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Architectural Program

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Client focused project generator. Don't confuse with the 'users' ... Impartial information, preconceptions, assumptions, fantasy, mere opinion. 7/13/09 ... – PowerPoint PPT presentation

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Title: Architectural Program


1
Architectural Program
  • The product of Design 9

By I Quinto Jr.
2
Seminar Objectives
  • Appreciate how imperative programming is to the
    total design process
  • Learn the essentials of programming
  • Listen to ideas, answer questions, address
    issues, resolve controversies, discuss
    possibilities talk and listen

3
Background
  • Design 910 is not the usual research (scientific
    method), therefore
  • It is a terminal project the most major
    design plate
  • Student goes through major phases
  • Proposal theme, search, gather information,
    write defend
  • Programming using Problem Seeking by Pena and
    Parshall
  • Designing Schematics design Development
  • Final Architectural Presentation (defense)

4
Pre-requisite of a Good Building
  • Good buildings just dont happen. They are
    planned to look good and perform well.
    Programming is the first step. It is often the
    most important, but it is not a guarantee.
    (Pena,2001)

5
The Interface
  • The product of programming is the statement of
    the problem
  • The statement of the problem is the first step
    designing.

PROGRAMMING
DESIGNING
6
Background Information
  • Lack of experience
  • Develop basic understanding of the project
  • Visit similar projects
  • Do library and internet search
  • Interview key persons
  • Understand the jargon
  • Appreciate the general nature of the building type

7
Five Steps in Programming
  • Establish goals
  • Collect and analyze facts
  • Uncover and test concepts
  • Determine needs
  • State the problem

8
Establish Goals
  • Client focused project generator
  • Dont confuse with the users
  • What does the client want to achieve (goals), and
    why?
  • How to achieve the goals (concepts)?
  • Bottom line
  • monetary value profit
  • non-monetary social value
  • Could be both, of course

9
Collect and Analyze Facts
  • What do we (architects, design team members)
    know? What is given?
  • Obtainable information, e.g. existing site
    conditions, building laws, meteorological, costs,
    design data
  • Collect only pertinent information (Do they have
    architectural implications?)
  • Usually involves numbers (quantitative)
  • Avoid
  • Impartial information, preconceptions,
    assumptions, fantasy, mere opinion

10
Uncover and Test Concepts
  • Programmatic Concept - abstract ideas intended
    mainly as functional solutions to the clients
    performance problems without defining the
    physical means that should be used to achieve
    them (e.g. convertibility, shelter)
  • Design Concepts concrete ideas intended as
    physical solutions to clients architectural
    problems, this being the physical response (e.g.
    folding door, roof)

11
24 Programmatic Concepts
  • Priority (importance)
  • Hierarchy
  • Character (image)
  • Density
  • Service grouping
  • Activity grouping
  • People grouping
  • Home base (territoriality)
  • Officing concepts
  • Relationships
  • Communications
  • Neighbors
  • Accessibility
  • Separated flow
  • Mixed flow
  • Sequential flow
  • Orientation
  • Flexibility
  • Tolerance
  • Safety
  • Security
  • Energy conservation
  • Environmental control
  • Phasing
  • Cost Control

12
Determine Needs
  • Distinguish needs from wants
  • This step deals with economic feasibility test
  • Cost function (area, quality, budget, time)
  • Area functional requirements of occupants/
    activities
  • Quality austere, grand (cost per square meter)
  • Budget availability
  • Time phasing
  • Cost control does not inhibit creativity it
    encourages it.
  • Economy is not a constraint, it is a
    consideration.

13
State the Problem
  • Statements that will shape the building
  • Premises for design / design criteria
  • One statement for every major consideration (the
    minimum is therefore four)
  • Maximum is ten
  • Clear and concise using programmers own words
  • Focus on the obvious
  • Stress on the uniqueness of the project
  • Avoid locking into one solution
  • Look into performance rather than the description

14
Four Major Considerations
  • FORM
  • FUNCTION
  • ECONOMY
  • TIME
  • All interact with at each step.

15
Function
  • relates to the people and activities of the space
    or building and their relationships
  • Performance
  • The way people and things will move about to do
    the tasks they have to do.
  • implies what is going to happen in the building

16
Form
  • relates to the site, physical and psychological
    environment of the building and quality of space
  • it is what you will see and feel
  • the what is there now and the what we will put
    there

17
Economy
  • The efficient and sparing use of the means
    available
  • relates to money (budget)
  • Implies optimization
  • Cost effectiveness
  • Looks into initial cost, operational cost and
    life cycle

18
Time
  • relates to life (existence) of building
  • change, growth, duration, adaptability,
    convertibility, phasing, cost
  • Past, present and future

19
Information index / framework
University of Mindanao
20
Programming Procedures
  • Provide stimulus to the process
  • Supply key issues to address
  • Dont force it, if some statements do not seem to
    apply

21
Dealing with Information
  • Deal with pertinent information (those that can
    affect architectural solutions, have foresight
    therefore)
  • Process and discard
  • Organize information using the information index
  • Use analysis card technique or a similar
    technique
  • detect what has been omitted or missing
  • Keep in mind that all the essential aspects of
    the architectural design is rooted or anchored in
    the architectural program. Otherwise, its basis
    become questionable.

22
The Analysis Card Technique
  • Paper
  • Use an index card (1/4 of a letter size paper)
  • Preferably with grid lines
  • Wall Display
  • Organize a display according to information index
    / framework
  • Use header cards if needed
  • Advantage
  • Cards are easy to handle
  • Cards are movable
  • Cards may be joined to contain more information
  • Wall display makes it easy to see and test
    interrelationships
  • Shows progress
  • Can be used in presentation

23
How to Draw Analysis Card Thinking and Drawing
  • Deal with one thought at a time
  • Use visual images
  • Diagrams, symbols, sketches
  • Label the parts
  • Use few words
  • State the point
  • Put numbers (if needed)
  • Strive for legibility
  • Design for display
  • Plan for different cards
  • Think cards quick
  • Working cards clarification
  • Presentation cards meticulously drawn for
    consistency
  • Encourage documentation
  • Promote the production of think cards
  • Preplan Routine Cards

24
General Negative Comments on the Past Manuscripts
  • It is cluttered with too many irrelevant data
  • Too obvious copying in verbatim
  • Failure to discuss diagrams and figures
  • Omission of citations (plagiarism)
  • Assuming that the research is good, it is not
    carried out in the design
  • Too vague
  • Failure to focus on the crucial issues
  • Copying chapters of the Building Code
  • Wrong spelling

25
Final Statements
  • Programming is a process leading to the statement
    of an architectural problem and the requirements
    to be met in offering a solution.
  • We cannot offer architectural solutions unless we
    know what the problem is.
  • It is here where the challenge of the lies. We
    have to determine what the problem is and what
    requirements to satisfy.
  • Every word in the program counts. It must find
    fulfillment in the design solution.

26
Reference
  • Pena, W. Parshall, S (2001). Problem Seeking
    4th Ed. New York John Wiley Sons, Inc.

27
End
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