Experiential Visualization in Architectural Design Media


Book Description

"Experimental Visualization in Architectural Design Media: How It Actually Works is a theoretical, practical, and interdisciplinary account of the tools used by architects and designers. The book focuses on the how these tools influence their ability to envision and craft the future experiential reality of buildings and environments. The book is structured around two parallel sets of questions. The first, concerns the effects of various media on the designer's understanding of their work in experiential terms. The media considered include the process of design-build, standard media such as scale model building, hand drawing, drafting, and extends into the now dominant digitally based design media of BIM, digital modeling, and emerging VR technologies, such as Enscape. The second line of questioning seeks patterns of use and other attributes designers deploy in practice to achieve an experiential and meaningful understanding of their work, with and through each medium. To answer these questions, the author provides a detailed assessment of the pros and cons (affordance and constraint) of each form of mediation, and a set of recommendations documenting how experienced designers enhance their visualization skills to support such experiential design. This work is interwoven with interdisciplinary consideration of technology, perception, media studies, history and bolstered by the direct experiences of design professionals. This book will be of interest to researchers working in the field of architecture and design, as well as practising architects, designers and students who are seeking guidance on how to effectively design and consider the experience of their future built environments"--




Experiential Visualization in Architectural Design Media


Book Description

Experimental Visualization in Architectural Design Media: How It Actually Works is a theoretical, practical, and interdisciplinary account of the tools used by architects and designers. The book focuses on the how these tools influence their ability to envision and craft the future experiential reality of buildings and environments. The book is structured around two parallel sets of questions. The first, concerns the effects of various media on the designer's understanding of their work in experiential terms. The media considered include the process of design-build, standard media such as scale model building, hand drawing, drafting, and extends into the now dominant digitally based design media of BIM, digital modeling, and emerging VR technologies, such as Enscape. The second line of questioning seeks patterns of use and other attributes designers deploy in practice to achieve an experiential and meaningful understanding of their work, with and through each medium. To answer these questions, the author provides a detailed assessment of the pros and cons (affordance and constraint) of each form of mediation, and a set of recommendations documenting how experienced designers enhance their visualization skills to support such experiential design. This work is interwoven with interdisciplinary consideration of technology, perception, media studies, history and bolstered by the direct experiences of design professionals. This book will be of interest to researchers working in the field of architecture and design, as well as practising architects, designers and students who are seeking guidance on how to effectively design and consider the experience of their future built environments.




Developing Architectural Visualization Using Virtual Environments


Book Description

This thesis anticipates the emergence of virtual reality (VR) technology as an economical alternative to architectural presentation. As professionals, designers are trained to interpret two dimensional media spatially. Experience has shown that client (or user) interpretation of traditional media (two dimensional drawings and physical models) has led to discrepancy. Controlled two dimensional media may also serve as a seduction, often portraying unrealistic views. In the case of highly technical spaces, participatory design is a necessity. Successful communication of need and intent are critical to the overall success of the project in concept and in detailed design. The smallest error in communication may result in costly penalties, often at the expense of an architectural amenity or in material quality. This investigation attempts to eliminate the need for client translation by providing a more intuitive design environment via VR. The goal is to examine several types of environments/scenarios and to design an experiential/interactive envirorunent, three-dimensionally linking the user to the designer's solution and thought processes. Shared models will be posted over a network using VRML (Virtual Reality Modeling Language). The client will be able to use the model as a reference "book" by hyperlinked information attached to model geometry. Projects (not yet built) would be viewed at full scale (some in total immersion), from the same perspectives of their future reality i.e., allowing the client and designer to interact within the space during the design process. The intent is not to entirely recreate reality or to automate what is now performed manually, but to immediately express thought in a three dimensional world, enhancing collaboration and critique. The pursuit of this thesis is based on a theory which alters the conventional design-communication process to dynamically and positively impact the final product. Final data analysis will examine the process of creating and employing simulated environments for architecture, the pros/cons of implementing such a system, and the feasibility. The conclusion will recommend improving processes, systems, and the techniques employed for future "world building" of architectural space. As operating systems become more economical and simultaneously more powerful, computer modeling will enhance visualization. The design process approach will then turn from the "bird's eye/plan view" to the eye level perspective view. The model itself will evolve with the design as experiential scenes to ultimately be used as a design tool, as a communication tool, and perhaps finally as a resource --as cad and database information are linked today. --to be accessed throughout the project life cycle.




Unity for Architectural Visualization


Book Description

A tutorial packed with practical examples and screenshots to help you become an expert in architectural visualization using Unity.This book is written for students and professional architects who know how to model buildings in 3D and have a need to turn their design into an interactive model, even if you have never used Unity before. Experience with visualization and programming will be helpful, but is not required to follow along. You will learn all the basics throughout with the help of step-by-step examples. The majority of the examples work fine in any recent version of the Unity software, on Windows or Mac, but occasionally features of the Pro version are required.




3ds Max Design Architectural Visualization


Book Description

Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.




Visualizing Architecture Volume 4


Book Description

An architecture portfolio designed by Alex Hogrefe describing 4 original projects with a focus on unique representational techniques and styles.




Design, User Experience, and Usability. Interaction Design


Book Description

This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 40 papers included in this volume were organized in topical sections on UX design methods, tools and guidelines, interaction design and information visualization, and emotional design.




Design, User Experience, and Usability: Technological Contexts


Book Description

The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 41 papers included in this volume are organized in topical sections on mobile DUXU; DUXU in information design and visualization; DUXU in virtual and augmented reality; DUXU for smart objects and environments.




Rethinking Virtual Places


Book Description

How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik Malcolm Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place.




Envisioning Architecture


Book Description