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MODUL PERKULIAHAN
PERANCANGAN SKEMATIS1. Merancang /Designing
1. Traditional methods
1. Crafmant do not / often can not, draw their works & neither can they give adequate reasons for the decisions they take.
2. The form of a craft product is modified by covaless failures and successes in a process of trial & error over many century
3. The weakness of changing only one-thing at a time, and relying on precedent when what seems to be called for is a complete reorganization of the form as a whole
4. The form o fthe product it self, which is not changed except to correct error or to meet new demands
5. Designing to day,
the shape of the product is a whole
the reason for the shape experiment with the product it self
2. Design by Drawing
1. Spesifying dimentions in advance of manufacture make it possible to split up the production work in to separate pieces with can be by different people
2. Drawing before making made possible the planning
3. The division of labour made possible by scale drawings can be used not only to increase the size of the product but also to increase their rate.
3.The need for now methods
1. How do traditional designers cope with the complexity ?
Long period for incubation
A change of set
Enemy originallity mental rigidity & wishfull thingking
2. In what ways are modern design problems more compliated than traditional ones ?
New Methods
Designers as black box
Designer as magicians
Designers as glass box
Designers as self-organizing system
Designing as a three stage process
1. Divergence; characteristic :
The objective are unstable & tentative
The Problem boundary are unstable & tentative
Evaluation is deferred
2.Transformation;- a pattern
Problem boundary fixed, critical variabled are identified
Split up into subploblem
Succesful transformation : the freedom to change sub goals
3.Converge; persistence and rigidity of mind and methods is a virtue : flexibility & raegueness are to be stunned.
Design Strategy
Linear strategy
Cyslic strategy
Branctring Strategy
in oremental strategy
Example 1.
Brief : To design a car that is very easy to park
Cimplexity of systems
Performance systems
Problem
Input
Output
Black box
Brainstarming
Synectics
Analogies
Output is governed by input
Output canbe speeded up, but more random
Output is relevant to the problem is dependent open within himse
Depend on inteligent control over the form / problem structure
Output 1 max
Output 2
Output 1
Design Action-2
Reseach Action
Characterisics :
objectives, variables and criteria are fixed in advance
analysis is completed, or at least attempted, before solution are sought
evaluation is largerly linguistic and logical (as opposed experimental)
Designers as computer
Design Effect :
That which carries out the search for suitable design
That which control and evualuates the pattern of search (strategy control).
input
C
T
D
Stage 3
Stage 2
Stage 1
Stage 2
Stage 4
Stage 3
Proceedor return
Stage 1
Proceedor return
brief
Stage 2a
Stage 4
Stage 2c
Select 4 or 5
Stage 3
Stage 2b
Stage 6
Stage 1
Stage 5
Parallel stage
alternative stage
selection stage
Adjust existing solution to accommodate modification
outcome
Re-assess an existing solution
Explore a few minor modification
1. Brief
2. design situation
2.
4.1
Brainstorming
3.2
Literature searding
5.8
classification
3. problem structure
1.4
man machine
system designing
6. Final design
Pusat Pengembangan Bahan Ajar - UMBIr. Budi Susetyo MT
PERANCANGAN ARSITEKTUR V