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Atheory02 Midterm Lectures
Atheory02 Midterm Lectures
Atheory02 Midterm Lectures
WHAT IS THEORY IN
ARCHITECTURE?
Module 2: Overview of the field Architecture| 01 Architecture, defined
IS HISTORY THEORY?
Module 2: Overview of the field Architecture| 01 Architecture, defined
HISTORY v. THEORY
Description of architectural facts | Explanation for those facts
Module 2: Overview of the field Architecture| 01 Architecture, defined
WHAT IS THEORY IN
ARCHITECTURE?
Why a building look a certain way
Why an architect designed a building as such
Why architectural styles change over time
What influences led architects to make these changes
Where do architectural ideas come from?
Module 2: Overview of the field Architecture| 01 Architecture, defined
• D.K. Ching
Module 2: Overview of the field Architecture| 01 Architecture, defined
• Architecture is the art, science or profession of planning, designing and constructing buildings in their
totality taking into account their environment in accordance with the principles of utility, strength and
beauty
• “Architect” means:
• a person professionally and academically qualified;
• registered and licensed;
• holder of a PRC ID issued by PRBoA;
• responsible for advocating the fair and sustainable development, welfare and cultural expression of
society’s habitat in terms of space, forms, and historical context
•Visual Literacy
Visual thinking – The human being does not fully perceive visual information until a
concept is given to the brain to allow it to interpret what the eye receives.
The role of concept is to allow the brain to interpret what the eye receives.
Without concept we do not see.
The aesthetic attack on our built environment Is based on the fact that architecture
as a visual art deals with the sight.
Module 3: Getting Your Brain Ready for Creativity | Creativity in architecture
•Spatial Literacy
ability to use the properties of space to communicate, reason, and solve problem
cognition about space and involves thinking about the ways in which the "world"
works
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Design analysis
• Tentative solution
• Design criticism
• Operational process
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Design analysis
• Analyze the situation
• Write a brief
• Research the problem
• Write a specification
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Tentative solutions
• Work out possible solutions
• Select a preferred solution
• Prepare schematic drawings and plan ahead
• Construct a prototype
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Design criticism
• Test
• Evaluate
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Operational process
• Carry out the practical work
• Write a report
Module 3: Getting Your Brain Ready for Creativity | The Design Process
Architectural Programming
• The process that creates the structure for fulfilling the dreams, hopes,
wishes and desires of the building’s future users
Architectural Programming
• Issue
• Fact
• Values
• Goals
• Performance Requirement
• Concept
Issue-based
Architectural
Programming
• Issue
• Any matter, concern, question, topic, proportion or situation that demands
a design in order for a building project to be successful for its clients and
users
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Issue
• Audibility - the acoustic properties of an environment that contribute to
one’s ability to hear what needs to be heard and to mask unwanted sounds
• Behavioral Settings - the units for describing the interdependencies of
activity and physical settings
• Circulation - movement or flow of people, objects, information or
substances
• Comfort - providing ease and enjoyment
• Convenience - ease of access to places, materials and information
• Durability - ability to endure the designed use over time
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Facts
• Objective, specific and verifiable by some measurement or observation
• Existence is not subject to judgement but their use and interpretation is
based on value
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Facts
• Context - Cultural, Demographic, Economic, Ethical, Political, Social
• Site - Climate, Air Quality, Geography, Hydrology, Geology, Topography,
Vegetation, Facilities, Utilities, Access, Visual Resources, Codes
• Users - Activities, Age Group, Anthropometrics, Organizations, Disabilities,
Perceptual Abilities, Personalities, Roles, Values, Rules
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Values
• different building types require different design responses for the same
issues based upon the values of different users and the needs of different
activities
• Design issues, when processed through the filter of values of the client, user
and designer yield goal statements about qualities the design must have.
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Goal
• a statement of intention; an end that one strives to attain or that toward
which effort or play is directed; an action statement
• Project Goal - goals that relate only to the outcome of the project; these are
based upon the underlying values of the designer, clients and users.
• Mission Statements - the overall purpose; a statement that concisely
explains the need to undertake a project in the first place.
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Performance Requirement
• a statement about the measurable level of function that a designed object,
building, or place must provide for a good to be met; performance
specification standard or criterion
• This statement is more specific than a goal since it relates to function ( a
doing) instead of a quality (a being); must be general enough to allow for
multiple, alternative physical solutions or concepts
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Concept
• a statement of an ideal set of relationships among several of the elements
under an architect’s control such as form (dimension and direction)
material, texture, color (value, intensity) and adjacency
• Concept statement is made up of a single diagram and a few words.
Module 3: Getting Your Brain Ready for Creativity | The Design Process
• Design Philosophy
• a statement of the beliefs, values or viewpoints from which the
development of design solutions take off. They are often formed out of
universally held principles, and thus become bases for socially desirable
design objectives.
Theory of Architecture 2
Ar./EnP. Dianne A. Naval
Module 4 How Do You Design?
01 Architectural
Concepts
Module 4: How Do You Design
Module 4: How Do You Design | Architectural Concepts
• Project situations
• emanate from programmers or clients
• outlined needs of a project
• can be divided into a manageable number of parts, dealt
individually, and then synthesized into one whole building
simultaneously
Module 4: How Do You Design | Architectural Concepts
• Ideation
• Refers to the mental process itself
• To ideate means to think and to train one’s self to think in new and unique ways
Module 4: How Do You Design | Architectural Concepts
• Idea quantity
• Means that the person who is capable of producing the largest number of ideas per unit
of time has the greatest chance of producing the truly significant one
• The odds of your coming up with a creative idea are best if you have a lot of ideas from
which to select
Module 4: How Do You Design | Architectural Concepts
• Imagineering
• Letting your imagination soar and then engineering it back to reality
02 Design Methods
and Tools
Module 4: How Do You Design
Module 4: How Do You Design | Design Methods and Tools
I. Pre-statement
I. Pre-statement
Example:
Client: We don’t have enough room for all of
our students so all we need is a regular room
that can fit 30 desks, chairs, and a blackboard.
Module 4: How Do You Design | Design Methods and Tools
II. Information
• Stage at which the designer uncovers all the details that relate to your problem
• Point at which the designer conducts the research
• May come from literature, interviews, surveys, observations, and other data gathering
methods
Module 4: How Do You Design | Design Methods and Tools
II. Information
Information Gathered
Small group discussions as well as lectures will
occur in the space
Distractions such as noise are undesirable
26 students will be accommodated
Color psychology suggests that strong contrast
of colors will enliven the space
Carpeting will help cut down on noise
Special teaching aids are necessary to attain
students interest
Module 4: How Do You Design | Design Methods and Tools
IV. Analysis
• “Think” stage
• Stage at which the situation and information should be thought about methodically to come
up with “partial solutions”
• Partial solution – solution to one part of the “project situation”
Module 4: How Do You Design | Design Methods and Tools
IV. Analysis
Partial Solutions Combined Solutions
Carpeting should be placed where lectures Two classroom sections will be created: the
occur so that the space will be quieter one for small group discussions will utilize
String color contracts should be used where contrasting color schemes; the lecture space
discussions will occur will be painted a pastel color. For acoustic
purposed, the entire space will be carpeted.
Audiovisual aids should be placed where the Audiovisual aids and other teaching aids will be
entire class can benefit from them available throughout the space for individual
Audiovisual aids that can be operated and group use.
individually be each student should be
provided
Module 4: How Do You Design | Design Methods and Tools
V. Synthesis
VI. Evaluation
• Simply a list of all existing conditions of the • A judgment about the conditions plus the
site action items to take place to achieve the
• Simple process of walking around the site desired design
and recording everything you perceive • Primary goal is to determine actions to be
taken to resolve problems and identify
design opportunities for locating new
features
Theory of Architecture 2
Ar./EnP. Dianne A. Naval
Module 5 Theories through Time
01 Introduction
Module 5: Theories through Time
Module 5: Theories through Time | Introduction
• Tangibles
• MATERIALS such as food, clothing, shelter, transportation
• Architecture provides shelter for man
• Intangibles
• INFORMATION such as culture, traditions, knowledge of the law, medicine, design, etc.
• Architecture houses the activities of man
• Architecture thus comes to be a record of the progress of man
Module 5: Theories through Time | Introduction
• Influence of Nature
• Climate, topography, resources upon people and architecture
• Influence of Man
• Man’s personality
• Man’s interest
02 The Influence
of Nature
Module 5: Theories through Time
Module 5: Theories through Time | The Influence of Nature
Influences of nature
• Climate
• Topography
• Materials
02 The Influence
of Man
Module 5: Theories through Time
Module 5: Theories through Time | The Influence of Man
• Social Structure
• Man’s Personality
• Man’s Interest
Module 5: Theories through Time | The Influence of Man
Social Structure
• Classical
The Acropolis
Athens, Greece
Module 5: Theories through Time | The Influence of Man
Social Structure
• Romanesque
Westover Plantation
Virginia, USA
Module 5: Theories through Time | The Influence of Man
Social Structure
• 19th & 20th Century
Crystal Palace
London, England
Module 5: Theories through Time | The Influence of Man
Man’s Personality
• Greek
Module 5: Theories through Time | The Influence of Man
Man’s Personality
• French Renaissance
Louvre Palace
Paris, France
Module 5: Theories through Time | The Influence of Man
Man’s Personality
• Contemporary
Module 5: Theories through Time | The Influence of Man
Man’s Interests
• Three most typical structure of the present age:
• Shelter
• Factory
• Church
Module 5: Theories through Time | The Influence of Man
20th Century Architecture
• Transportation
• Commerce
• Education
• Rehabilitation