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DESIGN THINKING

Design Theory I
1. DESIGN AS PROBLEM SOLVING
 A problem appears if we know
the goal but don’t know how to
reach it
 Design initiates with solution to
the problems.
 Solutions are Inadequate
 Hit and Trial method and
through various criticism one
can achieve better solutions
2. Kinds of problems
 Well defined problems- goals are already
prescribed and apparent (clearly visible)
 Ill defined problems- end and means of
solution unknown
 Wicked problems – not defined, solution can
be improved as per need
3. Thinking
 Thinking is mental activity
 It starts with general assumption at first stage
 Thinking is logical imagination created in mind
which acts as forward movement
 It is made to know the unknown
4. Different theories
of making the unknown known
 Gestalt Movement puts forward the view, that
human mind accepts simple forms
Laws of perception

 Law of similarity-Similar object forms a group


 Law of proximity- Object nearer form a group
 Law of Continuity
 Law of Symmetry
 Law of figure and background
 Law of Experience- Most important of perception
 Law of Closure
Law of Experience- Most important of
perception
 Humans will use prior knowledge in understanding visual elements
 It is because of the experience, one say, the figure is an alphabet ‘J’
as one say the same figure is the broken handle piece of umbrella

However differently we may see these landmarks (visiting, in photos, in a


movie, in a travel brochure …etc.) we all see the same defining shape.
5. Design Spectrum
 Design is a stage wise activity
 Not only linear movement but To and Fro motion
 First Step: Algorithm (calculation or comprehensive dealing)
Design spectrum (component) consists of
 Algorithm- a process or set of rules to be followed in calculations or other problem-
solving operations
 Ratio- the quantitative relation between two amounts
 Deduction- the action of deducting or subtracting something
 Analogy- a comparison between one thing and another
 Induction- the production of facts to prove a general statement
 Metaphor- a thing regarded as representative or symbolic of something else
 Chance- a possibility of something happening
6. Types of design
i. Pragmatic design- designs made through the judicious (good
judgement or sense) use of materials by trial and error. E.g. use of
available materials –earth, stone, tree, bamboo, animal skin
ii. Typological design- encouraged in primitive culture. Influenced by
culture of what building form should be like using material which
happen to be available at a particular climate/ life style
iii. Analogical design- Takes inspiration from natural forms, paintings
iv. Canonic design- forms from geometrical systems, grid, symmetry,
proportion, scale
v. Iconic design- derived from popular forms that has been
established as icons
Iconic design
Iconic design- derived from popular forms that has been
established as icons

An imaginary creature having the head of a man and the body of a lion
Pragmatic design
Pragmatic design- designs made through the judicious (good
judgement or sense) use of materials by trial and error. E.g.
use of available materials –earth, stone, tree, bamboo
Typological design
Typological design- encouraged in primitive culture. Influenced
by culture of what building form should be like using material
which happen to be available at a particular climate/ life style

Dharmaraja Ratha, Mamallapuram


Canonic design
Canonic design- forms from geometrical systems, grid,
symmetry, proportion, scale
Analogical design
Analogical design- Takes inspiration from natural forms,
paintings
Heuristic approach
 It is any principle procedure, or other advice that
contributes to reaction in the search satisfactory
solution.
 It follows process of elimination until the desired
solution is reached.

Heuristic:
Proceeding to a solution by trial and error or by rules that are only loosely
defined
Enabling a person to discover or learn something for themselves
7. Design Thinking
 Design is made to arrive at a concrete object
 A concrete object is manifested first physically and then
its social and cultural dimension come
 While thinking about the design, first we look at its
physical aspect then move into the social and finally end
into the cultural aspect.
Design process
 It is a logical sequence of thought and action which begins with
inventory and analysis of the project.
 It puts forward the different steps involved in designing

CONCEPTUALIZATI
EVALUATION DEVELOPMENT WORKING DWG
ON

Types :
 Old Design Process
 New Design Process
Old Design Process
 Recommended by Hans Gugelot, Morris Asimov, J.C.
Jones

They all mean that Design consist of :

ANALYSIS SYNTHESIS EVALUATION


New design process
 Christopher Alexander
 Bruce Archer are pioneer of new design process

 With the arrival of higher mathematics and computer


the design process reinvented and known as New Design
Process
Christopher Alexander
 An architect design a form which is determined by the context into which
it should fit.
 E.g. tongue and groove joint

 FORM either FITS into a CONTEXT or it does not.


DESIGN PROCESS- INTIAL CONTACT
 Necessity to understand client need at the beginning
 Initially phase : scope of project, budget, schedule
 Designer’s role : Good listener and absorber to
extract description of client’s desire
 Client needs : Physical (functional), socio-cultural
need, interests and ideas
DESIGN PROCESS- Inventory and Goal settings
(CASE STUDY)
 Designer prepares a situation statement “CASE
STUDY”
 CASE STUDY – Identify and record client’s
requirement; documentation of mutual
understanding of client and designer.
 Designer makes set of specific design goal and
objectives. Constant REFERENCES are taken from
this situation statement as design develops.
 Without specific goals designers can easily loose focus
ANALYSIS
 User analysis
 Site analysis
 Composite analysis
User Analysis
 Description of specific usage, space requirements
and their relationship
 Enable designer to breakdown each design element
into parts of a manageable size
 Influences concepts of project
Site Analysis
 To know the strength, weakness, opportunity
and threat of site (SWOT Analysis)
 Can be divided into:
 Soil Analysis
 Slope Analysis
 Visual Analysis
Soil Analysis
 Composition : gaseous, water, organic ,rock, sand etc.
 Composition vary soil bearing capacity of particular
site

Classification of soils for building:


 Excellent : course grained – no clays, no organic
matter
 Good or fair : Fine, sandy soils (min organic and clay
content)
 Poor : Fine grained silts and clays, moderate organic
content
 No development : Organic soils- high clay and peat
content
Slope Analysis
 Slope percentage may also determine what locations
are acceptable, preferred, difficult or impossible
 Contour site : hilly area
 Slope grade:
 0% to 5% - excellent
 5%- 10%- good/fair
 10%-25% - poor
 Over 25%- no development
Visual analysis
 Aesthetic
environmental
qualities of a site
 Observation and
recording
 Visual analysis drawing
Composite analysis
 Analysis of soil, slope and visual drawings
 Purpose is to determine the best location zones
for the placement of structures on the site
Conceptualization
 Idealized diagram
 Concept design
Idealized diagram
 Study sketches
 Bubble diagram
 Schematic diagram
They will not define sizes of area, rather focus on
spatial relationship with other element
Idealized diagram
Site related diagram
 No. of free hand sketches drawn on tracing paper
 Introduces size requirements from user analysis
 Push Pull , Bend Twist Phase
 Fitting to the context of site and maintain the most ideal
relationship between various elements
 SWOT analysis
Conceptual design
 From site related diagram designer generate form of
the design.
 Drawings as loose graphic format for evaluation
 It include some sectional drawings and detail
sketches for clarity and some basic ideas
Design Concepts
The designer must be able to present
the design concept graphically
The space relationships from bubble
diagram and the facts from site
inventories and analysis form the
basis for study.
Illustrated in concept diagrams,
character, sketches and concept
statements.
The concept diagrams incorporated
the information from bubble diagram
and site analysis into an actual site
plan. Once the concept diagrams
have been established loose
character sketches are added to
express the designer’s ideas.
Rectilinear
A rectilinear design approach uses vertical and
horizontal lines on a square grid
Characteristics
 Dominant  Logical
 Quick  Directional
 Orderly  Strong
 Basic  Rigid
 Easy  Defined
Rectilinear-45
A rectilinear-45 design approach introduces vertical,
horizontal, and 45 degree lines on a square grid
Characteristics
 Dynamic  Bold
 Various  Connecting
 Strong  Exciting
Radial
A radial design approach uses various sizes of
circle that branch out from a central point and
multidirectional straight lines on a radial grid.

Characteristics
 Interesting  Mysterious
 Directional  Bold
 Spiral  Concentrating
 Attractive  Progressive
Evaluation
 Subjective based on judgment
 Conceptual design must be evaluated and altered before beginning
of final design phase
 Requires checking, reviewing to achieve quality
 Comparison with goal and objective found in user analysis

Subjective: based on or influenced by personal feelings, tastes, or opinions


Design development
 Result of evaluation, client feedback, final phase,
design development begins
 Details added to site-related diagram in
progressive sketches
 Schematic drawings, pictorial sketches, 3D
model
 Working drawing and documents prepared
 Bidding, budgeting, construction purpose
PRE- CONTRACT MEETING
WITH CLIENT

ANALYSIS

USER REQUIREMENTS VISUAL ANALYSIS SOIL ANALYSIS SLOPE ANALYSIS

SITUATION COMPOSITE ANALYSIS


STATEMENT
IDEALIZED DIAGRAM
GOALS &
OBJECTIVE
SITE RELATED DIAGRAM
FORM GENERATION
EVALUATION

DESIGN DEVELOPMENT

WORKING DRAWING

CONSTRUCTION

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