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Huts, ships and bottleracks: Design
by analogy for architects and/or machines
Alexander Tzonis, Faculty of Architecture
Delft University of Technology Berlageweg Delft
The Netherlands
A first version of this paper appeared in: Tzonis, A. 1990.
"Hütten, Schiffe, und Flaschengestelle" Archithese 20 (3),
pp 16- 27
Elementarist allocations: the analytical paradigm.
It has been almost a quarter of a century since the computer made its
glamorous entrance into architecture with the publication of two seminal
works, Serge Chermayeff's and Christopher Alexander's Community and Privacy
(1963), followed a year later by Christopher Alexander's Notes on the
Synthesis of Form (1964).
In spite of this enthusiastic beginning, the relation between architecture
and the computer has not been a steady one. There has been a period of
excitement, intensive efforts and experimentation which took place mainly
during the decade of the nineteen sixties, which was succeeded by a decade
of neglect to be finally followed by the current era of renewed interest.
Why have the relations between architecture and computer gone through
this full cycle? Is the computer here to stay, and in what capacity? Can
it help improve design? Should the failures of the past be left behind
or are they something to examine seriously for the valuable information
they can provide for the future of the computer in architecture? It seems
to me that a brief retrospective look will be useful before responding
to these questions.
We will start with Chermayeff's and Alexander's books. They are significant
not only because they were first in introducing the computer, but also
because they had a lasting paradigmatic impact on architecture: their
views shaped the framework within which people thought about what and
how computers could contribute in design over a period of the last thirty
years and they continue to do so today. We will call this framework the
analytical paradigm.
Here is how Chermayeff-Alexander looked at architectural design: First
of all they criticized architecture for following received truths. Designers
should not rely on the "memory" of "obsolete" design
products "obscured by semantic misapprehension". They should
start instead with the "redefinition" of a new, "modern",
"progressive vocabulary", with a "list" of elementary
functional "requirements", expressed in the form of requirements
that a building had to fulfil. Chermayeff and Alexander identified, in
their book, thirty three such requirements. The list by itself "only
half designed" a building. To complete the process, Chermayeff and
Alexander continued, "we must look at the links", the "interactions"
between these elementary requirements. This "pattern" of interactions
had to be processed further
also. In order to explicitly identify the most tightly interlinked requirements
it was "split apart at its interstices". (Chermayeff and Alexander,
1963, pp. 155-167).
Placing the method in a broader context, Alexander (1964) claimed that
in primitive, "unselfconscious" societies the handling of "pattern
of interactions" is easy because people deal with only a handful
of requirements. But today, even with thirty three requirements to consider,
one has to examine "some 10.000.000.000 different cleavages".
And this cannot be grasped by the eye. Fortunately, Chermayeff and Alexander
asserted, we have electronic computers that, while unable to invent, can
identify patterns. A computer, an IBM 704, had come in.
The first program for grouping or "decomposing" these interacting
requirements was HIDECS, developed in 1962 by Christopher Alexander and
Marvin Manheim at the Massachusetts Institute of Technology. The interaction
matrix was used as "input" for a "decomposition process"
which through step by step division and partition resulted in a number
of subsets of requirements expressed in the form of what is called a "tree"
graph, a schematic association of elementary assertions which, in a tree
like manner, branches out hierarchically.
Subsequently the designer was left to interpret intuitively this tree
graph pattern into a topological space pattern that linked places and
groups of places with each other. This spatial pattern looked very much
like a rough drawing of a building and as a result an instant folk myth
emerged that the computer could design correct buildings by itself as
long as there was an input of correct requirements. In fact, the computer
had carried out an important but extremely limited task. It had only sorted
out interactions between requirements and clustered them in a logical
graph representing compatibilities between these requirements. When in
the next step this graph was translated into a space topological diagram
the process was carried out "by hand", that is by traditional
intuitive architectural thinking and not by the machine. Still, it was
a major breakthrough. The computer had finally entered architecture.
The analytical heritage
Chermayeff's and Alexander's paradigm of the 1960's can be inscribed within
a long tradition of design optimization efforts that extends from the
military architecture of the sixteenth century to the World War II Operations
Research space planning. This architectural tradition belongs, in turn,
to a broader movement in history, the movement to rationalize thinking
through language reform. It goes back to Raymond lull's Ars Combinatoria
and to leibniz's project for an "alphabet of human thinking"
and, closer to our time, to the work of Frege, the Vienna Circle and the
logical positivist movement to "replace" "low", everyday
as well as "high" intuitive, metaphysical expressions by a "newly
constructed more exact" language (Carnap, 1947) "built it up
in a consistent manner from uniform simple elements", (von Mieses,
1951). We will refer to this approach as the analytical heritage.
The highest point of triumph of the analytical heritage arrived with the
appearance of the computer. Without it the Chermayeff-Alexander break
through, developing a new computer-based design would not have been possible.
But together with all the benefits the Chermayeff-Alexander paradigm acquired
from the analytical heritage, precision, coherence, control, all of an
unprecedented degree in the history of architecture, there were also basic
weakness:
1. The paradigm was limited by lack of effectiveness of its products.
2. It led to an inefficient design process.
Unfortunately, most attempts to improve effectiveness only succeeded in
making efficiency worse and vice versa. Thus in search of more robustness
and more freedom from historical prejudice architects were trapped powerless
in a true Scylla and Charybdis dilemma. How did that happen?
Scylla and Charybdis of analytical design odyssey
The work which followed the Chermayeff-Alexander paradigm was directed
towards a more genuinely computer based design. Intuitive thinking was
permitted only in the beginning of the design process, and in a very explicit
way, the collection of data to be entered in the list of requirements.
The matrix of interaction between requirements was replaced by a matrix
that represented anticipated circulation between spaces of a building.
The resulting patterns of groups of spaces expressed a pattern of spatial
associations, that the program implemented further into spatial patterns.1
"Space Allocation" (S.A.) techniques, as they came to be known,
were more pragmatic than the method proposed by Chermayeff and Alexander.
Gone were the critical references to "middle class" architectural
culture that Chermayeff and Alexander had made. S.A. techniques were developed
to handle "real" data such as the size, shape and cost of accessibility.2
Yet, whatever the disagreements between the Chermayeff Alexander method
and the S.A. techniques both shared the same analytical paradigm. It can
be summarised as follows:
1. Design techniques should be conceived as a general-purpose method,
independent of the particularities of a given project.
2. Design should depart from elementary requirements, their relations
tabulated in a matrix form.
3. In addition to this matrix only a small number of restricting rules
are needed to define a design solution.
4. Generation of a design is a quantitative, combinatorial problem defined
by the matrix of interactions plus a few restricting rules, a problem
which can always be solved with the aid of the computer.
Alas the products of Space Allocation techniques, truly "automation
generated plans", proved ineffective. They looked more like patchwork
than real buildings. They were of little use for designers.To overcome
this lack of realism, Space Allocation techniques were soon modified incrementally
through the introduction of more rules expressing zoning orientation,
room alignment, proportions.3
But while these new facts promised more effective results. The
complexity of computer based inference begun to be sensed.4 And it was
a complexity that no heuristics and powerful algorithms could cut down.
In a seemingly simple Space Allocation problem scaled down to the design
of an eight locations facility, considering only three objectives, and
only the topological level of the solution, Robert Berwick (1972) studied
the "combinatorial explosion", the counter to intuition intractability
of the problem. It was a phenomenon well known to Artificiallntelligenc~
engineers, but not to many other engineers and certainly not to architects,
at that time.
By the middle of the 1970's the still young field of design computer applications
was faced with a paradox, one that computer scientists had already discovered
by the end of the nineteen fifties,that analytical computer techniques
confronted with a single task and a well-defined set of data could optimise
highly sophisticated lay-out problems such as the plan of a warehouse,
but was no help in creatively arranging an ordinary living room, a task
which even illiterate people could easily carry out. Unfortunately, most
designers paid attention to the apparent incompetence of Space Allocation
techniques blaming for that "the machine" disregarding the investigation
of the causes.
Thus the nineteen-seventies were characterised by benign neglect of computer
based design with one exception, the so called Computer Aided Design (C.A.D.),
which came to stand for a family of techniques to carry out drafting automatically.
What was said about Space Allocation techniques can be repeated about
C.A.D. .C.A.D. drafting techniques could execute feats of drawing so tedious
that no human being could endure them, but could not carry out the most
simple design act such as adapting a simple load bearing structure to
a plain piping network because C.A.D., techniques like those of S.A.,
performed well numerically, parametrically but had no architectural knowledge
incorporated in them. They both used the computer as a kind of large scale
calculator. Was there any life for the computer beyond that? Was there
an alternative?
Turning Julius on his head?
Any attempts to redeem the weakness of the analytical paradigm confronted
the dilemma of having to choose between improving effectiveness at the
expense of efficiency or vice versa. The problem was not one of weak computers,
of feeble mathematics. There was enough evidence to suspect that the limitations
of the computer-based architectural techniques resulted from the very
foundations of the analytical paradigm. But what was wrong with it? Which
part of these foundations caused the trouble? Could it be that the paradigm:
1. had assumed very little constraints in advance, in the design process?
2. more specifically, that it employed minima! architectural knowledge?
3. the process relied on the computer as a large scale calculator? 4.
that it ignored aspects of time and memory?
Could one say in this case that what was needed was an altogether different
paradigm, and could this be perhaps one that turned Lullus on his head,
one that permitted:
1. strong constraints to be employed in advance to generate architectural
plans?
2. architectural knowledge to playa significant role in the design process
as a means to introduce such constraints?
3. the computer to be used as an instrument for reasoning, using, perhaps,
symbolic systems to realize intelligent inferences.
At the beginning of the mid nineteen-eighties the spotlights rivetted
once more onto the computer. There were many good reasons for this. Computers
had become more potent, easier and cheaper. Pressures to make design firms
more productive were mounting. It was asked: Why cannot computers help
design as they do in other areas? Numerical, parametric automated design
is not enough. Decisions on the pre-parametric level of design determining
configurational aspects of an artifact -what in fact Chermayeff and Alexander
were initially concerned- is too significant to be left unchallenged by
the machine. There appears a real, pragmatic need to go beyond the initial
computer based analytical techniques. And urgently.
Once more the question emerged: how should we use computers in architecture?
And more specifically, how can we go beyond analytical
design techniques, how can we develop a new paradigm for computer based
architecture?
Our critical review of the analytical paradigm can help us perhaps find
out what a new design paradigm might be like, a paradigm competent to
produce plans nearing the intelligence of architects who, for example
can
make a building scheme to fit the context of its neighbouring buildings
externally while internally fits the life style of its users, or how to
produce an intelligent program which can recognise lines as representations
of artifacts, that can draw pipes around construction without piercing
it as a smart robot walk around a landscape without colliding.
The new paradigm: Artificial intelligence for the Intelligent architect
To talk about intelligent machines and programs we should first talk about
architectural intelligence:
1. What is the behaviour of an intelligent designer like?
2. What creates this behaviour, what is the competence intelligent architects
are endowed with?
We will start, jotting down a few observations about intelligent architectural
behaviour. First is a list of things good architects, "experts"
do. Compare it to what analytical techniques do:
1. Architects create, fast, a rough global organisation of a plan, a sketch,
a preparametric spatial scheme that captures essential characteristics
without loosing themselves in details of local problems. After that they
put the sketch to test and then they proceed with specific details. Analytical
techniques cannot generate global schemes. They can only solve local
problems.
2. Architects achieve a good balance between efficient design process
and effective product. Analytical computer based techniques either lead
to unrealistic computation processes -computation explosions -or to project
solutions that are unrealistic and thus undesirable.
3. Architects generate total project solutions that simultaneously satisfy
many requirements, many functional points of view. They use data that
might change in time. Partial, good only for limited requirements and
restricted static conditions are the design products of analytical computer
based techniques.
4. Architects produce satisfactory project solutions under very
unsatisfactory conditions, incomplete data, implicit instructions, missing
specifics. On the contrary analytical computer based techniques break
down and cannot give any result under such onerous circumstances.
5. Architects give answers to common design problems easily and to rare
ones with difficulty. That seems reasonable but the reverse is true for
analytical computer based techniques. They specialize on highly specialized
problems but fail to respond to the most frequently encountered everyday
ones.
The behaviour of good expert architects differs from that of analytical
techniques not only in terms of the kinds of tasks they fulfil, but also
how they go about fulfilling them.
1. Architects appear to use experience extensively. They exploit precedents,
of theirs or others, solutions developed as answers to previous problems.
They use knowledge, rules of thumb, general rules, theories and principles.
The knowledge they use is transferred from one kind of problem to another,
from one design domain, or even world domain, to another.
2. Architects infer their design solutions reasoning qualitatively, combining
information of many levels of abstraction and of different degrees of
precision few of which are numerically expressed.
3. Architects keep track of what they produce and change their minds about
how to design. They are informed about their own successes and failures.
Analytical techniques seem not to follow such methods. They do not
apply prior experience, knowledge. They do not work with heterogeneous
and fuzzy data. They do not reason qualitatively. They are rigid in the
way they solve problems. They do not make leaps in their reasoning. They
do not judge their own products. They do not learn.
Take the case of Le Corbusier's Unite d' Habitation, the"pre-parametric"
way he conceived the building's spatial concept, grasping from the outset,
seemingly effortlessly and spontaneously, its fundamental aspects, inventing
a truly complex multi-functional unprecedented form synthesised out of
and in analogy to, a multitude of precedents: the savage hut, the liner,
the winebottlerack, the Greek temple, and more, recalling these precedents
from memory, examining them, dissecting them, trying them and recombining
them, putting old tools to new uses and old ones in new compositions.
Although, in many respects, extreme, the case of Le Corbusier's invention
of the Unite d'Habitation is actually far from being unique in history.
In an other occasion (Tzonis, 1989) we had the opportunity to look in
depth, document and analyse the creation of the triangular bastion in
the Renaissance by Leonardo da Vinci. In both cases we find the same kind
of characteristic intelligence. We find it also in the work of the majority
of designers although to a lesser degree. How can the machine be intelligent
in a similar manner, a fact that will make the whole effort of using computers
in architectural offices more worth wile. Doesn't the fact that architects
succeed using precedents, rules and principles rather than departing from
a tabula rasa, imply an approach? Doesn't their using qualitative as well
as quantitative computation, and analogical, preparametric conception
rather than analytical, parametric calculation, suggest a direction?
From the computational point of view it is obvious that to mobilize architectural
knowledge, either in the form of architectural precedents,
rules, or principles, at the very beginning of the design process, implies
constraints which if appropriately integrated can limit the search for
the appropriate form of a product. Architectural knowledge could create
a more efficient design process. The introduction in computational design
of architectural knowledge, also guarantees that the products of this
process will be realistic, effective. In other words the form of the proposed
artifact will satisfy many requirements simultaneously and not just a
reductive abstract point of view.
What kind of computer based design system can generate such behaviour?
How can it possess recall, and process the information such precedents,
principles and rules contain as incoming programmatic design demands for
new projects arrive? How can it develop design concepts, plan sketches,
preparametric schemes, out of a mixed bag of qualitative, fuzzy,
incomplete data and even contradictory facts? What are the tools we have
at our disposal to mobilise towards such an intelligent architecture?
A frame for representation of architectural knowledge
We will start responding to these questions with the problem of representation
of architectural knowledge, the basic concepts and
structures which capture information contained in precedents, principles,
rules of architecture. We will then try to identify how these fit into
a reasoning mechanism that departs from a so called "programme of
architectural needs", exploits knowledge and leads to design products.
Like good choice of paradigm, good choice of representation can save time
and memory more than algorithms and hardware can (Amarel, 1968).
What is the bare minimum of design domain knowledge? Which are the basics
of representations of the architectural world that govern design intelligence?
Which are the categories through which designers reason about artifacts
schematically on the preparametric, "sketch" level? (Ulrich,
1988)
A core of an intelligent design system should represent significant aspects
of how artifacts are made out, how they work, what they do in respect
to what has to be done, how they fit into the environment,and how all
these aspects relate to each other. It must be able to develop descriptions
of facets of these aspects that can enter into reasoning patterns.
The most obvious place to start putting together such a system is how
a design product is made, the artifact's form, morphology of a building,
its characteristic attributes, its spatial composition and its material
structure. We will use the word form here to denote configurational attributes
as well as the physical constitution of design products.
Seen from a different perspective, that of the physiology so to speak,
of architectural artifacts, buildings contain operations. The form of
buildings controls, holds or channels, people, objects, equipment associated
with activities.
From yet another point, the teleological one, we look at buildings in
terms of their anticipated as well as their actual performance.
We finally consider all the above, form, operation, performance of a design
product, in reference to the context within which the artifact is to be
realised.
The reader must have noticed that the concept of function does not appear
in our system here. The reason for that is its ambiguity among architects.
Architects refer to the "function" of a corridor, for example,
as being circulation -an operation according to our terminology. They
also talk about the "functional" merits of a scheme of a corridor
in providing privacy- an anticipated performance according to our terminology.
(Zandi-Nia, 1992).
Form, operation, performance and context are interrelated. This interrelationship
can be expressed in constraints that state which performance of a building
may result from which operation and, in turn, which operation may result
form which form, a rule chain whose links are neither deterministic nor
closed. The performance of an artifact may depend on external conditions,
conditions that apply to its operation, as the operation itself may depend
on external conditions attached to the artifact's
form.
What kind of reasoning do designers use in practice expressing constraints
linking form, operation, performance and context to each other?
First, given the performance of a building they try to explain the aspects
of operation and form -that may have influenced it, or given the operation
of a building, which aspects of its form may have affected its operation.
( Davis and Hamscher, 1990)
From such an explanation one can arrive at what can be called design diagnostics,
which identify causes -operational and formal -for building pathology
unanticipated performance of artifacts. ( Davis and Hamscher, 1990, Davis,
1984)
Diagnostics answer questions such as: "why this apartment complex
is unsafe" or "why this office layout makes people come face
to face so rarely".
A second type of reasoning processes information the opposite direction.
From form it predicts operation, and from operation performance. In design
practice predictions are used in the evaluation of artifacts. That means,
given an artifact's form and operation, to forecast how close the expected
performance of the artifact is to the normative one, as specified by the
design programme. Or, how an artifact ranks in relation to that of an
other artifact. in respect to an exptected performance. Evaluation answers
questions such as: "Is this sequence of rooms making people wasting
time going from task to task?" or "Which of these different
locations of the entrance gives to users more information about events
in the complex?"
Design generation, morphogenesis starts with performance and terminates
with form. It searches to identify the form that the artifact has to take
to bring about one or more normative performances. It uses the facts of
design explanations and predictions about the way constraints of form-
operation-performance are interconnected and inserts them into a deontic
reasoning framework. It starts with prescriptions of performance and terminates
with prescriptions form. It searches to identify the form that artifacts
have to take to bring about one or more performances that have to come
about. Morphogenetis answers questions like: "If a building has to
be highly safe (performance-norm), what pattern of circulation of people
has to occur (operation), and if this circulation pattern has to take
place what the configuration corridor has to be have (form)?"
Context enters in design reasoning by attaching conditions within which
the principles or rules about relations between form-operation-performance
apply. Context aspects usually lead to plausible explanations, uncertain
predictions and probable architectural diagnostics. (A state of affairs
not different from medical diagnostics and electrical engineering interpretations
of bad circuit behaviour). Here is how context applies: "If a corridor
has a specific shape X then people can safely evacuate a building unless
the lighting conditions are of type Y."
Contextual aspects that involve plausibility uncertainty, probability
and use beliefs, such as the above give design thinking richness and realism.
They can also be complicated to describe and very tricky to program. But
this does not mean architectural thinking is not representable computationally
or that its complexity is intractable by definition.
Frames and facts
When architects use knowledge to describe, explain, evaluate, generate
building schemes they do not use isolated facts, about form, operation,
performance, context. They mobilize highly organized information, which
generalizes classes of situations or combines data into interdependent
complexes.
In order to represent this very significant characteric of design thinking
we will introduce frames, one of the classic ways that Artificial Intelligence
(Minsky, 1975) uses to represent knowledge. Frames are a powerful data-
structure to capture standard cases, and exploit law-like facts of architectural
knowledge. They can embody architectural rules and principles qualitatively
employing nominal values. They can carry out symbolic reasoning without
excluding the possibility of using non-verbal, "sub- symbolic",
numerical computations. Visually the idea of a frame can be displayed
through a graph whose nodes and links, stand for objects and relations
between them. These nodes and links make up a kernel of design thinking
which gets hold of constants, facts. Nodes and links spread out of this
kernel to account for particular fact- instances through slots, terminals
which can receive specific values and keep track of differences and
changes.
The design frame, graphically expressed, looks like that:
Our first encounter with frames was almost two decades ago to analyze
architectural discourses, the texts people produce to communicate verbally
about architecture. (Tzonis, Berwick, et.al. 1975.) At that time, we used
frames to match text parts with frame elements. The elements of the frame
and their relations represented prototypical structures of architectural
thinking.
Here is how the above information in the diagram looks translated into
LISP, -an A.I. language oriented towards handling symbols rather than
numbers only -representation:
To express more complex information about design, frames can be attached
to other frames on the same level or in subordination (sub-frames). Such
nested structures can picture intricate associations between sets of design
facts, whole-part form relations, hierarchies of operation or performance.
Design frames and the facts they embody about form, operation, performance
can be processed through productions, condition-action rules These represent
states of information in design thinking. Rules are made
out of two components: an IF, or condition part and a THEN, or action
part, as the above illustration shows. Rules are chained together in lines,
which map possible sequences of reasoning. But we can also think of them
as chained into multidimensional contraptions capable of holding intricate
thinking textures.
Our brief discussion of frame methodology suggests that we can do three
things:
1. Organize design facts in a way that reflects essentials of domain knowledge.
2. Condense such knowledge into structures which allow us to focus explicitly
on facts needed and when needed according to the state of evolution of
a design problem.
3.Reason computationally through highly structured knowledge and as a
result design intelligently.
A strictly rule based design inference system however may still easily
end up into a highly inefficient methodology. Imagine hundreds of rules
in a
maze of interactions. They may easily defeat the very idea of computational
economy in bringing knowledge in the automated design process. We have
to be, on one hand, aware of this issue as we try to assemble a design
reasoning system, on the other, seek ways of avoiding a computationally
undesirable outcome. Since architecture is a late comer in the use of
knowledge based systems it should not repeat the same errors of other
domains where such systems were applied. How can we safeguard the system
from running out of time and memory?
Some of these questions will become evident in the following part where
the form-operation-performance frame, an abstract formula, will be applied
to a specific design case.
Representation of design explanation
Let us see how we can turn this very abstract (1) form-(2) operation-(3)
performance frame of architectural representation into a realistic description.
We will use once more the example of Le Corbusier's Unite d'Habitation
(U.H.) (Offermans and Cohen, 1989). Not to clutter our discussion we will
try to be extremely concise. We will start with a verbal description of
the building:
What is immediately distinguishable about the (1) form of the U.H. it
is its three part division into:
(1.1) "pilotf' base, the way the building rises on stilts. Equally
unique is: (1.2) its slab body structure, inside which modular units of
individual apartments fit. Intriguing also is its:
(1.3) "deck" roof, the way the building comes up and terminates
onto a public terrace.
From the point of view of (2) operation U.H. has singular characteristics
too: (2.1) Air can circulate without obstruction under the building. It
is also special how:
(2.2) the overall bearing structural framework of the building is independent
from the structure enclosing each apartment. (2.3) People can look around
from high up.
Considering (3) the performance of U.H., the building is unique in terms
of: (3.1) it is environmentally good.
(3.2)lt provides a flexible choice of life styles, and also offers (3.3)
enjoyable views of its surrounding.
Let us now describe verbally the way performance -operation- form in U.H.
are associated with each other:
The building is: (3.1) environmentally good because (2.1) air can circulate
under the building thanks to (1.1) the "piloti".
U.H. offers: (3.2) large choice of life styles due to (2.2) the way bearing
and enclosing structures of the building are kept independent of each
other, thanks to its (1.2) rack slab body.
The (3.3) views of U.H. are enjoyable because (2.3) people can look from
high up thanks to (1.3) its "piazza" roof.
What I did was to split the nodes of performance, operation, form into
constituent subnodes. I now recombine these subnodes, in a new subframe
where each performance-part corresponds to its operation-part and form-
part.
Here is, graphically expressed, how the original design object general
frame is applied, instantiated, into the case of the Unite d'Habitation:
and how it looks recombined:
Representation of the morphogenesis
After design explanation, follows, in the same abbreviated way, a discussion
on design or morphogenesis. Design generation looks like the mirror image
of design explanation. Here we start from normative performance, move
to operation and through that arrive to the form the building.
We will try to reconstruct Le Corbusier's groping with the conception
of the Unite d'habitation. It appears to have taken the following design
reasoning path.
Assuming the performance description of the project Le Corbusier searches
for precedents. He asks: "Do I know of any products which":
1. do not disrupt the natural continuity of the terrain? (slot 1)
2. have independent bearing framework and subdivision structures? (slot
2) 3. have public spaces with commanding horizon vistas? (slot 3)
L.C.searches in his memory to find if there are any existing artifacts
which respond to the above question. This search involves checking for
descriptions of products, which have identical or similar operation slots
with those of the project to be designed.
As it is well known L.C. had a very endowed memory. He observed and noted
down in numerous notebooks but also in his memory a very large number
of artifacts. He possessed also in his mind a true library of objects,
a Thesaurus of Precedent Plans, properly tagged and sorted out. Indeed
he comes out of his memory library triumphant carrying three precedent
products:
1. The "peasant hut", which matches operation slot (1): The
hut does not disrupt terrain continuity.
2. The "winebottle-rack", which matches operation slot (2):
The bottle-rack has bearing framework which is relatively independent
from the shell of the bottles.
3. The "ocean liner", which matches operation slot (3): The
ocean liner has deck with commanding vistas.
Next L.C. identifies which form aspect in the precedent artifacts relates
to the specific operation. He isolates and extracts out of the precedents
the specific part of their spatial form that supports an operation corresponding
to the operation demanded:
As we can see from the above diagram in each of these form descriptions
the precedent part has two characteristic slots. One specifies the form
part itself. the other the syntactic relation of the form partto the total
form of the precedent. The "syntactic slot" restricts the possible
connection of a part of an artifact to the rest of its parts. It constrains
the way parts from precedents may be put together to form a new design
product. It helps designing a new whole through recomposing precedents.
Here is the result:
Design knowledge -design theory
Certainly, this is a very rough preview of how design thinking can be
represented computationally.
We showed how form-operation-performance descriptions are implemented
in a knowledge system, here frames, which capture essentials of architectural
"intuitive" and experienced thinking. We have also showed how
old solutions relate by analogy to new problems.
In the analysis of the case we have represented creative design by analogy
using a Winston (1984) style reasoning by analogy. Other ways of deriving
new design plans analogically have been tried in domains outside of architecture
( Mostow, 1990). Winston's style is the one we found most close to representing
architectural thinking.
Here are the key points of creative design process as we talked about
it up to now:
Presuppositions and input:
1. Presupposed principles linking form-operation-performance. (a causal
theory of design)
2. Presupposed syntactic principles about form specifying how design objects
can be decomposed and recomposed into parts. (a topological theory of
design)
3. Architectural program: Performance norms of planned project. 4. Precedent
projects. ( Design Thesaurus).
Process:
5. Identification of operations in planned project.
6. Search for precedents descriptions whose operation attributes correspond
to those of the planned project. Matching.
7. Extraction out of the precedent of matched component.
8. Integration of the extracted components into the new product.
Examining this outline raises immediately many questions:
Where can we find these rules linking form-operation-performance or decomposing
and recomposing the form of artifacts syntactically? We obviously need
a theory for that and principles to activate this theory into design acts.
-How can we parse ordinary architectural programs and extract out of them
explicit performance norms? How can we identify intentions, obligations,
goals in documents which are basically a flow of words?
-How can we develop a Thesaurus of precedent solutions? How are such precedents
represented in such a Thesaurus without creating memory or search problems?
And certainly, how are they selected?
-How can we reason through images simulating potential operations occurring
in a given forma- spatial organisation of precedents?
-How can we extract emergent image-parts out of precedent images and put
them together into new wholes as the case of Unite d'Habitation indicated?
Further on what if the pieces don't fit together so neatly as our example
showed?
Once more it is clear that we cannot make a step towards answering these
questions without a robust design theory.
We have to confess that the U.H. story we have chosen, appears to be leading
smoothly from principles over the bridge of design by analogy and
precedents to the happy end of a creative composition without many adventures.
This idealisation might raise some scepticism about the degree our suggested
representation of creative design is generalizable under less favourable
conditions. One could easily think of other design plots which lead to
more difficulties. Here are two typical cases:
1. Precedent conflict A performance norm might propose a candidate precedent
component to be integrated in the new project whose formal characteristics
conflict with those of an other performance's candidate precedent component.
Here is a crude topological example of a case of conflict:
2. Precedent adaptation: Problems arise if the precedent's form does not
conform with some constraints of the new problem. Suppose for example
the U.H. had to be erected in an area with a zoning regulation that only
thatched roofs were permitted. Then the precedent had to be adapted to
the new situation by modifying its form characteristics without worsening
significantly its performance.
New solutions naturally lead to new problems. Yet there is no reason to
suspect that they demand a paradigm of design different from the analogical
preceden- based one we just proposed. They do suggest however the indispensability
of design computational theory to bring an automated method of design
endowed with some intelligence. ( "Computational" theory is
used here in the sense of Marr's (1982) computational theory definition.)
It is evident by now that to be able to put together a computer based
design system with a "Le Corbusier-like" creative behaviour
it is necessary to have in hand knowledge about form-operation-performance
relations, as well as how to carry out the kinds of "Le Corbusier-like"
inferences encountered in the Unite d'Habitation case. A mere collection
of explicit rules of thumb for associating architectural form with operation
and performance extracted from specialists, wether casually or even through
the use of protocols, stitched together in a so called "expert system",
is far from being the kind of domain knowledge we need to be able to put
together a computer based intelligent design system.
The rules one extracts from piecemeal ad hoc observations tend to be too
"shallow". They have a very low capacity of generalisation.
A consequence of their "shallowness" is that they lead to a
system which depends on too many design rules and too many interactions
to elicit solutions. In the absence of "deeper", more universal
principles they takes us to new untractable problems. (Berwick, 1990)
Thus, the few current efforts so far to create architecture expert systems
have come up to the familiar dilemma, familiar from the period of Space
Allocation analytical techniques, to have to choose between effectiveness
and efficiency of the system. Without doubt there is a wave of trials
to introduce computer knowledge based systems to design the last five
years ( Gero, 1990, Gero, Maher, Zhang 1988, Coyne et al. 1990) yet there
is a conspicuous absence of deeper computational analysis of the problems
at hand as well as a cognitive analysis of the knowledge involved. This
suggests that we have not yet drawn the proper conclusions from the past.
We still do not perceive that the questions of the "economy"
so to speak of a computer-based intelligent design system are fundamental
and cannot be postponed to the very end of the development of the system.
It is from this perspective, the perspective of limits of computability,
of resources, such as time and memory, of "minimal rationality"
( Cherniak, 1986) that design knowledge should be discussed in reference
to the system we want to put together.
For domain knowledge to play the key role we sketched about in the beginning
of our paper, following the critique of Space Allocation analytical techniques,
it has to be assigned the task to cut down search. To do so design domain
knowledge has to be based on solid computational design theory capturing
both specifics of architecture, sufficiently generalized canonical conventions
constraining architectural form, constraints of form on operation etc.
as well as intrinsic, sufficiently "deep", cognitive constraints.
It is out of such computational theory of design that the rich variety
and intricacy of apparent rules -which empirical studies have
frequently reported in design practice- can be described, explained, predicted
and planned. And it is through such constraints that design
domain knowledge can help overcome inimical problems of complexity and
intractability so typical to architecture.
If the methodology of symbolic, frame-based representation is the ultimate
weapon to conquer the problem or other, 'deep reasoning' or sub- symbolic
tools have to be brought in it is of less importance. One way or another
one has to be prepared to face the straights of Scylla and Charybdis of
design, and knowledge based stratagems are the only way through.
The Unite d'Habitation case has helped us see that contemporary computer
systems can undertake truly intelligent tasks which involve complex qualitative
design reasoning at the level of project preparametric conception rather
than long but plain quantitative calculations at the level of parametric
design and machine drafting. Parametric design, numerical calculations,
techniques such as Space Allocation, machine drafting, C.A.D. will always
be in demand. After all the primary task for machines is to free people
from non intelligent work. But in order to efficiently and effectively
put into action such low intelligence tools they have to be integrated
inside intelligent cognitive frameworks. Increasingly, the importance
of design decisions on this conceptual level is recognized and the lack
of rigorous methodology focussed on such decisions is acknowledged. The
problem is not one of 'upgrading' quantitative techniques. It is exactly
the reverse. To develop machine-based methods of high intelligence that
can be extended
to practice tedious assignments, such as calculating dimensions of details
to the millimetre, specifying materials, estimating costs to the penny
and visualising perspectives with hundreds of shades and tones.
Given the importance design knowledge plays in the development of intelligent
computer based design systems we are oblidged to investigate very seriously
cultural constructs, architectural theory, as well as natural products,
the human design cognitive apparatus. In doing so mechanisation achieves
what people usually tend to ignore that machines can do: it offers a better
understanding of human nature, thus making humans more human.
Notes
1 These techniques became known under many names: "Facility layout"
(Block and lewis, 1975, Francis and White, 1974), "Automated Spatial
Synthesis" (Eastman, 1975), and
"Space Planning" (Gero, 1977, Miller, 1911). We will use the
term "Space Allocation" as a more general one. (For an overview
see Grant, 1983 and Fourcade, 1975).
2 In fact S.A. techniques to a great extent were reinventing computerised
plant layout techniques developed by industry engineers which anteceded
the Chermayeff and Alexander program (Koopmans and Beckman, 1957) unnoticed
before by architects.
3 (Weinszapfel, Johnson, Perkins, 1971, Eastman, 1971).
1. Relational rules, expressing interactions between spaces.
2. locational rules, specifying orientation and zoning, restrictions.
3. Configurational rules, controlling alignment, visual access and proportions
of spaces. An other strategy followed, one I was very much part of, was
the introduction of multiple criteria into the process to improve the
effectiveness of the product.
That was very much the focus of my collaboration with Serge Chermayeff
at Yale trying to develop a hierarchical, multi-objective design model
(Chermayeff and Tzonis, 1967). But it was only in 1969 that we started
developing a true multicriteria design technique with the collaboration
of Oradiah Salama introducing the ElECTRE method by METRA (Benayonn,
R., Roy, B. and Sussman, B., May and June 1966, Tzonis and Salama, 1972,
1974 and 1975).
4 Heuristic techniques were introduced as well as more powerful al90rithms
to cut down vast search problems. Various decision rules were devised
to define the order in which operators of allocation were placed, that
is the order in which locations were placed on the available site like
molecules of space. Interesting procedure strategies were developed by
Eastman (1971), Pfeffercorn (1975), Mitchell and Dillon (1972). In general
these strategies fell under the following categories:
1. Analytical solution, linear, quadratic and integer programming.
2. Exhaustive enumeration, ALDEP program (1965).
3. Hill climbing, CRAFT (1964), GSP (1970) and IMAGE (1970) programs.
4. Constructive methods, CORELAP (1967) and MAGIC (1975) programs.
In addition even more radical reforms were tried in order to improve the
effectiveness of Space Allocation techniques. They took Space Allocation
process not as a tool to generate definitive plans through optimization
(Simmons, 1969, Armour, Buffa, 1963), or satisfaction of a set of constraints
(Eastman, 1971, Grason, 1972) but as an aid for the architect limiting
their usefulness to:
1. Improving an existing plan (Armour, Buffa, 1963, Weinzapfel, (Johnson,
Perkins, 1971),
2. Aiding the designer who was ultimately controlling the design process,
Space Allocation plans playing the role of positive intervener only (Negroponte,
1969),
3. Optimising a plan only from one point of view and letting the architect
take care, by intuition and traditional methods of the rest (Bernholz).
4. Testing only solutions provided by architects intuitively. (Harper,
1968).
5 Our AliA group in Delft has been investigating such general principals
laws and intrinsic constraints. More specifically interactions between
form-operation-performance have been studied on the level of topological
organization of form. These relations have been identified as "deep
thinking' systems, systems working through rigorous numerical mathematical
methods embodying the wary experts read and interpret rough drawings,
such as the ones we showed Le Corbusier used, combining the same time
symbolicity represented domain principles (Zandi Nia, 1992, Koppelaar
and Zandi Nia, 1992, Tzonis, 1987). In an other study architectural formal-spatial
constraints have been researched towards a system of visual recognition
of architectural precedents (Koutamanis, 1990). Once more the system
employed explicitly represented general principles (Tzonis, 1986) which
architects use implicitly in identifying and discriminating architectural
plans.
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