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1989 W Mitchell PDF
1989 W Mitchell PDF
Rule 55 fo ol Ban cod Rule 56 oe ole ae aleoreel| Rule 57 168 THE LOGIC OF ARCHITECTUREBas E E Rules for placement of doors and ese ries windows Gee eee e ze P as : ee eee E F Rule 58 E P > E Rule 59 E 5 Lo dis E E Role 60 E E Gs eee elec B E Rule 61 5 E E E Rule 62 E P > oP Satce P > E E Rule 63 169 LANGUAGES OF ARCHITECTURAL FORMDerivation of the Villa Malcontenta’s pattern of openings 8.46 THE LOGIC OF ARCHITECTURE347 E E Termination rules ate — P Se P > 4 3 p E E Rule 67 eg Hi > Tel BE Rule 68 Eo: E 1 tf ]o Eg E Rute 69 => Rale 70 > => Rule 71 E - Rule 72 ant LANGUAGES OF ARCHITECTURAL FORM848 ‘The final plan of the Villa ‘Malcontenta, after application of termination rules to remove remaining construction lines and labels 849 Schematic plans of the uniaxial Villas published in Palladio’s Four Books of Architecture and ‘generated by the grammar Villa Sarraceno Villa Emo fey CE Villo Poiana THE LOGIC OF ARCHITECTURE850 Complete enumeration of designs in the language gencrated by the Palladian grammar: all the 3 by 3 schematic plan layouts produced by males 1 to 19 DOO) (OOO! |a0) (ooo estat Fa eee] HE La 5 OB) CIC Oo Co} jQng) eh ene OOo GL Ue A Ld [| — OW F) Be) FS fre weg oO) oO ow ow Ol HU DUG 173 LANGUAGES OF ARCHITECTURAL FORMgst All the 5 by 3 schematic plan layouts with rectangular centzal rooms in the Palladian language Oo Oo 3) +000 io} iO OO OO000) OCS) Oooo! Oo 0003) o000) C45; oo iO Oo] OOOH) 3 7 2 OS) oI OE U U Cc} ol OOO0O) (O000] Gee Goo ERR TER OO000 IOWOUO INDI 8 9 TE 7 / DO000} (IoC) oO Oo CoO) OOOO} [ol Oo I} (ol Oo) ol IL) oO LO Oo Ly (OO) = L_] [esa] Lo iO Oo 3 2 oO OO Jere | (OL) 7 im (B= (] Woo} Coo) DOO) Goo Wd oO) (ooo Lo OL) = (5) iO oo} oe) Co Dy Oo OOO) (aL) 18 a C30C J) OOOO} Gog O08 Goneo) AouoU CnC) |(Coucs aoc 22 23 24 OO) (Coo) (ooo 1 +o HOU) co iO iO | = LO iO “ey (HUE OD) 255) 000) *|00 LC) (feo Oo el Oo OOO) es MOOG) (Boqe0) oo00 Cl ec OO) |e OOOWOD) HULL) 27 u aed Ses Pee OOUOO) BUOUO UL UL ea 8 OOOO} |e C Ces) |jG00o0) C200) ooo a | a | A | 38 39 40 a7 cUe Joa OOO) (IOC a LI Co = Cl oo Co OO ul siE (IL) CJD) s/O0F) (0) Bl Oo) job) a oO il [mI im J Ly U Ee) a= | Do iL im io el I LO eee Co) (OD @ 44 4% (| [| ROO OL} jE _0 | (OL 10) oL_IE OL 0) Co OU a8 a 50 COC} (uC) peLles | FEST] FULL | ol OO) oF 52 53 4 55 174 THE LOGIC OF ARCHITECTURELy hes Le ODORO) seomansenes LILI _]} 61 OOO C4 OO 0) UES aq C4 OC} __]} Cl OC) | im (ml | a | C = | L220) [Ooo iC) =] ol & U LIL i LI C4 OI CI Cb) L_} aS DONG) oaneg) ace a) | | | Im 108 109 110 LANGUAGES OF ARCHITECTURAL FORM4 Ue I = | a ol a G4 EIT ETE ul 12 113 4 115 po Sor] C—) | | oc 116 U7 (HEU TLE 18 119 i] JU C im] 5 1 Co) foe co ) We AL i B Gg ks All the 5 by 3 schematic plan layouts ‘with -shaped central rooms in the Palladian language ‘A T-shaped central room allows considerably more free- dom in organization of the auxillary rooms than does an I- shaped central room. The catalogue shows 78 variants on the theme of the Villa Sarraceno (figure 8.53). Finally, there are eight possible 5 by 3 layouts with +-shaped central rooms (figure 8.54). The Villa Malcontenta is number two, and there are five more straightforward vari- ants on the theme of the Villa Malcontenta. The catalogue is completed by two layouts in which both arms of the cross completely span the plan. As noted in chapter 2, Palladio thought that only a few ratios of small whole numbers were suitable for the propor- tions of room plans. If we assume that any room in a layout can be proportioned in any of these ratios (subject to the requirement of bilateral symmetry), and that we know at least one room dimension, the combinations of possible room proportions yield systems of simultaneous, linear, inte- ger equations which we can attempt to solve for values of all the dimensioning parameters. In general, some of these sys- tems will have positive solutions (the values that we seek) and some will not (meaning that the corresponding combina- tion of room proportions cannot be realized in the given layout}. Thus any layout can be developed into fully 176 THE LOGIC OF ARCHITECTURE8.53 All the 5 by 3 schematic plan layouts swith T-shaped central rooms in the Palladian language (OO0C0) GOUGO} Ola) Cool Goo OOM) Fae) Goes) Gow A Ld iO) Oo LO} LL} I 2 7 yy a I _] 1} L___]} es EG er Fo) se | LL —_ [| oo Lio) ___]} [ml E Li Oo oO OO | LI Oo) Co E | 0} i no Sc UW fj] Fao a ry LI CI i Oo ial ia Oo i ol i] Oo oO ol Do (OO CI (| Coo} jo a E F BE (Hl Oo} | Oo} [esl 4 & cI gO Ct L uf U FL F if (Le Im) [ml IC A Lo i LI OO} EL el Fr C LI) [ O CI fl E a F i ml 177 LANGUAGES OF ARCHITECTURAL FORMGonog popeg Ga ae STE ao) eo) |co oo] 65) 7g eu) Wo Se 30) SC So bese) Le Su cso % a w @ wo one) ean ( hh fae dew oe 1 UP al {ci Oo 10) OC Li) Lut 1 Le A) ai @ a @ Boog) oo —] ane we eee Sedb es @ a 7 po) For (eo es cI (See ol — [ a= 1 _) GOO 1] i 7% 7 7 3 Sono Er) por EAS be UP aL Cor al 7% 7 7s 8.53 |cont.) ase rr ¢ shaped ental roms in the Palladian language fongg Goro Gong Earn (ep foc S30) jac sol Fe) ee | Le! Co 178 THE LOGIC OF ARCHITECTUREVilla Hollywood Villa Vine Some original, fully developed Palladian” villas generated by the grammar dimensioned plans with correct Palladian proportions. Finally, any schematic plan can be detailed in numerous ways by application of rules governing selection and place- ment of doors, windows, and entrance features. Figure 8.55 shows some examples of original, fully developed villa plans in the language specified by the grammar. In essence, the grammar concisely encodes knowledge of how to put together Palladian villa plans—the kind of knowl- edge traditionally acquired by perusal of the Four Books and through apprenticeship in the studio. If we consider the cor- responding reductions, it also provides a way to recognize villa plans as Palladian—by successfully reducing them back to points labeled A. DESIGN AS COMPUTATION The view of design that has been developing through this dis- cussion can now be made more precise. We have seen that a design world provides shape tokens which depict architec- tural elements. The rules of a grammar specify the ways in which these tokens may be manipulated. A design process is a computation of specified predicates according to these rules; that is, a sequence of operations on the shape tokens undertaken in an effort to satisfy predicates asserted about the design world. To put this in another way, we can say that the syntactic rules governing a design world establish an architectural type (such as that known as the Palladian villa), and predicates expressed in a critical language establish the requirements of a particular moment and context. The goal of the designer's computation is to instantiate the type in a way appropriate to that moment and context. A basic structure is given to the design world by the ini- tial vocabulary of shapes, the operators that can be applied to them, and the algebra that results. But knowledge of the type, as expressed in rules for recognition, refinement, and assembly of parts, provides much more structure. ‘The process of finding a solution to a design problem is a trial-and-error one of applying rules to generate candidate solutions, then computing predicates to determine whether candidate solutions are acceptable solutions.» The basic structure of this process is illustrated in figure 8.56. It is known, technically, as a generate-and-test process taking place in a search space. A computational device to execute such a process needs a generation mechanism, a test mechanism, and a control strategy (rules for determining what alternative to try next) 179 LANGUAGES OF ARCHITECTURAL FORMBegin 5) Generate candidate Solution "| v Evaluate candidate Solution Predicates satisfied? Ne Yes End 8.56 ‘The basic trial-and-error structure of 1 design process Design intelligence may be located either in the generation mechanism or in the test mechanism. In the former case, the rules of the grammar assure with high probability (or per- haps even guarantee] that an acceptable solution will be quickly produced: the evaluation mechanism has little or nothing to do. In the latter case, the generation mechanism indiscriminately produces alternatives, and it is up to the evaluation mechanism to sort out the acceptable ones by bringing a knowledge base to bear, drawing inferences, and exploring the entailments of alternatives. In other words, you can get acceptable results by combining smart designers with dumb critics, or by teaming smart critics with dumb but energetic designers. You may prefer God {a smart de- signer with no need for a critic) or evolution (indiscriminate generation but deadly effective criticism), Given a generation mechanism and a test mechanism, the efficiency with which a solution can be found will depend on. the control strategy that is used. Depending on the structure of the problem, either depth-first or breadth-first search may prove to be the more efficient. And efficiency can usually be enhanced by choosing appropriate subgoals, developing more promising alternatives before less promising ones, and aban- doning branches as soon as it becomes clear that they are unlikely to lead to a solution. Different types of computational devices may be used to generate proposals, test them, and apply control strategies. For example, a computer can be used to generate alternatives by mechanically applying the rules of a shape grammar, with a human critic inspecting and testing the machine's propos- als. Or a human designer might generate alternatives which are then evaluated by analysis programs or knowledge-based computer systems. In a completely manual design process all the generation and testing is performed by a human designer, or the tasks are divided among members of a design team. And ina fully automated design process the computer both generates and tests. This formulation seems uncomfortably mechanistic and reductionist if we assume that a designer works in a closed world of fixed rules, limited knowledge, and predefined goals. This may, indeed, be the case in some specialized areas of design, but an architect usually works with a complex struc- ture of facts, rules, and goals that can grow and change as a design process unfolds. The task is not just to solve a well-defined problem but to discover interesting possibilities and relate them, through critical discourse, to our knowledge and experience, Design elucidates both what we can have and what we want. 180 THE LOGIC OF ARCHITECTURESUMMARY As a foundation for designing, we need a theory of what types of shapes among the indefinitely many emergent sub- shapes in an evolving design should receive our attention. We have now seen that the left-hand sides of shape rules specify the shape types of interest, and that available recogni- tion mechanisms (computer implemented, or in the human perceptual system) provide a way to find instances of these. We also need to know what to do with these shapes when we find them, the right-hand sides of shape rules establish potential directions for further development of the design, and the available operators (for instantiation, transformation, and combination of shapes) provide the means to carry out that development. Ideally, the rules of an architectural grammar should pro- vide a well-formed representation of a class of buildings in a construction world. In other words, the language specified by the grammar should include a depiction of every possible building in the class, and every design in the language should be for a possible building in that class. Of course there can be differences of opinion about the extension of a class of possible buildings, and hence about whether or not a gram- mar provides a well-formed representation. Some may think, for example, that the Palladian grammar specifies too many possibilities, and some may think that it specifies too few. It depends on what you understand by “Palladian villa.” I do not want to suggest that designers necessarily follow explicit grammatical rules (though they sometimes do}. Nor do I want to speculate {as an orthodox, functionalist, cogni tive scientist might] that a designer's mental states are states of an abstract computational device and that design is the mental derivation of shapes. The essential points are that design exploration is rarely indiscriminate trial-and-error but is more usually guided by the designer's knowledge of how to efficiently put various types of compositions together and that such knowledge can often be made explicit, in a concise and uniform format, by writing down shape rules. ral LANGUAGES OF ARCHITECTURAL FORM