ing Line.

Rebuilding The Morning Line

Rebuilding The Morning Line

Pattern Exploration

Prototypes

The prototype models shown are fabricated with paper and each element is connected by glue. However, glue isn’t our first choice as ‘fix-ture’ and ‘static’ isn’t our design focus but rather the opposite. In order to create something dynamic but at the same time structurally stable, we didn’t go on studying the forms or patterns, but rather we study the joints which can possibly inform a dy-namic, changeable, built-in-motion(much like what we did with Hoopsnake) fabrication pro-cess.

Therefore we used magnets joints. The power of magnets allow each element to be assembled and un-assembled easily. This means the structure can change any time depending on design intents and site forces. Thus we can successfully trans-late the motion-based form generation process in grasshopper into tangible matters. This again goes back to the idea of growth, connections and adaptability.

Joints

Final Form Exploration

Attempts were made to use a collection of curve as the base for the form generation, but the more we work, the more we found that the structure is too limited to ONE line, that many constraints can stop it bring up the aesthetic value, or to ‘enhance driving experience’. Re-search on alike project is needed.

LAVA window installation

The window installation done by LAVA is a very similar project to ours . The way the little dodeca-tedrons are assemble and apertured was inspired by coral reef. The overall composition of element was beauti-fully done. Different to ours, the structures of the assembly of the elements are in a cluster/bunch form with give it more freedom to shape figures in a more textually interesting way. This is some-thing we can learn.

Final Form Exploration

The finally form is developed by slowing down the speed of attractor points’ movement at Hoopsnake runs. As it becomes slower, the mir-roring is happening more frequent in a given dis-tance, thus give ‘thicker’ branch than it used to be.From this we can create a cluster of element pret-ty similar to what has been done by Lava.

Conclusion

This collage shows roughly how the structure can sit on the landscape. Having denser (right side) branches on the right and less dense on the left is trying to emphasize the sense of growing, that small branches can grow and reach out like cor-als. We think we are very strong in the idea of grow, connections and adaptability. Not only will we have static representation of these ideas (over-all structure and form ), but also we will represent these important aspect of Wyndam city in a more dynamic way in how we join our element as well as the form generation and fabrication process.

This chapter of design really encourage us to get into the technical aspects of design, while learn-ing grasshopper is difficult and time-consuming, but it is a tool that enable us to do more complex design and have control over what we do. How-ever, we also need to keep in mind that programs are only here for assistance, that they only serves the purpose of visualizing ideas in our head.

Going to the next chapter where final and mean-ingful design is created based on what we learn in this chapter , we really need to keep in mind that design are site specific and user specific, and final judgment is given by ourselves, not computers.