Digital design can be described as series of methods that define relationships between boundaries, vectors and fields. Boundary conditions are envelopes of inter-scalar entities, whereas they are under constant effect of vectors. Vectors are changeable entities, bounded to various internal and external effects. These effects are forming fields of vectors as a meta-pattern. The relationships, in fact, are described as patterns of fractals that are acting in various scales as using the same but variable set of rules.
“Neither a fine art nor a science, architecture has only recently begun to realize its true potential, mainly through a hermeneutic approach that can engage the intricacies of its historical reality. Yet teaching and practice continue to be polarized between those two false alternatives: fine art and applied science. The introduction of computers into architecture during the last two decades has helped reduce architectural discourse to issues of instrumentality. The most popular discussions presume the importance of this so-called paradigm shift and focus on the potential and limitations of this instrument, aiding the perpetuation of the dichotomy.”
(Alberto Perez-Gomez, 2008)
The aim of the course is to have students grasp the boundary, vector and field relationships as a design strategy and recreate and implicate these techniques in the prospective stages of their architectural projects. Students will be involved in system based design principles by grasping these systems as geometric entities.
On the other hand, computer skills, like rule based modeling is another key objective for students to be gained. NURBS modeling software ‘Rhinoceros’ will be taught alongside the skills they will earn with basic hand made models. As in the process, the learning factor is based on both the eye hand coordination and the application of this method into computerized approaches.
Course is organized to work in between physical and digital models, in order to learn with basic eye hand coordination and implicate this to have deeper learning in digital software environment. Course is organized in stages of components, surfaces, platonic solids and patterns. The basic component will be generated using the given techniques like folding or animating curve. This will lead to create set of variables and have a catalogue of components in order to apply for surface design. Surfaces will be deformed using external forces and than will be applied to platonic solids in changing alternatives. As more platonic solids come together they form patterns of changing components, which has the properties of the meta pattern alongside the smaller scale variations of that. The integrity starts from the very component to the meta pattern and can be followed through the process using variations.
FINAL PROJECT – PAVILION DESIGN
This project includes two stages. First phase is designing a free form shape using computational design tools with group work. Later is to develop a manufacturing method, taking material, cost and building time into account.
Aim of this project is to get student involved into digital manufacturing processes and understanding material behavior in contrast to the free form digital designs.
Computer software, rhinoceros, is used in order to develop a free form shape. Later on this shape is developed in ‘grasshopper’ in a waffle manufacturing method, to get MDF wood cut in the cnc machine. Cut wood is later connected with necessary detailing as a group project together.
FINAL PROJECT II