Cognition and the Built Environment


Book Description

Cognition and the Built Environment argues that interacting with our built environment, as users and as architects, is a cognitive process. It claims that architecture, in its form and meaning, is a basic, embodied level of human cognition. The assumption is that we and our built environment together form an intelligent system, a cognitive feedback loop between us and the world of which we are part. With this as a vantage point, the book discusses the meaning and intelligence of concrete architectural environments as well as the agency of the architect, of his client and of the user. The inquiry oscillates between abstract thought, topological models and cognitive semiotics, between pragmatist philosophy and the professional practice of planning cities, developing projects and using objects. Architecture serves more complex purposes than our caves, paths and landmarks did. Written for students and academics of urban design, urban planning and architectural theory, Cognition and the Built Environment argues that human cognition feeds on the interaction between thought, agency and built environment, and that architecture is the spatial form of this interaction.




Cognitive Architecture


Book Description

In this expanded second edition of Cognitive Architecture, the authors review new findings in psychology and neuroscience to help architects and planners better understand their clients as the sophisticated mammals they are, arriving in the world with built-in responses to the environment. Discussing key biometric tools to help designers ‘see’ subliminal human behaviors and suggesting new ways to analyze designs before they are built, this new edition brings readers up-to-date on scientific tools relevant for assessing architecture and the human experience of the built environment. The new edition includes: Over 100 full color photographs and drawings to illustrate key concepts. A new chapter on using biometrics to understand the human experience of place. A conclusion describing how the book’s propositions reframe the history of modern architecture. A compelling read for students, professionals, and the general public, Cognitive Architecture takes an inside-out approach to design, arguing that the more we understand human behavior, the better we can design and plan for it.




Welcome to Your World


Book Description

One of the nation’s chief architecture critics reveals how the environments we build profoundly shape our feelings, memories, and well-being, and argues that we must harness this knowledge to construct a world better suited to human experience Taking us on a fascinating journey through some of the world’s best and worst landscapes, buildings, and cityscapes, Sarah Williams Goldhagen draws from recent research in cognitive neuroscience and psychology to demonstrate how people’s experiences of the places they build are central to their well-being, their physical health, their communal and social lives, and even their very sense of themselves. From this foundation, Goldhagen presents a powerful case that societies must use this knowledge to rethink what and how they build: the world needs better-designed, healthier environments that address the complex range of human individual and social needs. By 2050 America’s population is projected to increase by nearly seventy million people. This will necessitate a vast amount of new construction—almost all in urban areas—that will dramatically transform our existing landscapes, infrastructure, and urban areas. Going forward, we must do everything we can to prevent the construction of exhausting, overstimulating environments and enervating, understimulating ones. Buildings, landscapes, and cities must both contain and spark associations of natural light, greenery, and other ways of being in landscapes that humans have evolved to need and expect. Fancy exteriors and dramatic forms are never enough, and may not even be necessary; authentic textures and surfaces, and careful, well-executed construction details are just as important. Erudite, wise, lucidly written, and beautifully illustrated with more than one hundred color photographs, Welcome to Your World is a vital, eye-opening guide to the spaces we inhabit, physically and mentally, and a clarion call to design for human experience.




Hack the Experience


Book Description

"This is a book for artists, but it is also for curators, art school faculty, landscape architects, gallerists, archivists, post-disciplinary multi-hyphenates, museum program staff, and anyone who wants to know about the ways art and congnitive science come together to engage an audience."--Cover




Sensory Design


Book Description

What if we designed for all of our senses? Suppose for a moment that sound, touch, and odor were treated as the equals of sight, and emotion considered as important as cognition. What would our built environment be like if sensory response, sentiment, and memory were critical design factors, the equals of structure and program? In Sensory Design, Joy Monice Malnar and Frank Vodvarka explore the nature of our responses to spatial constructs--from various sorts of buildings to gardens and outdoor spaces, to constructions of fantasy. To the degree that this response can be calculated, it can serve as a typology for the design of significant spaces, one that would sharply contrast with the Cartesian model that dominates architecture today. In developing this typology, the authors consult the environmental sciences, anthropology, psychology, and architectural theory, as well as the spatial analysis found in literary depiction. Finally, they examine the opportunities that CAVE and other immersive virtual reality technologies present in furthering a new, sensory-oriented design paradigm. The result is a new philosophy of design that both celebrates our sensuous occupation of the built environment and creates more humane design. A revolutionary approach to the built environment that embraces all of our senses and modes of understanding.




Environment, Cognition, and Action


Book Description

How do human beings comprehend, evaluate, and utilize the physical environments they inhabit? In this edited volume, a distinguished group of international contributors examines in detail the interconnections between what we know about, feel, and hope to accomplish in real world environments. Psychologists, planners, architects, and geographers discuss the state of knowledge in environmental cognition, building and landscape assessment, aesthetics, and decision-making. Gaps in our thinking about environmental issues are also discussed. The authors present an analysis of how our knowledge can be utilized in the design and planning of settings better suited to human needs. Of interest to psychologists, geographers, and environmental designers, Environment, Cognition, and Action examines the dynamic interplay of assessment, knowledge, and action of people in all settings relevant to daily life -- home, school, office and industry.




Urban Experience and Design


Book Description

Embracing a biological and evolutionary perspective to explain the human experience of place, Urban Experience and Design explores how cognitive science and biometric tools provide an evidence-based foundation for architecture and planning. Aiming to promote the creation of a healthier and happier public realm, this book describes how unconscious responses to stimuli, outside our conscious awareness, direct our experience of the built environment and govern human behavior in our surroundings. This collection contains 15 chapters, including contributions from researchers in the US, the UK, the Netherlands, France and Iran. Addressing topics such as the impact of eye-tracking analysis and seeing beauty and empathy within buildings, Urban Experience and Design encourages us to reframe our understanding of design, including the narrative of how modern architecture and planning came to be in the first place. This volume invites students, academics and scholars to see how cognitive science and biometric findings give us remarkable 21st-century metrics for evaluating and improving designs, even before they are built.




Spaces for Children


Book Description

As a developmental psychologist with a strong interest in children's re sponse to the physical environment, I take particular pleasure in writing a foreword to the present volume. It provides impressive evidence of the con cern that workers in environmental psychology and environmental design are displaying for the child as a user of the designed environment and indi cates a recognition of the need to apply theory and findings from develop mental and environmental psychology to the design of environments for children. This seems to me to mark a shift in focus and concern from the earlier days of the interaction between environmental designers and psy chologists that occurred some two decades ago and provided the impetus for the establishment of environmental psychology as a subdiscipline. Whether because children-though they are consumers of designed environments are not the architect's clients or because it seemed easier to work with adults who could be asked to make ratings of environmental spaces and comment on them at length, a focus on the child in interaction with en vironments was comparatively slow in developing in the field of environ ment and behavior. As the chapters of the present volume indicate, that situation is no longer true today, and this is a change that all concerned with the well-being and optimal functioning of children will welcome.




Principles of Synthetic Intelligence


Book Description

From the Foreword: "In this book Joscha Bach introduces Dietrich Dörner's PSI architecture and Joscha's implementation of the MicroPSI architecture. These architectures and their implementation have several lessons for other architectures and models. Most notably, the PSI architecture includes drives and thus directly addresses questions of emotional behavior. An architecture including drives helps clarify how emotions could arise. It also changes the way that the architecture works on a fundamental level, providing an architecture more suited for behaving autonomously in a simulated world. PSI includes three types of drives, physiological (e.g., hunger), social (i.e., affiliation needs), and cognitive (i.e., reduction of uncertainty and expression of competency). These drives routinely influence goal formation and knowledge selection and application. The resulting architecture generates new kinds of behaviors, including context dependent memories, socially motivated behavior, and internally motivated task switching. This architecture illustrates how emotions and physical drives can be included in an embodied cognitive architecture. The PSI architecture, while including perceptual, motor, learning, and cognitive processing components, also includes several novel knowledge representations: temporal structures, spatial memories, and several new information processing mechanisms and behaviors, including progress through types of knowledge sources when problem solving (the Rasmussen ladder), and knowledge-based hierarchical active vision. These mechanisms and representations suggest ways for making other architectures more realistic, more accurate, and easier to use. The architecture is demonstrated in the Island simulated environment. While it may look like a simple game, it was carefully designed to allow multiple tasks to be pursued and provides ways to satisfy the multiple drives. It would be useful in its own right for developing other architectures interested in multi-tasking, long-term learning, social interaction, embodied architectures, and related aspects of behavior that arise in a complex but tractable real-time environment. The resulting models are not presented as validated cognitive models, but as theoretical explorations in the space of architectures for generating behavior. The sweep of the architecture can thus be larger-it presents a new cognitive architecture attempting to provide a unified theory of cognition. It attempts to cover perhaps the largest number of phenomena to date. This is not a typical cognitive modeling work, but one that I believe that we can learn much from." --Frank E. Ritter, Series Editor Although computational models of cognition have become very popular, these models are relatively limited in their coverage of cognition-- they usually only emphasize problem solving and reasoning, or treat perception and motivation as isolated modules. The first architecture to cover cognition more broadly is PSI theory, developed by Dietrich Dorner. By integrating motivation and emotion with perception and reasoning, and including grounded neuro-symbolic representations, PSI contributes significantly to an integrated understanding of the mind. It provides a conceptual framework that highlights the relationships between perception and memory, language and mental representation, reasoning and motivation, emotion and cognition, autonomy and social behavior. It is, however, unfortunate that PSI's origin in psychology, its methodology, and its lack of documentation have limited its impact. The proposed book adapts Psi theory to cognitive science and artificial intelligence, by elucidating both its theoretical and technical frameworks, and clarifying its contribution to how we have come to understand cognition.




Expressive Space


Book Description

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.