Savov, Anton (2022)
The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings.
Technische Universität Darmstadt
doi: 10.26083/tuprints-00020697
Ph.D. Thesis, Primary publication, Publisher's Version
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Item Type: | Ph.D. Thesis | ||||
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Type of entry: | Primary publication | ||||
Title: | The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings | ||||
Language: | English | ||||
Referees: | Tessmann, Prof. Dr. Oliver ; Knöll, Prof. Dr. Martin | ||||
Date: | 2022 | ||||
Place of Publication: | Darmstadt | ||||
Collation: | xii, 443 Seiten | ||||
Date of oral examination: | 29 November 2021 | ||||
DOI: | 10.26083/tuprints-00020697 | ||||
Abstract: | State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers. |
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Status: | Publisher's Version | ||||
URN: | urn:nbn:de:tuda-tuprints-206970 | ||||
Classification DDC: | 700 Arts and recreation > 720 Architecture | ||||
Divisions: | 15 Department of Architecture > Fachgruppe B: Gestalten und Darstellen > Digital Design | ||||
Date Deposited: | 02 Mar 2022 09:21 | ||||
Last Modified: | 01 Aug 2022 11:14 | ||||
URI: | https://tuprints.ulb.tu-darmstadt.de/id/eprint/20697 | ||||
PPN: | 492774919 | ||||
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