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USER | INTERFACE NIRAJ KAPADIA

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Page 1: User | Interface

USER | INTERFACENIRAJ KAPADIA

Page 2: User | Interface

NIRAJ J. KAPADIAM. ARCH 2011

Page 3: User | Interface

NIRAJ J. KAPADIAM. ARCH 2011

Page 4: User | Interface

KAPADIA i

USER | INTERFACE

A B ST R AC T

AB

STR

AC

TUser interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and the built environment; a relationship that inherently has the intimacy and tangibility that the tech world may never experience, yet is oftentimes estranged from the user.

Architecturally, this interface can occur at thresholds, details, or material joints. As a means to test the advantages that user interface oriented design can have on a space, these principles will be applied towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful interface between user and building can be explored.

Page 5: User | Interface

KAPADIA i

USER | INTERFACE

A B ST R AC T

AB

STR

AC

T

User interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and the built environment; a relationship that inherently has the intimacy and tangibility that the tech world may never experience, yet is oftentimes estranged from the user.

Architecturally, this interface can occur at thresholds, details, or material joints. As a means to test the advantages that user interface oriented design can have on a space, these principles will be applied towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful interface between user and building can be explored.

Page 6: User | Interface

KAPADIA iii

USER | INTERFACE

Co

NTE

NTS

Abstract Part I: Exploring User | Interface __defining the problem __interface with cars (HMI) __interface with computers (HCI) __interface with buildings (BUI)

Part II: Exploring the Design Problem __thesis alignment - transit station __history of transit stations __station interface __thesis alignment - clients __BART system history __San Francisco city profile __site mapping __split street section __Embarcadero station entrances __demographics __panoramic images __street section

Part III: Designing User | Interface __contextual design __tracking user interactions __station amenities __user profiles __activity mapping __design scales - site, street, body, hand __synthesizing design ideas - materials, details, technology __methodology - narratives __summation Part IV: References

i

1346

11

17192023273032374446495259

61636873757779

101109123

125

Co NT E NTS

Page 7: User | Interface

KAPADIA iii

USER | INTERFACE

Co

NTE

NTS

Abstract Part I: Exploring User | Interface __defining the problem __interface with cars (HMI) __interface with computers (HCI) __interface with buildings (BUI)

Part II: Exploring the Design Problem __thesis alignment - transit station __history of transit stations __station interface __thesis alignment - clients __BART system history __San Francisco city profile __site mapping __split street section __Embarcadero station entrances __demographics __panoramic images __street section

Part III: Designing User | Interface __contextual design __tracking user interactions __station amenities __user profiles __activity mapping __design scales - site, street, body, hand __synthesizing design ideas - materials, details, technology __methodology - narratives __summation Part IV: References

i

1346

11

17192023273032374446495259

61636873757779

101109123

125

Co NT E NTS

Page 8: User | Interface

KAPADIA 1

USER | INTERFACE

PA RT I : E x P lo R I N g I N T E R FAC E

ExP

loR

INg

IN

TER

FAC

E

The central idea of this thesis focuses on how and where people interact with the building and, in turn, with one another. The first step is to research human-machine interfaces in order to get a better understanding of the nature of interaction that occurs between user and inanimate object. As case studies, the evolution of the computer interface as well as the automobile interface will be reviewed.

This project uses the analogy of user interface as a strategy to develop and synthesize design ideas. For example, in the technology world, the human-machine interface is constantly evolving based on not only changes in technology, but also changes in society that necessitate novel applications of that technology: as smartphones are becoming more affordable and more common, there is a tremendous push towards innovative forms of input into a tiny screen. The ways in which these problems get solved by designers and engineers are precisely what this thesis aims to study in order to apply the principles behind such solutions towards an architectural interface.

As society evolves, technology adapts to fulfill the new needs. This type of constant evolution is the model to emulate to move towards an enhanced building-user interface. Buildings have the added inherent benefit of immersing the user fully--operating on a spatial level--allowing for a whole body interaction that the technology world can only represent intangibly. The interface between user and building provides a fertile opportunity that, if designed in accordance with the needs of the user can lead to a richer architectural experience.

Page 9: User | Interface

KAPADIA 1

USER | INTERFACE

PA RT I : E x P lo R I N g I N T E R FAC E

ExP

loR

INg

IN

TER

FAC

E

The central idea of this thesis focuses on how and where people interact with the building and, in turn, with one another. The first step is to research human-machine interfaces in order to get a better understanding of the nature of interaction that occurs between user and inanimate object. As case studies, the evolution of the computer interface as well as the automobile interface will be reviewed.

This project uses the analogy of user interface as a strategy to develop and synthesize design ideas. For example, in the technology world, the human-machine interface is constantly evolving based on not only changes in technology, but also changes in society that necessitate novel applications of that technology: as smartphones are becoming more affordable and more common, there is a tremendous push towards innovative forms of input into a tiny screen. The ways in which these problems get solved by designers and engineers are precisely what this thesis aims to study in order to apply the principles behind such solutions towards an architectural interface.

As society evolves, technology adapts to fulfill the new needs. This type of constant evolution is the model to emulate to move towards an enhanced building-user interface. Buildings have the added inherent benefit of immersing the user fully--operating on a spatial level--allowing for a whole body interaction that the technology world can only represent intangibly. The interface between user and building provides a fertile opportunity that, if designed in accordance with the needs of the user can lead to a richer architectural experience.

Page 10: User | Interface

KAPADIA 3

USER | INTERFACE

|PROCESSING|INPUT > > OUTPUTsingle level input

levers

buttons

switches

if/then statements

pre-set pool of outcomes

cyclical response

direct output

predictable, reproducible output

output does work directly on object

multiple inputs

intermediate input devices (mouse, touch)

complex input

computation of best possible solution from pool of multiple

results

reciprocral response

graphical output

output is on intermediary medium

(screen, projection, etc)

multiple, tactile input

whole body experience

environmental input

user needs through direct manipulation

evolutionary method that adapts to user

biological response

personalized, pertinent information

direct relationship between output type and medium

enhanced architectural experience

HM

IHU

MAN

MAC

HINE

INTE

RFAC

EH

CIBU

I HUM

AN CO

MPU

TER

INTE

RFAC

EBU

ILDIN

G US

ER IN

TERF

ACE

Interface, simply defined, involves the machine accepting user input, processing an outcome, and finally delivering an understandable output back to the user. As the diagram to the left demonstrates, however, there are many levels of complexity at which this interface cycle can operate.

The basic human-machine interface is a cyclical one in which an outcome is derived from a pre-set pool of choices based on singular input (i.e. heavy machinery, automobiles). The computer-human interface is able to understand more complex input and able to process the best possible solution; as such it is a reciprocal process (i.e. Windows OS, Mac OS, smartphones). The next step in this movement would be what this thesis proposes: a building user interface (BUI). The concept would be to integrate technology into the building in order to create a biological response that is able to evolve with the users’ needs.

The next sections will explore human-machine and human-computer interfaces in greater detail to determine how to adopt the lessons to enhance architectural interfaces.

D E F I N I N G T H E P RO B L E MIDENTIFYING THE OPPORTUNITY

Page 11: User | Interface

KAPADIA 3

USER | INTERFACE

|PROCESSING|INPUT > > OUTPUTsingle level input

levers

buttons

switches

if/then statements

pre-set pool of outcomes

cyclical response

direct output

predictable, reproducible output

output does work directly on object

multiple inputs

intermediate input devices (mouse, touch)

complex input

computation of best possible solution from pool of multiple

results

reciprocral response

graphical output

output is on intermediary medium

(screen, projection, etc)

multiple, tactile input

whole body experience

environmental input

user needs through direct manipulation

evolutionary method that adapts to user

biological response

personalized, pertinent information

direct relationship between output type and medium

enhanced architectural experience

HM

IHU

MAN

MAC

HINE

INTE

RFAC

EH

CIBU

I HUM

AN CO

MPU

TER

INTE

RFAC

EBU

ILDIN

G US

ER IN

TERF

ACE

Interface, simply defined, involves the machine accepting user input, processing an outcome, and finally delivering an understandable output back to the user. As the diagram to the left demonstrates, however, there are many levels of complexity at which this interface cycle can operate.

The basic human-machine interface is a cyclical one in which an outcome is derived from a pre-set pool of choices based on singular input (i.e. heavy machinery, automobiles). The computer-human interface is able to understand more complex input and able to process the best possible solution; as such it is a reciprocal process (i.e. Windows OS, Mac OS, smartphones). The next step in this movement would be what this thesis proposes: a building user interface (BUI). The concept would be to integrate technology into the building in order to create a biological response that is able to evolve with the users’ needs.

The next sections will explore human-machine and human-computer interfaces in greater detail to determine how to adopt the lessons to enhance architectural interfaces.

D E F I N I N G T H E P RO B L E MIDENTIFYING THE OPPORTUNITY

Page 12: User | Interface

KAPADIA 4 KAPADIA 5

USER | INTERFACE USER | INTERFACE

Interface evolution has been a significant factor in the automobile industry and has consequently lead to the proliferation of the automobile. The Ford Model T came around before there was standardization of pedals and shifters. Driving it today would be like an exercise in mechanical engineering. 1 Today’s automobile interface is convenient enough that it gives anyone the confidence to jump into a new car and be able to drive it with little to no learning curve.

The true utility in investigating the car user interface, however, is in looking at where it is headed in the future. We are accustomed to the locations and operations of the lever and shifter we have today, but does that mean they are exactly where they “need” to be?

1 www.carspit.com

H U M A n-M AC H I n E I n T E R FAC E (H M I)HISToRy oF AUToMoBIlE INTERFACE To answer this question, we can turn to a more recent revolution in automobiles: the Toyota Prius.

When the second generation Prius first hit the market in 2005, its redesigned shifter, ignition button, and other interface changes made it difficult to adapt to for the general user. It took some time for people to adjust to the new interface, but now the small innovations debuted in the Prius have become standard fare on many other cars. Further enhancements to interface can be seen in the high-end car arena. For example, Ferrari, known for power and design, has taken steps to overhaul the driver interface. “The engineers have thus reinterpreted the positioning of the major commands to provide a truly driver-oriented cockpit.”1 This evolution of interface is necessitated by changes in both technology (i.e. mobile devices) and human behavior (i.e. our constant need for connectivity).

The lesson learned from automobile interfaces is that changes in typical interfaces need to be easily adoptable by the general public and, more critically, should be carefully evaluated by the designers and undertaken only when moving towards a concerted goal of improving overall usability.

1 http://www.gizmag.com/ferrari-advances-driver-car-interface/12648/How To Drive a Ford ModelT

Page 13: User | Interface

KAPADIA 4 KAPADIA 5

USER | INTERFACE USER | INTERFACE

Interface evolution has been a significant factor in the automobile industry and has consequently lead to the proliferation of the automobile. The Ford Model T came around before there was standardization of pedals and shifters. Driving it today would be like an exercise in mechanical engineering. 1 Today’s automobile interface is convenient enough that it gives anyone the confidence to jump into a new car and be able to drive it with little to no learning curve.

The true utility in investigating the car user interface, however, is in looking at where it is headed in the future. We are accustomed to the locations and operations of the lever and shifter we have today, but does that mean they are exactly where they “need” to be?

1 www.carspit.com

H U M A n-M AC H I n E I n T E R FAC E (H M I)HISToRy oF AUToMoBIlE INTERFACE To answer this question, we can turn to a more recent revolution in automobiles: the Toyota Prius.

When the second generation Prius first hit the market in 2005, its redesigned shifter, ignition button, and other interface changes made it difficult to adapt to for the general user. It took some time for people to adjust to the new interface, but now the small innovations debuted in the Prius have become standard fare on many other cars. Further enhancements to interface can be seen in the high-end car arena. For example, Ferrari, known for power and design, has taken steps to overhaul the driver interface. “The engineers have thus reinterpreted the positioning of the major commands to provide a truly driver-oriented cockpit.”1 This evolution of interface is necessitated by changes in both technology (i.e. mobile devices) and human behavior (i.e. our constant need for connectivity).

The lesson learned from automobile interfaces is that changes in typical interfaces need to be easily adoptable by the general public and, more critically, should be carefully evaluated by the designers and undertaken only when moving towards a concerted goal of improving overall usability.

1 http://www.gizmag.com/ferrari-advances-driver-car-interface/12648/How To Drive a Ford ModelT

Page 14: User | Interface

KAPADIA 6 KAPADIA 7

USER | INTERFACE USER | INTERFACE

The process of input to output on computers began five decades ago as a rather onerous one involving punch cards and cryptic code1. This was the proverbial “primitive hut” for computers: it performed the necessary task without embellishment. Why then was there a trend towards making the computer more accessible to the layperson? Why is there today a rekindled effort to connect more tangibly and less abstractly to the input-output continuum, a graphical user interface (GUI)? The answer lies in both technological and behavioral changes.

As a thought experiment, conceive for a moment of a world in which the computer interface remained in the punch-card realm. There may even be some pleasant ramifications: maybe everyone would be a lot more electronically

1 http://blog.modernmechanix.com/mags/BusinessAutomation/12-1961/

H U M A n-CO M P U T E R I n T E R FAC E (H C I)THE EVolUTIoN oF gUI savvy. Perhaps every individual would have an inherent respect for both the

processing power and the mechanical workings of computers. Would work be done as efficiently as it is done today? Likely no, but it is conceivable that we would have learned to live with the technology and adapted it in different ways than we have today.

So even if interface had not changed dramatically from the punch card days or days of manually inputting command line code, computers could have conceivably been a major part of our lives. What would be missing, however, is the human element of the machine. This is where user interface design enters.

User interface design aspires to recognize that the end user is a thinking, feeling entity1. In order to appeal to that end user, the software should cater to the way

1 Kay, 192.

1960 1970 1980 1990

Page 15: User | Interface

KAPADIA 6 KAPADIA 7

USER | INTERFACE USER | INTERFACE

The process of input to output on computers began five decades ago as a rather onerous one involving punch cards and cryptic code1. This was the proverbial “primitive hut” for computers: it performed the necessary task without embellishment. Why then was there a trend towards making the computer more accessible to the layperson? Why is there today a rekindled effort to connect more tangibly and less abstractly to the input-output continuum, a graphical user interface (GUI)? The answer lies in both technological and behavioral changes.

As a thought experiment, conceive for a moment of a world in which the computer interface remained in the punch-card realm. There may even be some pleasant ramifications: maybe everyone would be a lot more electronically

1 http://blog.modernmechanix.com/mags/BusinessAutomation/12-1961/

H U M A n-CO M P U T E R I n T E R FAC E (H C I)THE EVolUTIoN oF gUI savvy. Perhaps every individual would have an inherent respect for both the

processing power and the mechanical workings of computers. Would work be done as efficiently as it is done today? Likely no, but it is conceivable that we would have learned to live with the technology and adapted it in different ways than we have today.

So even if interface had not changed dramatically from the punch card days or days of manually inputting command line code, computers could have conceivably been a major part of our lives. What would be missing, however, is the human element of the machine. This is where user interface design enters.

User interface design aspires to recognize that the end user is a thinking, feeling entity1. In order to appeal to that end user, the software should cater to the way

1 Kay, 192.

1960 1970 1980 1990

Page 16: User | Interface

KAPADIA 8 KAPADIA 9

USER | INTERFACE USER | INTERFACE

H U M A n-CO M P U T E R I n T E R FAC E (H C I)THE EVolUTIoN oF gUI

in which that end user interacts with the hardware. The changes in graphical user interfaces have reflected both evolution in hardware (speeds, capabilities, etc.) as well as sociological changes in the way computers are used. Computers are used today for much more than productivity alone, they are a source of communication, entertainment, commerce, education, and much more. As such, consumers have opted for more than just performance upgrades, they seek more intuitive control and functionality.

The trend today is to connect the user more directly to the computer using more intuitive controls such as gesture based input on touchscreens.1 This is an attempt at enhancing physical interface with computers to be more natural and analogous to other tangible interfaces that the user is more familiar with such as books. This is evident in the Apple iPad as well as a number of Google Android based tablets on the market.

1 Carroll, 2009.

1990 2000 2010

In enhancing the input component of the HCI, tech companies are experiencing certain backlash as people are finding the tap and pinch controls of touchscreens intuitive, but are having trouble getting accustomed to typing on a virtual keyboard. The need for virtual keyboards trumps their perceived drawbacks, so rather than working backwards towards physical keys, many companies are coming out with novel input solutions. For example, Swype Inc introduced a

method of swiping across the screen and thus reinvented typing by working with the flatness of the virtual keyboard.1

Human-computer interfaces constantly adapt to new conditions, making them very versatile. This ability to evolve through innovation and rethinking of the interaction is a lesson that can be applied to a building user interface.

1 Segan, 2011.

Page 17: User | Interface

KAPADIA 8 KAPADIA 9

USER | INTERFACE USER | INTERFACE

H U M A n-CO M P U T E R I n T E R FAC E (H C I)THE EVolUTIoN oF gUI

in which that end user interacts with the hardware. The changes in graphical user interfaces have reflected both evolution in hardware (speeds, capabilities, etc.) as well as sociological changes in the way computers are used. Computers are used today for much more than productivity alone, they are a source of communication, entertainment, commerce, education, and much more. As such, consumers have opted for more than just performance upgrades, they seek more intuitive control and functionality.

The trend today is to connect the user more directly to the computer using more intuitive controls such as gesture based input on touchscreens.1 This is an attempt at enhancing physical interface with computers to be more natural and analogous to other tangible interfaces that the user is more familiar with such as books. This is evident in the Apple iPad as well as a number of Google Android based tablets on the market.

1 Carroll, 2009.

1990 2000 2010

In enhancing the input component of the HCI, tech companies are experiencing certain backlash as people are finding the tap and pinch controls of touchscreens intuitive, but are having trouble getting accustomed to typing on a virtual keyboard. The need for virtual keyboards trumps their perceived drawbacks, so rather than working backwards towards physical keys, many companies are coming out with novel input solutions. For example, Swype Inc introduced a

method of swiping across the screen and thus reinvented typing by working with the flatness of the virtual keyboard.1

Human-computer interfaces constantly adapt to new conditions, making them very versatile. This ability to evolve through innovation and rethinking of the interaction is a lesson that can be applied to a building user interface.

1 Segan, 2011.

Page 18: User | Interface

KAPADIA 11

USER | INTERFACE

KAPADIA 10

USER | INTERFACE

B U I L D I n G U S E R I n T E R FAC E (B U I)INTERACTIoN AS BUIlDINg INTERFACE

So how does this relate to architecture? In any interface--human-machine interface, human-computer interface and building-user interface--the user has three primary concerns: the task, the mechanism for completing the task, and the interface for interacting with the mechanism (see graphic to the left). The user is the center of this cycle that can start at one of the three nodes.

As the research into computer and automobile interface reveals, the utility to the user stems from the ability of the interface to keep up with constantly evolving tasks and mechanisms. In a building interface, the designer can use this technique of identifying interfaces in order to design the architecture for tasks that are more advanced than simply providing shelter.

Designing a better way to interface with a building can result in that building being able to teach us something new about our environment.1 For example, feedback systems and automated

1 Fox and Kemp, 142.

TASK

USERINTERFACE

MECHANISM

HM

IH

CI

BU

I

Page 19: User | Interface

KAPADIA 11

USER | INTERFACE

KAPADIA 10

USER | INTERFACE

B U I L D I n G U S E R I n T E R FAC E (B U I)INTERACTIoN AS BUIlDINg INTERFACE

So how does this relate to architecture? In any interface--human-machine interface, human-computer interface and building-user interface--the user has three primary concerns: the task, the mechanism for completing the task, and the interface for interacting with the mechanism (see graphic to the left). The user is the center of this cycle that can start at one of the three nodes.

As the research into computer and automobile interface reveals, the utility to the user stems from the ability of the interface to keep up with constantly evolving tasks and mechanisms. In a building interface, the designer can use this technique of identifying interfaces in order to design the architecture for tasks that are more advanced than simply providing shelter.

Designing a better way to interface with a building can result in that building being able to teach us something new about our environment.1 For example, feedback systems and automated

1 Fox and Kemp, 142.

TASK

USERINTERFACE

MECHANISM

HM

IH

CI

BU

I

Page 20: User | Interface

KAPADIA 12 KAPADIA 13

USER | INTERFACE USER | INTERFACE

I n T E R FAC E - B U I L D I n G SINTERACTIoN AS BUIlDINg INTERFACE

Another key element of BUI is to design for future evolution of the spaces. Software design and hardware compatibility in the tech world are so successful because they function as the framework upon which the true interface lies. In the same way, a successful application of user interface design to architecture will involve open space planning and using materials and connections that have the ability to be adapted to changing needs.

In conceiving of these design elements, it will be critical to maintain a familiarity so that users can interface with the buildings as intuitively as possible. The perceived learning curve of any new venture is a major determining factor of the success of the interface. As is typical with adoption of new technology or new methods, it is not how well we can learn the new, but how well we can unlearn the old that will determine the effectiveness of these new tools.1

Moving forward, the emphasis of BUI will be to: a) Locating important nodes and designing interaction around these nodes. b) Retain room for growth/evolution of the space so the building can “learn” how to adapt to the users’ needs.

1 Kay, 199.

mechanisms can facilitate in many sustainable strategies involved in passively heating and cooling a building. The building can automatically open windows at night for night flushing. In the case of a transit center threshold, the building can inform travelers of the best possible route and inform them of the comparative costs in dollars, carbon emissions, etc of their transit choices.

By providing multiple levels of services to the user, the building makes the most efficient use of materials, form, and technology to enhance the user’s experience. An important aspect of any design based on BUI will be its ability to respond to a variety of design problems with one adaptable solution.

The methodology proposed to design such solutions is to locate the important nodes within a building where interaction occurs and design outward from there. Here is where interface is critical. Much as the designers of early operating systems programmed menus and buttons to be intuitive, architectural interactions should be intuitive and informative. By allowing the building to engage with the occupants, the building becomes an active participant in the interaction between users.

Page 21: User | Interface

KAPADIA 12 KAPADIA 13

USER | INTERFACE USER | INTERFACE

I n T E R FAC E - B U I L D I n G SINTERACTIoN AS BUIlDINg INTERFACE

Another key element of BUI is to design for future evolution of the spaces. Software design and hardware compatibility in the tech world are so successful because they function as the framework upon which the true interface lies. In the same way, a successful application of user interface design to architecture will involve open space planning and using materials and connections that have the ability to be adapted to changing needs.

In conceiving of these design elements, it will be critical to maintain a familiarity so that users can interface with the buildings as intuitively as possible. The perceived learning curve of any new venture is a major determining factor of the success of the interface. As is typical with adoption of new technology or new methods, it is not how well we can learn the new, but how well we can unlearn the old that will determine the effectiveness of these new tools.1

Moving forward, the emphasis of BUI will be to: a) Locating important nodes and designing interaction around these nodes. b) Retain room for growth/evolution of the space so the building can “learn” how to adapt to the users’ needs.

1 Kay, 199.

mechanisms can facilitate in many sustainable strategies involved in passively heating and cooling a building. The building can automatically open windows at night for night flushing. In the case of a transit center threshold, the building can inform travelers of the best possible route and inform them of the comparative costs in dollars, carbon emissions, etc of their transit choices.

By providing multiple levels of services to the user, the building makes the most efficient use of materials, form, and technology to enhance the user’s experience. An important aspect of any design based on BUI will be its ability to respond to a variety of design problems with one adaptable solution.

The methodology proposed to design such solutions is to locate the important nodes within a building where interaction occurs and design outward from there. Here is where interface is critical. Much as the designers of early operating systems programmed menus and buttons to be intuitive, architectural interactions should be intuitive and informative. By allowing the building to engage with the occupants, the building becomes an active participant in the interaction between users.

Page 22: User | Interface

KAPADIA 14 KAPADIA 15

USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

In architecture, interface comes in many varieties of high and low tech as well as a range of interactivity. The graphic to the left diagrams selected projects based on their primary architectural emphasis, with low-tech solutions closer to the center of the cocentric circles. The relative level of interactivity of each project is represented by the diameter of the project circle. Taking Jean nouvel’s Arab Institute, for example, we see that it interacts with the environment in a high-tech way. As evidenced in Jean nouvel’s work, high technology is a tool that architects use to build reality and it should not be the aim.1

Rather, the aim should be perfect union of technology and architecture. Designing an enhanced building-user interface affords the opportunity to do more with the often brief and estranged relationship we have with buildings. As we will explore in the next section, BUI can create spaces that are more evocative, more informative, and more efficient.

1 Aurora and Montes, 6.

Page 23: User | Interface

KAPADIA 14 KAPADIA 15

USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

In architecture, interface comes in many varieties of high and low tech as well as a range of interactivity. The graphic to the left diagrams selected projects based on their primary architectural emphasis, with low-tech solutions closer to the center of the cocentric circles. The relative level of interactivity of each project is represented by the diameter of the project circle. Taking Jean nouvel’s Arab Institute, for example, we see that it interacts with the environment in a high-tech way. As evidenced in Jean nouvel’s work, high technology is a tool that architects use to build reality and it should not be the aim.1

Rather, the aim should be perfect union of technology and architecture. Designing an enhanced building-user interface affords the opportunity to do more with the often brief and estranged relationship we have with buildings. As we will explore in the next section, BUI can create spaces that are more evocative, more informative, and more efficient.

1 Aurora and Montes, 6.

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DES

IgN

PR

oB

lEM PA RT I I : E x P lo R I N g T H E D ES I g N P Ro B l E M

In order to test the theory of building-user interface, the site and program has to be carefully selected. The concept is one that can be applied universally to architecture, so the most appropriate case study should be one that pushes the limits of the idea.

A public place is ideal because it necessitates the greatest interaction between user and building. Also, the user is not necessarily familiar with the building, so communication has to be in a language that is clear, easily understandable, universal, and oriented towards the user.

A transit station is well suited to fit this criteria. Principles of user interface design can be applied towards station-specific needs such as wayfinding, information transmission, variety of user groups, and public space to name a few. A train station is utilized by wide range of user groups who inherently have their own tempos; for example commuters will want to get through the station quickly and efficiently while tourists will need more guidance and are more likely to meander. A successful design will need to support these various needs.

The next chapter will parse the unique conditions of a train station to demonstrate how it can best align with the overall idea of user interface design. Further, the next section discusses the appropriateness of San Francisco’s Embarcadero station as a specific site for the design.

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DES

IgN

PR

oB

lEM PA RT I I : E x P lo R I N g T H E D ES I g N P Ro B l E M

In order to test the theory of building-user interface, the site and program has to be carefully selected. The concept is one that can be applied universally to architecture, so the most appropriate case study should be one that pushes the limits of the idea.

A public place is ideal because it necessitates the greatest interaction between user and building. Also, the user is not necessarily familiar with the building, so communication has to be in a language that is clear, easily understandable, universal, and oriented towards the user.

A transit station is well suited to fit this criteria. Principles of user interface design can be applied towards station-specific needs such as wayfinding, information transmission, variety of user groups, and public space to name a few. A train station is utilized by wide range of user groups who inherently have their own tempos; for example commuters will want to get through the station quickly and efficiently while tourists will need more guidance and are more likely to meander. A successful design will need to support these various needs.

The next chapter will parse the unique conditions of a train station to demonstrate how it can best align with the overall idea of user interface design. Further, the next section discusses the appropriateness of San Francisco’s Embarcadero station as a specific site for the design.

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T H ES I S A l I g N M E NTTyPology oF TRANSIT STATIoN

Abstract Alignment to Building Type

transit center is focused around machine (train)trains were themselves major innovations and have evolved throughout the centuries; their demise in the late 20th Century presents a good problem/opportunity to investigate through design

user is intimately connected to the machine in the train riding experience

entrances to transit station and structural expressionism provide opportunities for interface

built in 1972, the BART is an example of modern transit stations and presents a whole new set of problems/opportunities

these issues are important to both commuters and tourists (and other demographics) albeit at different scales of magnitude

architectural goals: locate station > experience descent into station > happy ride

User interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations

as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and

the built environment; a relationship that has the intimacy and tangibility that the technology world

may never experience, yet is paradoxically estranged from the user.

Architecturally, this interface can occur at thresholds, details, material joints, signage, circulation, and at many more locations. As a means to test the

advantages that user interface oriented design can have on a space, these principles will be applied

towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information

transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful user

interface between user and building can be explored.

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T H ES I S A l I g N M E NTTyPology oF TRANSIT STATIoN

Abstract Alignment to Building Type

transit center is focused around machine (train)trains were themselves major innovations and have evolved throughout the centuries; their demise in the late 20th Century presents a good problem/opportunity to investigate through design

user is intimately connected to the machine in the train riding experience

entrances to transit station and structural expressionism provide opportunities for interface

built in 1972, the BART is an example of modern transit stations and presents a whole new set of problems/opportunities

these issues are important to both commuters and tourists (and other demographics) albeit at different scales of magnitude

architectural goals: locate station > experience descent into station > happy ride

User interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations

as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and

the built environment; a relationship that has the intimacy and tangibility that the technology world

may never experience, yet is paradoxically estranged from the user.

Architecturally, this interface can occur at thresholds, details, material joints, signage, circulation, and at many more locations. As a means to test the

advantages that user interface oriented design can have on a space, these principles will be applied

towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information

transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful user

interface between user and building can be explored.

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long and tall. Born of necessity, the barrel vault of King’s Cross station became the iconic structural organizing element for railway stations.

As station grew in size, they became like cities of their own. Demand for rail travel lead to station design that were extremely large and monumental in their appearance, such as Grand Central Station in new York. As technology expanded to personal automobiles in the 20th Century, the viability and lure of rail transit diminished.

However with the today’s focus on sustainability, many nations are reinvesting in rail transit. Further innovations in technology allow for faster, more reliable trains, such as the MagLev system being used in parts of Europe and Japan.

Rail transit is thoroughly seated in human culture and civilization and in today’s milieu of environmental consciousness, may be set to see an renaissance of its own.

H I STo Ry o F T R A N S I T STAT I o NSARCHETYPAL PRECEDEnT / ORIGInS

We begin the discussion by looking at the history of train stations. The train station has been an cultural institution for nearly two centuries. As a technological innovation, rail transport played a major role in expanding a region’s economy. In fact, the train’s origin was based in economy: the most efficient way to transporting people and goods.1 Though it involved major investment in infrastructure, the benefits of rail transit outweighed the costs and millions of miles of rail was laid down all over the world.

As the need for rail transit increased, technology and innovation naturally continued to enhance the efficiency of the trains, but also aided in improving the stations themselves which became “a new type of machine”2.

Trains travelled to the heart of cities and station grew to be the major economic centers of the region. The first passenger station was built in 1930 at Crown Street in Liverpool. This was a major shift in paradigm. The station was a new typology, one that united the people with the machine. In addition, the physical needs of the station were new as well. Due to large locomotives that spewed exhaust, the space needed to be both

1 Ferrarini, 82 Ferrarini, 5

Crown Street Station, Liverpool; first passenger rail station.

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long and tall. Born of necessity, the barrel vault of King’s Cross station became the iconic structural organizing element for railway stations.

As station grew in size, they became like cities of their own. Demand for rail travel lead to station design that were extremely large and monumental in their appearance, such as Grand Central Station in new York. As technology expanded to personal automobiles in the 20th Century, the viability and lure of rail transit diminished.

However with the today’s focus on sustainability, many nations are reinvesting in rail transit. Further innovations in technology allow for faster, more reliable trains, such as the MagLev system being used in parts of Europe and Japan.

Rail transit is thoroughly seated in human culture and civilization and in today’s milieu of environmental consciousness, may be set to see an renaissance of its own.

H I STo Ry o F T R A N S I T STAT I o NSARCHETYPAL PRECEDEnT / ORIGInS

We begin the discussion by looking at the history of train stations. The train station has been an cultural institution for nearly two centuries. As a technological innovation, rail transport played a major role in expanding a region’s economy. In fact, the train’s origin was based in economy: the most efficient way to transporting people and goods.1 Though it involved major investment in infrastructure, the benefits of rail transit outweighed the costs and millions of miles of rail was laid down all over the world.

As the need for rail transit increased, technology and innovation naturally continued to enhance the efficiency of the trains, but also aided in improving the stations themselves which became “a new type of machine”2.

Trains travelled to the heart of cities and station grew to be the major economic centers of the region. The first passenger station was built in 1930 at Crown Street in Liverpool. This was a major shift in paradigm. The station was a new typology, one that united the people with the machine. In addition, the physical needs of the station were new as well. Due to large locomotives that spewed exhaust, the space needed to be both

1 Ferrarini, 82 Ferrarini, 5

Crown Street Station, Liverpool; first passenger rail station.

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STAT I O N I N T E R FAC EARCHITECTURAL IMPLEMENTATION

The rail transit station is culturally significant both mentally and physically. While advancements to stations today will be in line with modern trains, the allegory to the relationship between human and machine is present in the design of all stations.

The role of station architecture, then is to both emphasize the power and majesty of the locomotive while underlining the fact that human beings made this machine possible. This can be achieved architecturally using principles such as structural expressionism, natural lighting, and material choice. As demonstrated in the graphic on the lower left, these are the same key principles involved in interaction between the user and the station as well.

The manner in which the interaction is choreographed is what the concept of building user interface design aims to investigate. The next few pages will look into successful implementation of these architectural principles in selected precedents.

Read in rows from left to right, this diagram shows how the various architectural principles can be implemented.

structural expressionism

natural light

transparency

organizing structural components in a careful hierarchy so that spaces can be readily identified just by looking at the types of structure; helps with wayfinding

important to the monumentality of the space; also aids in wayfinding

meant as a civic landmark and cultural identifier; creating a transparent, glazed entry usually gives the station a welcoming feel as well as an distinctly recognizable identitya

rch

ite

ctu

ral

pri

nci

ple

s

IMPLEMENTATIONPRINCIPLE EXPRESSION

structural expressionism

light

vertical circulation

civic landmark

trasparency

wayfinding

wayfinding

illumination wayfinding security

circulation visual access

wayfinding culture context

wayfinding night security visual accesscirculation signage materiality

interactive displays structural

expose joints details heirarchy

natural light double-height skylight

escalators stairs elevators

materiality threshold visibility

glazing lighting

visibility street presence

tran

sit

inte

rfac

e

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STAT I O N I N T E R FAC EARCHITECTURAL IMPLEMENTATION

The rail transit station is culturally significant both mentally and physically. While advancements to stations today will be in line with modern trains, the allegory to the relationship between human and machine is present in the design of all stations.

The role of station architecture, then is to both emphasize the power and majesty of the locomotive while underlining the fact that human beings made this machine possible. This can be achieved architecturally using principles such as structural expressionism, natural lighting, and material choice. As demonstrated in the graphic on the lower left, these are the same key principles involved in interaction between the user and the station as well.

The manner in which the interaction is choreographed is what the concept of building user interface design aims to investigate. The next few pages will look into successful implementation of these architectural principles in selected precedents.

Read in rows from left to right, this diagram shows how the various architectural principles can be implemented.

structural expressionism

natural light

transparency

organizing structural components in a careful hierarchy so that spaces can be readily identified just by looking at the types of structure; helps with wayfinding

important to the monumentality of the space; also aids in wayfinding

meant as a civic landmark and cultural identifier; creating a transparent, glazed entry usually gives the station a welcoming feel as well as an distinctly recognizable identitya

rch

ite

ctu

ral

pri

nci

ple

s

IMPLEMENTATIONPRINCIPLE EXPRESSION

structural expressionism

light

vertical circulation

civic landmark

trasparency

wayfinding

wayfinding

illumination wayfinding security

circulation visual access

wayfinding culture context

wayfinding night security visual accesscirculation signage materiality

interactive displays structural

expose joints details heirarchy

natural light double-height skylight

escalators stairs elevators

materiality threshold visibility

glazing lighting

visibility street presence

tran

sit

inte

rfac

e

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STAT I o N I N T E R FAC EPRECEDENTS

The entrances to the norman Foster Bilbao metro stations are glazed allowing for transparency. The unique shape gives them a distinct identity that is critical in locating and using the station.

norman Foster’s Canary Wharf Station is a good example of the

importance of vertical circulation within the station. For a

subterranean station, the descent to the platforms needs to be as

convenient and coherent as possible for the user to enjoy the experience.

Transparency is illustrated here in night image of the Stratford Station. By having a transparent entrance, the station invites passengers to come in. Glazing further enhances visibility during the night as it causes the station to glow when viewed from the outside.

Structural expressionism is a signature move of Santiago Calatrava’s station

designs. In this example, passengers use the differentiation of the structural elements as wayfinding prompts. This

technique is used in many stations to lend legibility to the design in a manner

that is more visceral than signage.

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STAT I o N I N T E R FAC EPRECEDENTS

The entrances to the norman Foster Bilbao metro stations are glazed allowing for transparency. The unique shape gives them a distinct identity that is critical in locating and using the station.

norman Foster’s Canary Wharf Station is a good example of the

importance of vertical circulation within the station. For a

subterranean station, the descent to the platforms needs to be as

convenient and coherent as possible for the user to enjoy the experience.

Transparency is illustrated here in night image of the Stratford Station. By having a transparent entrance, the station invites passengers to come in. Glazing further enhances visibility during the night as it causes the station to glow when viewed from the outside.

Structural expressionism is a signature move of Santiago Calatrava’s station

designs. In this example, passengers use the differentiation of the structural elements as wayfinding prompts. This

technique is used in many stations to lend legibility to the design in a manner

that is more visceral than signage.

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C l I E N TBART SySTEM + SAN FRANCISCo

Having looked at the history of train station in general, the next chapter looks into the specific station that will be the site of the design. The Bay Area rapid Transit (BART) and the people of San Francisco are both treated as the “clients” to whom the design must cater.

If the purpose of architectural interventions are to “define the values of a society,” then it is imperative that the cultural traditions of the people and the region being served are respected. For this reason, researching the history of the client and location as well as evaluating the future needs of the users is an important consideration for user interface design.

The two clients, BART and SF, are closely intertwined. As a public agency, BART’s main goal is to serve the ridership population. However the impact it has on the surrounding community cannot be ignored either. San Franciscans’ view towards public transportation are shaped heavily by the BART system. In turn, the social and political context of San Francisco ultimately impacts the viability of the BART system.

Choosing BART and San Francisco also stems from my own experience riding the train for years. I have a personal familiarity with the transit system and the city that allows me to analyze the both for their merits as well as its shortcomings. The specific problems with the BART system are opportunities for an intelligently designed solution.

SAN FRANCISCoBART

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C l I E N TBART SySTEM + SAN FRANCISCo

Having looked at the history of train station in general, the next chapter looks into the specific station that will be the site of the design. The Bay Area rapid Transit (BART) and the people of San Francisco are both treated as the “clients” to whom the design must cater.

If the purpose of architectural interventions are to “define the values of a society,” then it is imperative that the cultural traditions of the people and the region being served are respected. For this reason, researching the history of the client and location as well as evaluating the future needs of the users is an important consideration for user interface design.

The two clients, BART and SF, are closely intertwined. As a public agency, BART’s main goal is to serve the ridership population. However the impact it has on the surrounding community cannot be ignored either. San Franciscans’ view towards public transportation are shaped heavily by the BART system. In turn, the social and political context of San Francisco ultimately impacts the viability of the BART system.

Choosing BART and San Francisco also stems from my own experience riding the train for years. I have a personal familiarity with the transit system and the city that allows me to analyze the both for their merits as well as its shortcomings. The specific problems with the BART system are opportunities for an intelligently designed solution.

SAN FRANCISCoBART

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T H ES I S A l I g N M E NTCOnnECTIOn TO CLIEnT(S)

Abstract Alignment to Client (BART / people of SF)

located in San Francisco’s downtown business district, productivity and ease of access to the BART system is major concern

being near Silicon Valley, there is a major focus on technology industries in the Bay Area

San Francisco’s historic nature provides many architectural opportunities

BART is looking to greater visibility to public

Embarcadero is where there is greatest density of both commuters and tourists

a station that embraces technology within its architecture would project a positive image of BART to the public (patron or not)

User interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations

as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and

the built environment; a relationship that has the intimacy and tangibility that the technology world

may never experience, yet is paradoxically estranged from the user.

Architecturally, this interface can occur at thresholds, details, material joints, signage, circulation, and at many more locations. As a means to test the

advantages that user interface oriented design can have on a space, these principles will be applied

towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information

transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful user

interface between user and building can be explored.

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T H ES I S A l I g N M E NTCOnnECTIOn TO CLIEnT(S)

Abstract Alignment to Client (BART / people of SF)

located in San Francisco’s downtown business district, productivity and ease of access to the BART system is major concern

being near Silicon Valley, there is a major focus on technology industries in the Bay Area

San Francisco’s historic nature provides many architectural opportunities

BART is looking to greater visibility to public

Embarcadero is where there is greatest density of both commuters and tourists

a station that embraces technology within its architecture would project a positive image of BART to the public (patron or not)

User interface design is the study of the interaction between man and machine. Advancements in user interface stem from both technological innovations

as well as social changes in our world. This thesis aims to apply the principles of user interface to enhance the interaction between humans and

the built environment; a relationship that has the intimacy and tangibility that the technology world

may never experience, yet is paradoxically estranged from the user.

Architecturally, this interface can occur at thresholds, details, material joints, signage, circulation, and at many more locations. As a means to test the

advantages that user interface oriented design can have on a space, these principles will be applied

towards redesigning an entrance to the Bay Area Rapid Transit subway station located at the Embarcadero in San Francisco. A transit station affords the greatest opportunity for interface as it requires special attention to material quality, wayfinding, lighting, security, and information

transmission. By applying the adaptability of computational interfaces to the tactility of architectural spaces, a more meaningful user

interface between user and building can be explored.

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BA RT SyST E M H I STo Ry

The Bay Area Rapid Transit (BART) System was built in 1972 with the aim of establishing the Bay Area as a destination as well as a place to live and work.1 From its inception, the BART program was a large scale public works project that took decades in planning.

BART is heavily associated with the political context since it is funded almost entirely by government funds. BART has been running at a loss of about $300 million per year for the last three years.2 The majority of the nonoperating revenue comes from sales tax and property tax, both of which have been declining due to

1 www.bart.gov2 (http://www.bart.gov/docs/BART_Annual_Report_09.pdf)

Early rendering of BART when it was being designed in the 1960s.

the economic recession of 2008. BART also benefits from federal grant that keep the system viable. Currently, the BART continues to improve its stations and has plans for expanding service to parts of the southern Bay Area.

Despite its achievements, the BART system has many problems that can be addressed as well. As a resident of the Bay Area, and a long time commuter on the BART system, this author can attest to the various issues such as cleanliness, security, and lack of station identity, to name a few. The problems of the BART make it a good candidate for this thesis problem because they provide opportunities that user interface oriented design can address.

Proposed downtown station view; complete with Novelty Store and Cigar shop.

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BA RT SyST E M H I STo Ry

The Bay Area Rapid Transit (BART) System was built in 1972 with the aim of establishing the Bay Area as a destination as well as a place to live and work.1 From its inception, the BART program was a large scale public works project that took decades in planning.

BART is heavily associated with the political context since it is funded almost entirely by government funds. BART has been running at a loss of about $300 million per year for the last three years.2 The majority of the nonoperating revenue comes from sales tax and property tax, both of which have been declining due to

1 www.bart.gov2 (http://www.bart.gov/docs/BART_Annual_Report_09.pdf)

Early rendering of BART when it was being designed in the 1960s.

the economic recession of 2008. BART also benefits from federal grant that keep the system viable. Currently, the BART continues to improve its stations and has plans for expanding service to parts of the southern Bay Area.

Despite its achievements, the BART system has many problems that can be addressed as well. As a resident of the Bay Area, and a long time commuter on the BART system, this author can attest to the various issues such as cleanliness, security, and lack of station identity, to name a few. The problems of the BART make it a good candidate for this thesis problem because they provide opportunities that user interface oriented design can address.

Proposed downtown station view; complete with Novelty Store and Cigar shop.

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SA N F R A N C I S CoCITy PRoFIlE

Panoramic view of the Eastern San Franciscan skyline as viewed from Oakland.

San Francisco is a city with an established global identity. The city is famous for its strong culture of diversity and political activism. San Francisco represents an ideal location to test the interface ideas because it provides real design constraints as well as numerous design opportunities.

The next section will look at political, social, and physical characteristic of the city that make it an ideal candidate for an exploration of building user interface.

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USER | INTERFACE USER | INTERFACE

SA N F R A N C I S CoCITy PRoFIlE

Panoramic view of the Eastern San Franciscan skyline as viewed from Oakland.

San Francisco is a city with an established global identity. The city is famous for its strong culture of diversity and political activism. San Francisco represents an ideal location to test the interface ideas because it provides real design constraints as well as numerous design opportunities.

The next section will look at political, social, and physical characteristic of the city that make it an ideal candidate for an exploration of building user interface.

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P o l I T I C A l Co NT E x TSAN FRANCISCo

Image Source: http://foundsf.org/index.php?title=Category:1950s; Modified By Author

San Francisco is composed of mostly young urbanites and newly-arrived immigrants from foreign countries. The majority of the population (39%) is in their 20s or 30s.1 San Francisco is also home to the second largest gay population in America.

Politically, San Francisco has a reputation of being liberal and activist. While activism has seen a general decline, its liberal lean is still evident in the region’s voting behavior. The city has not voted more than 20% for a Republican candidate in 3 decades.2

In terms of environmental issues, San Francisco has a history of enacting progressive measures that are later adopted by California as well as the nation as a whole.3

A striking example of the political attitudes of San Francisco is represented by the saga of the Embarcadero Highway. When the Ferry Building was under utilized in

1 www.zillow.com2 www.uselectionatlas.org3 Ansell, 2003

the mid-1900s due to the abundance of car traffic, a double-decker freeway was built that cut right across the face of the building lining the East side of the city and destroying views outward. The Loma Prieta Earthquake of 1989 damaged the freeway and ones similar to it so it was torn down in 1990.1

The freeway is now called an atrocity that should have never occurred, but the fact that it was built in the first place shows how tides of change can affect the city, even for the negative. However, the fact that it was rectified and replaced with a vibrant pedestrian friendly region known as The Embarcadero shows that the city and its people can make sweeping changes to their built environment.

1 Shelton, 2010

The Embarcadero Highway cut directly in front of the Ferry Building, but was later demolished after the 1989 Loma Prieta Earthquake.

After demolition of the highway, Ferry Building and its surrounding plazas were

reformed into vibrant public spaces.

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P o l I T I C A l Co NT E x TSAN FRANCISCo

Image Source: http://foundsf.org/index.php?title=Category:1950s; Modified By Author

San Francisco is composed of mostly young urbanites and newly-arrived immigrants from foreign countries. The majority of the population (39%) is in their 20s or 30s.1 San Francisco is also home to the second largest gay population in America.

Politically, San Francisco has a reputation of being liberal and activist. While activism has seen a general decline, its liberal lean is still evident in the region’s voting behavior. The city has not voted more than 20% for a Republican candidate in 3 decades.2

In terms of environmental issues, San Francisco has a history of enacting progressive measures that are later adopted by California as well as the nation as a whole.3

A striking example of the political attitudes of San Francisco is represented by the saga of the Embarcadero Highway. When the Ferry Building was under utilized in

1 www.zillow.com2 www.uselectionatlas.org3 Ansell, 2003

the mid-1900s due to the abundance of car traffic, a double-decker freeway was built that cut right across the face of the building lining the East side of the city and destroying views outward. The Loma Prieta Earthquake of 1989 damaged the freeway and ones similar to it so it was torn down in 1990.1

The freeway is now called an atrocity that should have never occurred, but the fact that it was built in the first place shows how tides of change can affect the city, even for the negative. However, the fact that it was rectified and replaced with a vibrant pedestrian friendly region known as The Embarcadero shows that the city and its people can make sweeping changes to their built environment.

1 Shelton, 2010

The Embarcadero Highway cut directly in front of the Ferry Building, but was later demolished after the 1989 Loma Prieta Earthquake.

After demolition of the highway, Ferry Building and its surrounding plazas were

reformed into vibrant public spaces.

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S I T E M A P P I Ng

The physical characteristics of San Francisco also contribute to the mass appeal of the city. The following section looks at physical features of the city as well as the specific station site. In order to understand the site, we can investigate the figure ground map at various scales to get an idea of the greater generative forces at play around the Embarcadero station.

The topography of San Francisco is famous for being both picturesque and dangerous. While San Francisco has some of the steepest graded streets in any metropolitan city, the majority of the downtown business district is flattened out, as shown by the image on the left. Also of note is the fact that the street grid largely disregards the topography, which leads to steep streets.

The following series of images will start with the overall city image and zoom into the site in order to demonstrate the relationship of the site to the city.

A topographical model showing that the steeper topography only occurs outside of the downtown vicinity. Also the street network and building footprints and projected onto the surface of the model to illustrate the fact that the street grid largely disregards topographic changes.

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S I T E M A P P I Ng

The physical characteristics of San Francisco also contribute to the mass appeal of the city. The following section looks at physical features of the city as well as the specific station site. In order to understand the site, we can investigate the figure ground map at various scales to get an idea of the greater generative forces at play around the Embarcadero station.

The topography of San Francisco is famous for being both picturesque and dangerous. While San Francisco has some of the steepest graded streets in any metropolitan city, the majority of the downtown business district is flattened out, as shown by the image on the left. Also of note is the fact that the street grid largely disregards the topography, which leads to steep streets.

The following series of images will start with the overall city image and zoom into the site in order to demonstrate the relationship of the site to the city.

A topographical model showing that the steeper topography only occurs outside of the downtown vicinity. Also the street network and building footprints and projected onto the surface of the model to illustrate the fact that the street grid largely disregards topographic changes.

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Caption Caption

USER | INTERFACE

S I T E M A P P I NgCAlIFoRNIA BAy AREA

S I T E M A P P I NgCITy oF SAN FRANCISCo

Locating the city of San Francisco on the central west coast of California. City Scale showing the density of the urban fabric within San Francisco.

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Caption Caption

USER | INTERFACE

S I T E M A P P I NgCAlIFoRNIA BAy AREA

S I T E M A P P I NgCITy oF SAN FRANCISCo

Locating the city of San Francisco on the central west coast of California. City Scale showing the density of the urban fabric within San Francisco.

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Caption Caption

USER | INTERFACE

Site map showing immediate vicinity of the Embarcadero BART station.

Neighborhood scale showing the terminus of the Market Street Business District. Market Street is the main arterial of downtown San Francisco; it is discussed in detail on page 44.

MA R K E T S

T R E E T

T HE E M

B A R C A DE R o

MA R K E T S

T R E E T

S I T E M A P P I NgDOWnTOWn

S I T E M A P P I NgSTATIoN VICINITy

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KAPADIA 40 KAPADIA 41

USER | INTERFACE

Caption Caption

USER | INTERFACE

Site map showing immediate vicinity of the Embarcadero BART station.

Neighborhood scale showing the terminus of the Market Street Business District. Market Street is the main arterial of downtown San Francisco; it is discussed in detail on page 44.

MA R K E T S

T R E E T

T HE E M

B A R C A DE R o

MA R K E T S

T R E E T

S I T E M A P P I NgDOWnTOWn

S I T E M A P P I NgSTATIoN VICINITy

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KAPADIA 42 KAPADIA 43

USER | INTERFACE USER | INTERFACE

Caption

A E R I A l S I T E M A P P I Ng

Views of Ferry Building and public plaza at the Market Street terminus (in green).

View looking over Ferry Building down Market Street axis The approach to San Francisco from Oakland is marked by the downtown business district and the concentration of skyscrapers therein. This is the primary approach to the city for both automobile and rail commuters via the Bay Bridge and the BART train, respectively.

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USER | INTERFACE USER | INTERFACE

Caption

A E R I A l S I T E M A P P I Ng

Views of Ferry Building and public plaza at the Market Street terminus (in green).

View looking over Ferry Building down Market Street axis The approach to San Francisco from Oakland is marked by the downtown business district and the concentration of skyscrapers therein. This is the primary approach to the city for both automobile and rail commuters via the Bay Bridge and the BART train, respectively.

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USER | INTERFACE USER | INTERFACE

S I T E M A P P I NgSPlIT STREET SECTIoN

the embarcadero

market st .

mark

et st .

drumm st.

spear st.

main st.

beale st.

fremont st.

1st st.

2nd st.

new montgomery

annie st.3rd st.

davis ct.

front st

battery st.

sansome st

montgomery st

kearny st

montgomery

BART

embarcadero BART

embarcadero

BART

montgomery BART

> noMA-retail establishments -red light district -tourist destinations -bars/clubs -restaurants

SoMA <-business district -parks

-museums -convention centers

Market Street is a major thoroughfare in San Francisco that has a very distinct character on the north and south sides. Even the city grid changes dramatically from noMa (north of Market) to SoMa (South of Market). noMa is home to most of the retail and tourist destinations that are off of Market, as well as having being the destination for nightlife in terms of bars, dance clubs, and

even a red light district. SoMa on the other hand, contains the majority of the business and hotels as well as convention centers and museums. Down the center of Market is where the majority of transportation converges, including a string of BART stations, notably the Embarcadero station which is the first station

KAPADIA 44 KAPADIA 45

one encounters as one enters the city.

Page 53: User | Interface

USER | INTERFACE USER | INTERFACE

S I T E M A P P I NgSPlIT STREET SECTIoN

the embarcadero

market st .

mark

et st .

drumm st.

spear st.

main st.

beale st.

fremont st.

1st st.

2nd st.

new montgomery

annie st.3rd st.

davis ct.

front st

battery st.

sansome st

montgomery st

kearny st

montgomery

BART

embarcadero BART

embarcadero

BART

montgomery BART

> noMA-retail establishments -red light district -tourist destinations -bars/clubs -restaurants

SoMA <-business district -parks

-museums -convention centers

Market Street is a major thoroughfare in San Francisco that has a very distinct character on the north and south sides. Even the city grid changes dramatically from noMa (north of Market) to SoMa (South of Market). noMa is home to most of the retail and tourist destinations that are off of Market, as well as having being the destination for nightlife in terms of bars, dance clubs, and

even a red light district. SoMa on the other hand, contains the majority of the business and hotels as well as convention centers and museums. Down the center of Market is where the majority of transportation converges, including a string of BART stations, notably the Embarcadero station which is the first station

KAPADIA 44 KAPADIA 45

one encounters as one enters the city.

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USER | INTERFACE

KAPADIA 46 KAPADIA 47

E M BA RC A D E Ro STAT I o N E NT R A N C ESSTREET VIEW

There are six entrances to the Embarcadero BART station. Currently they are difficult to locate and identified only by a street sign with the BART logo. Being just an escalator with railings around it, there is a dire need for better architectural articulation of the station entrances.

In fact, better entrances is one of the key points in BART’s own “Comprehensive Station Plan” for the Embarcadero and other downtown stations.1 A recognizable entrance provides not only a design enhancement but also promotes ridership through “self-advertising.” The entrances can be a billboard for the BART system that serves in wayfinding for tourists and as a reminder to locals.

1 www.bart.gov/docs/planning/EmbarcaderoCSP.pdf

Body

1

3

5

2

4

6

1

2

43

6

5

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USER | INTERFACE

KAPADIA 46 KAPADIA 47

E M BA RC A D E Ro STAT I o N E NT R A N C ESSTREET VIEW

There are six entrances to the Embarcadero BART station. Currently they are difficult to locate and identified only by a street sign with the BART logo. Being just an escalator with railings around it, there is a dire need for better architectural articulation of the station entrances.

In fact, better entrances is one of the key points in BART’s own “Comprehensive Station Plan” for the Embarcadero and other downtown stations.1 A recognizable entrance provides not only a design enhancement but also promotes ridership through “self-advertising.” The entrances can be a billboard for the BART system that serves in wayfinding for tourists and as a reminder to locals.

1 www.bart.gov/docs/planning/EmbarcaderoCSP.pdf

Body

1

3

5

2

4

6

1

2

43

6

5

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KAPADIA 49

USER | INTERFACE

The map on the left is a map of the BART system overlaid with a graphic representation of daily ridership where the higher the bar, the higher the relative ridership.

The Embarcadero station is the most widely used station in the BART system with an average daily ridership of 33,000 people.1 The Embarcadero Station is the first of the downtown stations when the train emerges from the Transbay Tube (literally an underwater tube that carries the train from Oakland to the east side of San Francisco). Further adding to the station popularity is its prominent location that serves tourists, businesspeople, and party-goers.

1 www.bart.gov

D E M o g R A P H I C SRIDERSHIP AND SySTEM MAP

Diagram of the BART Station Map. Heights of the columns show relative daily ridership at each station. The Embarcadero Station has the highest daily ridership at 33,000 (bart.gov).

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KAPADIA 49

USER | INTERFACE

The map on the left is a map of the BART system overlaid with a graphic representation of daily ridership where the higher the bar, the higher the relative ridership.

The Embarcadero station is the most widely used station in the BART system with an average daily ridership of 33,000 people.1 The Embarcadero Station is the first of the downtown stations when the train emerges from the Transbay Tube (literally an underwater tube that carries the train from Oakland to the east side of San Francisco). Further adding to the station popularity is its prominent location that serves tourists, businesspeople, and party-goers.

1 www.bart.gov

D E M o g R A P H I C SRIDERSHIP AND SySTEM MAP

Diagram of the BART Station Map. Heights of the columns show relative daily ridership at each station. The Embarcadero Station has the highest daily ridership at 33,000 (bart.gov).

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KAPADIA 50 KAPADIA 51

RETA

ILNIG

HT LIFE

TOU

RIST

SBUSINESS

BUSINESS

USER | INTERFACE

The Embarcadero Station is used by a wide range of travellers due to its proximity to a variety of destinations.

Tourists use the station to access the nearby Ferry Building, Fisherman’s Wharf, and Pier 39. Also the Embarcadero station connects tourist with the historic F-Line streetcar as well as iconic San Franciscan cable cars/trolleys.

Businesspeople use the station to commute to work in the South of Market Business District (SoMA). Many large banks and businesses also have their offices directly on Market Street.

nighttime traffic of party-goers and bar-hoppers utilize the station to access nightlife destinations to the north of the station as well as various eateries on Market and towards bay.

D E M o g R A P H I C SEMBARCADERo STATIoN

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KAPADIA 50 KAPADIA 51

RETA

ILNIG

HT LIFE

TOU

RIST

S

BUSINESS

BUSINESS

USER | INTERFACE

The Embarcadero Station is used by a wide range of travellers due to its proximity to a variety of destinations.

Tourists use the station to access the nearby Ferry Building, Fisherman’s Wharf, and Pier 39. Also the Embarcadero station connects tourist with the historic F-Line streetcar as well as iconic San Franciscan cable cars/trolleys.

Businesspeople use the station to commute to work in the South of Market Business District (SoMA). Many large banks and businesses also have their offices directly on Market Street.

nighttime traffic of party-goers and bar-hoppers utilize the station to access nightlife destinations to the north of the station as well as various eateries on Market and towards bay.

D E M o g R A P H I C SEMBARCADERo STATIoN

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KAPADIA 53

USER | INTERFACE USER | INTERFACE

vendor areasubway entrance

iconic London Plain treesstreetcar accessible platform/ramp

unauthorizedvendor area

PA No R A M I C o F ST R E E T l E V E lMarket street’s generous sidewalks easily accommodate

the vibrant street lifestyle that it has becomes known for. The area immediately around the station entrances

has impromptu artist/vendor booths requiring the as yet unfulfilled need for gathering spaces.

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KAPADIA 53

USER | INTERFACE USER | INTERFACE

vendor areasubway entrance

iconic London Plain treesstreetcar accessible platform/ramp

unauthorizedvendor area

PA No R A M I C o F ST R E E T l E V E lMarket street’s generous sidewalks easily accommodate

the vibrant street lifestyle that it has becomes known for. The area immediately around the station entrances

has impromptu artist/vendor booths requiring the as yet unfulfilled need for gathering spaces.

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KAPADIA 54 KAPADIA 55

USER | INTERFACE USER | INTERFACE

fare gatesdescent to platforms

advertising

info/ticketsunwelcoming

entrance

PA No R A M I C o F STAT I o N l E V E l

Descending into the station level, visitors are provided few amenities and fairly standard layout for ticketing and accessing the paid areas. Despite the lofty renderings from the 1960s (see page 30), the station space at the Embarcadero station has defaulted to a utilitarian space. While it is not a station that repels visitors, it does little to attract them.

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USER | INTERFACE USER | INTERFACE

fare gatesdescent to platforms

advertising

info/ticketsunwelcoming

entrance

PA No R A M I C o F STAT I o N l E V E l

Descending into the station level, visitors are provided few amenities and fairly standard layout for ticketing and accessing the paid areas. Despite the lofty renderings from the 1960s (see page 30), the station space at the Embarcadero station has defaulted to a utilitarian space. While it is not a station that repels visitors, it does little to attract them.

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USER | INTERFACE USER | INTERFACE

safety strip

�ourescent lighting

PA No R A M I C o F P l AT Fo R M l E V E l

The platform area is fairly efficient in its use. Signage is sparse, however, which tends to be an issue for those new to the system

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USER | INTERFACE USER | INTERFACE

safety strip

�ourescent lighting

PA No R A M I C o F P l AT Fo R M l E V E l

The platform area is fairly efficient in its use. Signage is sparse, however, which tends to be an issue for those new to the system

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KAPADIA 59

USER | INTERFACE

Above ground, there is a constant flow of people and vehicles; cars, streetcars, buses, bikes, pedestrians, commuters, tourists all share the road in a seemingly orchestrated display of organized chaos. The sidewalks are nearly thirty feet wide providing ample space of lots of pedestrians to coexist with street vendors and seating for local businesses.

Taking a section through the street reveals that there is space underground for just as much activity to occur under Market Street as there is on Market Street. The living section provides a great opportunity to design a space that is vibrant and in the character of the street level lifestyle. However, in the current arrangement of the underground station, this dynamic streetscape more or less is lost.

The street section, along with the rest of the site analysis, reveals the dynamic character of the Embarcadero station site. The next step will be to synthesize a design based on the site research as well as the lessons learned from user interface design.

ST R E E T S EC T I o NSTREETSCAPE AND THE UNDERgRoUND CITy

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KAPADIA 59

USER | INTERFACE

Above ground, there is a constant flow of people and vehicles; cars, streetcars, buses, bikes, pedestrians, commuters, tourists all share the road in a seemingly orchestrated display of organized chaos. The sidewalks are nearly thirty feet wide providing ample space of lots of pedestrians to coexist with street vendors and seating for local businesses.

Taking a section through the street reveals that there is space underground for just as much activity to occur under Market Street as there is on Market Street. The living section provides a great opportunity to design a space that is vibrant and in the character of the street level lifestyle. However, in the current arrangement of the underground station, this dynamic streetscape more or less is lost.

The street section, along with the rest of the site analysis, reveals the dynamic character of the Embarcadero station site. The next step will be to synthesize a design based on the site research as well as the lessons learned from user interface design.

ST R E E T S EC T I o NSTREETSCAPE AND THE UNDERgRoUND CITy

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KAPADIA 61

USER | INTERFACE

DES

IgN

INg

IN

TER

FAC

E PA RT I I I : D ES I g NI N g I N T E R FAC E

For the next part of the thesis investigation, it is important to synthesize the ideas of user interface design and the lessons learned from the site analysis.

The over-arching lesson derived from the articles on computer interface and automobile interface is that the designer must respect the user as a thinking, feeling being.1

The site research provides a look into the physical characteristics as well as the demographics of the station vicinity.

This following section shows the implementation of the design methodology. This involves analyzing the movements of users within the site context, predicting behavior, mapping typical activities, and using narratives to implement user interface principles into the final design.

1 Kay 1989

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KAPADIA 61

USER | INTERFACE

DES

IgN

INg

IN

TER

FAC

E PA RT I I I : D ES I g NI N g I N T E R FAC E

For the next part of the thesis investigation, it is important to synthesize the ideas of user interface design and the lessons learned from the site analysis.

The over-arching lesson derived from the articles on computer interface and automobile interface is that the designer must respect the user as a thinking, feeling being.1

The site research provides a look into the physical characteristics as well as the demographics of the station vicinity.

This following section shows the implementation of the design methodology. This involves analyzing the movements of users within the site context, predicting behavior, mapping typical activities, and using narratives to implement user interface principles into the final design.

1 Kay 1989

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KAPADIA 63

USER | INTERFACE

The most appropriate design for the Embarcadero Bart station needs to be one that incorporates San Francisco’s unique site characteristics while operating at various scales.

The next few pages describe the salient site features that most dramatically informed the design, followed by a hypothetical procession from the site to the building that aids in programming the space.

Co NT E x T UA l D ES I g N

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KAPADIA 63

USER | INTERFACE

The most appropriate design for the Embarcadero Bart station needs to be one that incorporates San Francisco’s unique site characteristics while operating at various scales.

The next few pages describe the salient site features that most dramatically informed the design, followed by a hypothetical procession from the site to the building that aids in programming the space.

Co NT E x T UA l D ES I g N

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USER | INTERFACE USER | INTERFACE

PLATFORM LENGTH700’

gr

ou

nd

-s

cr

ap

er

PLATFORM LENGTH700’

gr

ou

nd

-s

cr

ap

er

PLATFORM LENGTH700’

ground-scraper

PLATFORM LENGTH700’

ground-scraper

PlATFoRM lENgTH 700’PlATFoRM lENgTH 700’

The site of the Embarcadero station is surrounded by skyscrapers 400-800’ tall. While the portion of the station that is visible above ground is small, the full length of the station happens to be on the same magnitude as the skyscrapers, only turned 90-degrees. The graphic on the right shows the relative heights of the nearby skyscrapers as it relates to the station length.

Therefore, I propose the concept of the “groundscraper” as a method of programming the station. The groundscraper is a way to express the program that occurs in a skyscraper horizontally.

The groundscraper should be different from the skyscraper in more significant ways than simply thinking of it as a building on its side. For example, circulation from one end to the other will be more about the journey than it is in the case of the skyscraper where an elevator can take you directly to your destination without the chance to meander.

Programmatically, there are a number of amenities that can take advantage of the long narrow form factor of the groundscraper: -public art displays -informal spaces for musicians -coffee shops + seating -small incubator business spaces

gR

oU

ND

SCR

APE

Rg Ro U N D S C R A P E RPRogRAMMINg CoNCEPT

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KAPADIA 64 KAPADIA 65

USER | INTERFACE USER | INTERFACE

PLATFORM LENGTH700’

gr

ou

nd

-s

cr

ap

er

PLATFORM LENGTH700’

gr

ou

nd

-s

cr

ap

er

PLATFORM LENGTH700’

ground-scraper

PLATFORM LENGTH700’

ground-scraper

PlATFoRM lENgTH 700’PlATFoRM lENgTH 700’

The site of the Embarcadero station is surrounded by skyscrapers 400-800’ tall. While the portion of the station that is visible above ground is small, the full length of the station happens to be on the same magnitude as the skyscrapers, only turned 90-degrees. The graphic on the right shows the relative heights of the nearby skyscrapers as it relates to the station length.

Therefore, I propose the concept of the “groundscraper” as a method of programming the station. The groundscraper is a way to express the program that occurs in a skyscraper horizontally.

The groundscraper should be different from the skyscraper in more significant ways than simply thinking of it as a building on its side. For example, circulation from one end to the other will be more about the journey than it is in the case of the skyscraper where an elevator can take you directly to your destination without the chance to meander.

Programmatically, there are a number of amenities that can take advantage of the long narrow form factor of the groundscraper: -public art displays -informal spaces for musicians -coffee shops + seating -small incubator business spaces

gR

oU

ND

SCR

APE

Rg Ro U N D S C R A P E RPRogRAMMINg CoNCEPT

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USER | INTERFACE

D ES I g N ST R AT EgyNATURAl CUES FRoM SITE

Another site strategy conjecture that can be gleaned from the site analysis is the idea of the beacon. The stations is shrouded by tall buildings, noise, people and is trying to make its presence known. A beacon is also a bright light atop a prominent position that reaches great lengths to demarcate a special building. When that light goes through fog--a nearly ubiquitous phenomenon in the San Francisco Bay--the particles of vapor in the air actually reflect light and create a glow that appears to amplify the light.

This idea of light as a means of wayfinding is also derived from the “light at the end of the tunnel” imagery that comes to mind with subways and tunnels.

Architecturally, this can manifest itself in the transparency of the skin. By using a transparent or translucent skin, the station would glow at night giving it the visibility it currently lacks and also solidifying it as a recognizable civic landmark.

The Golden Gate Bridge in fog. Lights seen through the veil of fog

appear to glow even brighter.

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USER | INTERFACE

D ES I g N ST R AT EgyNATURAl CUES FRoM SITE

Another site strategy conjecture that can be gleaned from the site analysis is the idea of the beacon. The stations is shrouded by tall buildings, noise, people and is trying to make its presence known. A beacon is also a bright light atop a prominent position that reaches great lengths to demarcate a special building. When that light goes through fog--a nearly ubiquitous phenomenon in the San Francisco Bay--the particles of vapor in the air actually reflect light and create a glow that appears to amplify the light.

This idea of light as a means of wayfinding is also derived from the “light at the end of the tunnel” imagery that comes to mind with subways and tunnels.

Architecturally, this can manifest itself in the transparency of the skin. By using a transparent or translucent skin, the station would glow at night giving it the visibility it currently lacks and also solidifying it as a recognizable civic landmark.

The Golden Gate Bridge in fog. Lights seen through the veil of fog

appear to glow even brighter.

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USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

D ES I g NI N g I N T E R FAC ETRACKINg USER INTERACTIoNS

Diagrammatic “quadrants” that the station is subdivided into. Allows for an organized way to break down the approach to the site.

-escalator activated only when person enters

light contrast

reduced ceiling heightclaustrophobia

smaller space

(4) descent

-RFID tags on ticket auto charges user account-trip information can be texted to phone-interfacing with escalator is method of ticketing

paymentsecurity

queueingfinding correct train

way-finding

(5) ticketing

-destination information personalized-platform wall derived from outer skin

delaywayfinding

queueing

finding correct trainreduced personal space

(6) boarding

noise

skyscrapers

feeling of being small/lostexposure to elements

-skin adapts to elements-skin moderates opening based on traffic

large light contrasts(1) street

-train schedule projected directly on skin in graphic form-smart lighting changes as needed by weather/time of day

modular identity recognizable landmark

display train schedulesused by non-patrons

glows at night

(2) approach

-opening aperture changes in size to accomodate traffic-natural lighting within regulated by skin to reduce contrast

scale shiftreducing light contrasts

way-finding within

public space materialityclearly identifiable entrances

(3) threshold

USER | INTERFACE

Having synthesized some general site data, the next step is to investigate the general user demographic of the city. A more detailed methodology involving narratives becomes necessary when designing the details (discussed on page 109), but for the initial programming stage, a general approach to the site is sufficient.

Therefore, let’s begin by tracing the movement of a San Franciscan as she would normally interact with the BART station; the graphic on the left traces the progression as well. First, she is at street level (1), her senses filtering through tons of audio-visual stimuli to pick up the pertinent information she needs to cross the street and locate the train station. This is the first contact between user and building. Even before she has made physical contact, she needs to make a visual connection to the building. Using lessons from interface design, this is as simple as understanding what she is looking for [station identity], taking heed of her surroundings [context], and helping her make her way to her destination [wayfinding].

When she has entered the building (2) (3), there is an immediate physical interaction that occurs. This interaction can be exaggerated

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USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

D ES I g NI N g I N T E R FAC ETRACKINg USER INTERACTIoNS

Diagrammatic “quadrants” that the station is subdivided into. Allows for an organized way to break down the approach to the site.

-escalator activated only when person enters

light contrast

reduced ceiling heightclaustrophobia

smaller space

(4) descent

-RFID tags on ticket auto charges user account-trip information can be texted to phone-interfacing with escalator is method of ticketing

paymentsecurity

queueingfinding correct train

way-finding

(5) ticketing

-destination information personalized-platform wall derived from outer skin

delaywayfinding

queueing

finding correct trainreduced personal space

(6) boarding

noise

skyscrapers

feeling of being small/lostexposure to elements

-skin adapts to elements-skin moderates opening based on traffic

large light contrasts(1) street

-train schedule projected directly on skin in graphic form-smart lighting changes as needed by weather/time of day

modular identity recognizable landmark

display train schedulesused by non-patrons

glows at night

(2) approach

-opening aperture changes in size to accomodate traffic-natural lighting within regulated by skin to reduce contrast

scale shiftreducing light contrasts

way-finding within

public space materialityclearly identifiable entrances

(3) threshold

USER | INTERFACE

Having synthesized some general site data, the next step is to investigate the general user demographic of the city. A more detailed methodology involving narratives becomes necessary when designing the details (discussed on page 109), but for the initial programming stage, a general approach to the site is sufficient.

Therefore, let’s begin by tracing the movement of a San Franciscan as she would normally interact with the BART station; the graphic on the left traces the progression as well. First, she is at street level (1), her senses filtering through tons of audio-visual stimuli to pick up the pertinent information she needs to cross the street and locate the train station. This is the first contact between user and building. Even before she has made physical contact, she needs to make a visual connection to the building. Using lessons from interface design, this is as simple as understanding what she is looking for [station identity], taking heed of her surroundings [context], and helping her make her way to her destination [wayfinding].

When she has entered the building (2) (3), there is an immediate physical interaction that occurs. This interaction can be exaggerated

Page 78: User | Interface

-escalator activated only when person enters

light contrast

reduced ceiling heightclaustrophobia

smaller space

(4) descent

-RFID tags on ticket auto charges user account-trip information can be texted to phone-interfacing with escalator is method of ticketing

paymentsecurity

queueingfinding correct train

way-finding

(5) ticketing

-destination information personalized-platform wall derived from outer skin

delaywayfinding

queueing

finding correct trainreduced personal space

(6) boarding

noise

skyscrapers

feeling of being small/lostexposure to elements

-skin adapts to elements-skin moderates opening based on traffic

large light contrasts(1) street

-train schedule projected directly on skin in graphic form-smart lighting changes as needed by weather/time of day

modular identity recognizable landmark

display train schedulesused by non-patrons

glows at night

(2) approach

-opening aperture changes in size to accomodate traffic-natural lighting within regulated by skin to reduce contrast

scale shiftreducing light contrasts

way-finding within

public space materialityclearly identifiable entrances

(3) threshold

USER | INTERFACE USER | INTERFACE

KAPADIA 70 KAPADIA 71

by environmental factors such as shelter from rain or wind or heat as well as sociological factors such as relief from city noise or metal security associated with shelter. For the design, this translates to: providing a feeling of shelter from the elements visual/auditory screen from the outside world Upon entering, her goal will depend on her intended use, she will either be waiting to meet with someone or be ready to locate and board her train. The functional aspects of the transit station now come into play (4) (5): providing logical, coherent wayfinding cues (materials, signage) providing informal space to wait and meet

If she is waiting for someone, she will look around for various amenities; this provides an opportunity for the architecture to initiate the interaction: an engaging wall covering interact with various types of users (tourists, commuters, etc)

Finally, the transit station will accommodate it’s mechanical/technical function and allow her to safely board the train (6): spacious platforms coherent signage for train arrivals intelligent dissipation of train noise, smells, fumes, etc

D ES I g NI N g I N T E R FAC ETRACKINg USER INTERACTIoNS

Page 79: User | Interface

-escalator activated only when person enters

light contrast

reduced ceiling heightclaustrophobia

smaller space

(4) descent

-RFID tags on ticket auto charges user account-trip information can be texted to phone-interfacing with escalator is method of ticketing

paymentsecurity

queueingfinding correct train

way-finding

(5) ticketing

-destination information personalized-platform wall derived from outer skin

delaywayfinding

queueing

finding correct trainreduced personal space

(6) boarding

noise

skyscrapers

feeling of being small/lostexposure to elements

-skin adapts to elements-skin moderates opening based on traffic

large light contrasts(1) street

-train schedule projected directly on skin in graphic form-smart lighting changes as needed by weather/time of day

modular identity recognizable landmark

display train schedulesused by non-patrons

glows at night

(2) approach

-opening aperture changes in size to accomodate traffic-natural lighting within regulated by skin to reduce contrast

scale shiftreducing light contrasts

way-finding within

public space materialityclearly identifiable entrances

(3) threshold

USER | INTERFACE USER | INTERFACE

KAPADIA 70 KAPADIA 71

by environmental factors such as shelter from rain or wind or heat as well as sociological factors such as relief from city noise or metal security associated with shelter. For the design, this translates to: providing a feeling of shelter from the elements visual/auditory screen from the outside world Upon entering, her goal will depend on her intended use, she will either be waiting to meet with someone or be ready to locate and board her train. The functional aspects of the transit station now come into play (4) (5): providing logical, coherent wayfinding cues (materials, signage) providing informal space to wait and meet

If she is waiting for someone, she will look around for various amenities; this provides an opportunity for the architecture to initiate the interaction: an engaging wall covering interact with various types of users (tourists, commuters, etc)

Finally, the transit station will accommodate it’s mechanical/technical function and allow her to safely board the train (6): spacious platforms coherent signage for train arrivals intelligent dissipation of train noise, smells, fumes, etc

D ES I g NI N g I N T E R FAC ETRACKINg USER INTERACTIoNS

Page 80: User | Interface

KAPADIA 73

USER | INTERFACE

STAT I O n A M E n I T I ES / n E E D S

The next step is identifying the program available and any needs that remain unfulfilled in the station.

The Embarcadero Station currently does not offer much in terms of amenities. There is a coffee shop on the premise, just before the security gates. In general however, there is no food or drink allowed on the BART trains, so all eateries need to be located before the fare gates.

Stations further down the line have more amenities and are a good “facility research” example of what more can be included at the Embarcadero. These include a full shopping mall and various local restaurants.

Identifying potential programming needs will be useful during the space planning portion of the design. Also, it can begin to inform what level of interaction the skin needs to perform since a space for public art displays would be very different from a flower shop unless the design is carefully considered.UNFULFILLED

NEEDS

cafe

flowers

info desk

fare gate

newsstand

public art display

nooks for street musicians

bike storage

gathering space

surface F line station

connection to trolley

vendor space

EXISTINGAMENITIES

Page 81: User | Interface

KAPADIA 73

USER | INTERFACE

STAT I O n A M E n I T I ES / n E E D S

The next step is identifying the program available and any needs that remain unfulfilled in the station.

The Embarcadero Station currently does not offer much in terms of amenities. There is a coffee shop on the premise, just before the security gates. In general however, there is no food or drink allowed on the BART trains, so all eateries need to be located before the fare gates.

Stations further down the line have more amenities and are a good “facility research” example of what more can be included at the Embarcadero. These include a full shopping mall and various local restaurants.

Identifying potential programming needs will be useful during the space planning portion of the design. Also, it can begin to inform what level of interaction the skin needs to perform since a space for public art displays would be very different from a flower shop unless the design is carefully considered.UNFULFILLED

NEEDS

cafe

flowers

info desk

fare gate

newsstand

public art display

nooks for street musicians

bike storage

gathering space

surface F line station

connection to trolley

vendor space

EXISTINGAMENITIES

Page 82: User | Interface

KAPADIA 75

USER | INTERFACE

While the initial user interaction tracking followed one type of user (see pages 68-71), the BART station actually accommodates a host of different user types.

The two most important user groups that will be associated with the Embarcadero are employees and train riders. Between these two groups, the emphasis on interaction will be placed on riders since they will be more likely to be unfamiliar with the station.

Also, the two larger classifications are not at all homogenous. They are further subdivided into smaller groups. Amongst employees there are train operators, security personnel, cleaning staff, and others. Amongst the riders there are a multitude of types of users, such as commuters, tourists, students, residents, elderly, etc.

The types of activities that riders perform will change dramatically depending on their use type. Examples of activities relevant to each user group are shown on the graphic to the left.

U S E R P Ro F I l ES

boarding

reading

sleeping

security

surveillancecleaning

RIDER

EMPLOYEE

commuter

police

touristfamily with kids

cleaning

maintenance

residentstudent

train operator

elderly

Page 83: User | Interface

KAPADIA 75

USER | INTERFACE

While the initial user interaction tracking followed one type of user (see pages 68-71), the BART station actually accommodates a host of different user types.

The two most important user groups that will be associated with the Embarcadero are employees and train riders. Between these two groups, the emphasis on interaction will be placed on riders since they will be more likely to be unfamiliar with the station.

Also, the two larger classifications are not at all homogenous. They are further subdivided into smaller groups. Amongst employees there are train operators, security personnel, cleaning staff, and others. Amongst the riders there are a multitude of types of users, such as commuters, tourists, students, residents, elderly, etc.

The types of activities that riders perform will change dramatically depending on their use type. Examples of activities relevant to each user group are shown on the graphic to the left.

U S E R P Ro F I l ES

boarding

reading

sleeping

security

surveillancecleaning

RIDER

EMPLOYEE

commuter

police

touristfamily with kids

cleaning

maintenance

residentstudent

train operator

elderly

Page 84: User | Interface

KAPADIA 76 KAPADIA 77

USER | INTERFACE USER | INTERFACE

After identifying the user groups, it is useful to outline the sequence of activities that the users will conceivably perform in the space. The diagram on the left charts the activities of four potential subcategories of the primary user group: riders. By charting the sequence of activities, it is possible to begin to a visualize a program and logical sequence of spaces.

With an average daily ridership of roughly 33,000 people per day, each of these activities will be performed literally tens of thousands of times per day. Therefore appropriate space planning to accommodate these activities and any unforeseen ones is critical.

go to platform

commuter student elderly tourist

enter enter enter

meet up outside locate elevator

enter

locate station

get informationget information

purchase ticketassist in purchase ticket

shop/eat

check time

recharge ticket if needed

read/socialize read/socialize/sleep

enter fare gate(often prepaid)

enter fare gate(often prepaid)

enter fare gate; wider gate if on

wheelchair

locate elevator 2

enter fare gate

locate correct platform

BoARD THE TRAIN

AC T I V I T y M A P P I N g

Page 85: User | Interface

KAPADIA 76 KAPADIA 77

USER | INTERFACE USER | INTERFACE

After identifying the user groups, it is useful to outline the sequence of activities that the users will conceivably perform in the space. The diagram on the left charts the activities of four potential subcategories of the primary user group: riders. By charting the sequence of activities, it is possible to begin to a visualize a program and logical sequence of spaces.

With an average daily ridership of roughly 33,000 people per day, each of these activities will be performed literally tens of thousands of times per day. Therefore appropriate space planning to accommodate these activities and any unforeseen ones is critical.

go to platform

commuter student elderly tourist

enter enter enter

meet up outside locate elevator

enter

locate station

get informationget information

purchase ticketassist in purchase ticket

shop/eat

check time

recharge ticket if needed

read/socialize read/socialize/sleep

enter fare gate(often prepaid)

enter fare gate(often prepaid)

enter fare gate; wider gate if on

wheelchair

locate elevator 2

enter fare gate

locate correct platform

BoARD THE TRAIN

AC T I V I T y M A P P I N g

Page 86: User | Interface

KAPADIA 79

USER | INTERFACE

The next section describes the evolution of an overall form that is a culmination of the site research and user interface principles. It is presented at progressively smaller scales: site scale - view from skyscrapers around street scale - visibility and wayfinding from street body scale - interaction with users hand scale - material connections and details

D ES I g N S C A l ES

STREET

HANDBoDy

SITE

Page 87: User | Interface

KAPADIA 79

USER | INTERFACE

The next section describes the evolution of an overall form that is a culmination of the site research and user interface principles. It is presented at progressively smaller scales: site scale - view from skyscrapers around street scale - visibility and wayfinding from street body scale - interaction with users hand scale - material connections and details

D ES I g N S C A l ES

STREET

HANDBoDy

SITE

Page 88: User | Interface

KAPADIA 80 KAPADIA 81

USER | INTERFACE USER | INTERFACE

Within the context of skyscrapers, the design of the station entrances has to be mindful of the fact that it will be viewed from above by the surrounding office building skyscrapers.

This view shows the entrances at Market and Drumm Street. The northern entrances is the primary entrances for the redesign because it provides the most space at street level to engage in the urban fabric. There is ample space for green space as well as vendor stalls and outdoor seating.

D ES I g NSITE SCAlE

Page 89: User | Interface

KAPADIA 80 KAPADIA 81

USER | INTERFACE USER | INTERFACE

Within the context of skyscrapers, the design of the station entrances has to be mindful of the fact that it will be viewed from above by the surrounding office building skyscrapers.

This view shows the entrances at Market and Drumm Street. The northern entrances is the primary entrances for the redesign because it provides the most space at street level to engage in the urban fabric. There is ample space for green space as well as vendor stalls and outdoor seating.

D ES I g NSITE SCAlE

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KAPADIA 82 KAPADIA 83

USER | INTERFACE USER | INTERFACE

D ES I g NSITE SCAlE

The station entrances (represented by glowing green

cylinders) have direct visual and physical access with major

civic landmarks > < as well as green spaces.

Page 91: User | Interface

KAPADIA 82 KAPADIA 83

USER | INTERFACE USER | INTERFACE

D ES I g NSITE SCAlE

The station entrances (represented by glowing green

cylinders) have direct visual and physical access with major

civic landmarks > < as well as green spaces.

Page 92: User | Interface

Caption Caption

KAPADIA 85KAPADIA 84

USER | INTERFACEUSER | INTERFACE

The long and narrow form of the street level entrances are reminiscent of the horizontality of the station below ground.

Further, the skin of the station is designed to be the primary interface element. Architecturally, it must serve to function as:

-station identity (transparency)

-shelter (non porous)

-information transmission (digital projections)

-wayfinding (signage / recognition)

-gathering space (benches / nooks)

D ES I g NSTREET SCAlE FoRM STUDIES

Page 93: User | Interface

Caption Caption

KAPADIA 85KAPADIA 84

USER | INTERFACEUSER | INTERFACE

The long and narrow form of the street level entrances are reminiscent of the horizontality of the station below ground.

Further, the skin of the station is designed to be the primary interface element. Architecturally, it must serve to function as:

-station identity (transparency)

-shelter (non porous)

-information transmission (digital projections)

-wayfinding (signage / recognition)

-gathering space (benches / nooks)

D ES I g NSTREET SCAlE FoRM STUDIES

Page 94: User | Interface

KAPADIA 86 KAPADIA 87

USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

D ES I g NSTREET SCAlE

Creating a visually porous, transparent skin gives the station good visibility during the day while acting as a “beacon” at night to attract riders.

The skin also serves to allow spaces for informal interaction to occur. For example, there are bulges where outdoor space is provided for gathering or meeting.

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KAPADIA 86 KAPADIA 87

USER | INTERFACE USER | INTERFACE

Caption

H EA D I N gSUBHEADINg

Body

D ES I g NSTREET SCAlE

Creating a visually porous, transparent skin gives the station good visibility during the day while acting as a “beacon” at night to attract riders.

The skin also serves to allow spaces for informal interaction to occur. For example, there are bulges where outdoor space is provided for gathering or meeting.

Page 96: User | Interface

Caption

KAPADIA 88

USER | INTERFACE

H EA D I N gSUBHEADINg

Body

Page 97: User | Interface

Caption

KAPADIA 88

USER | INTERFACE

H EA D I N gSUBHEADINg

Body

Page 98: User | Interface

Caption Caption

KAPADIA 91KAPADIA 90

USER | INTERFACEUSER | INTERFACE

D ES I g NBoDy SCAlE

At the body scale, the skin should be able to interact with the user in meaningful ways. The parameters of the skin at this scale are that it should be malleable, express horizontally, and be a “canvas” of sorts to accommodate information transmission.

The prototype of the skin to the left shows how it can be designed to invoke a sense of motion without actually moving.

The same elements that compose the skin at the surface level can come down to the station and platform levels as wall coverings everywhere that interaction with users occurs (i.e. ticket machines, station maps, etc).

Page 99: User | Interface

Caption Caption

KAPADIA 91KAPADIA 90

USER | INTERFACEUSER | INTERFACE

D ES I g NBoDy SCAlE

At the body scale, the skin should be able to interact with the user in meaningful ways. The parameters of the skin at this scale are that it should be malleable, express horizontally, and be a “canvas” of sorts to accommodate information transmission.

The prototype of the skin to the left shows how it can be designed to invoke a sense of motion without actually moving.

The same elements that compose the skin at the surface level can come down to the station and platform levels as wall coverings everywhere that interaction with users occurs (i.e. ticket machines, station maps, etc).

Page 100: User | Interface

KAPADIA 92 KAPADIA 93

USER | INTERFACE

In order to be literally interactive, the skin can also be a physically moveable one. By creating a system with linear actuators and using shape memory alloy to increase durability, elements of the station can morph based on the usage.

For such an architecture to be successful, the motions have to be controlled intuitively and with the concerns of the end user in mind, in much the same way graphical user interfaces fro computers had to be designed by anticipating user interactions.

The next series of images show spaces where this concept of a living skin system can be applied towards enhancing the architectural experience of the design.

The horizontal bars unravel to open and close the station, thus eliminating the need for conventional doors.

USER | INTERFACE

entrance

D ES I g NBoDy SCAlE

Page 101: User | Interface

KAPADIA 92 KAPADIA 93

USER | INTERFACE

In order to be literally interactive, the skin can also be a physically moveable one. By creating a system with linear actuators and using shape memory alloy to increase durability, elements of the station can morph based on the usage.

For such an architecture to be successful, the motions have to be controlled intuitively and with the concerns of the end user in mind, in much the same way graphical user interfaces fro computers had to be designed by anticipating user interactions.

The next series of images show spaces where this concept of a living skin system can be applied towards enhancing the architectural experience of the design.

The horizontal bars unravel to open and close the station, thus eliminating the need for conventional doors.

USER | INTERFACE

entrance

D ES I g NBoDy SCAlE

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KAPADIA 94 KAPADIA 95

USER | INTERFACE USER | INTERFACE

outdoor seating ticket machines

During times of lower traffic, such as weekends and midday hours, the skin could bulge inwards to reduce indoor space and maximize outdoor space for seating.

The wall treatment underground at the

station level can also implement moveable panels that can easily and intuitively control

access to the ticket dispensing machines.

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KAPADIA 94 KAPADIA 95

USER | INTERFACE USER | INTERFACE

outdoor seating ticket machines

During times of lower traffic, such as weekends and midday hours, the skin could bulge inwards to reduce indoor space and maximize outdoor space for seating.

The wall treatment underground at the

station level can also implement moveable panels that can easily and intuitively control

access to the ticket dispensing machines.

Page 104: User | Interface

KAPADIA 97

USER | INTERFACE

D ES I g NHAND SCAlE

At the hand scale, the materiality of the skin becomes vastly important. In order for interactivity to occur, the skin must meet environmental, socio-

cultural, structural, and technological factors as described on the following page.

The image on the left shows a potential skin made of interwoven metal strands, which has the benefit of being durable and malleable, but does not allow

for transparency.

Other skin material investigations are shown on the next page. The final material choice for the skin,

however, changes to fabric due to various factors as discussed on page 102.

expansion

constriction

^

^

Page 105: User | Interface

KAPADIA 97

USER | INTERFACE

D ES I g NHAND SCAlE

At the hand scale, the materiality of the skin becomes vastly important. In order for interactivity to occur, the skin must meet environmental, socio-

cultural, structural, and technological factors as described on the following page.

The image on the left shows a potential skin made of interwoven metal strands, which has the benefit of being durable and malleable, but does not allow

for transparency.

Other skin material investigations are shown on the next page. The final material choice for the skin,

however, changes to fabric due to various factors as discussed on page 102.

expansion

constriction

^

^

Page 106: User | Interface

KAPADIA 99

USER | INTERFACE

Projections on skin show realtime train movements scrolling across in an intuitive, easily understood manner that allows users to know immediately when the train is arriving.

threshold should mitigate the contrasts between the outside to inside, including:

noise

light

verticality

moderate internal temperature by having a semi-enclosed skin (hermetic seal not necessary for the climate or condition)

provide shelter form sun/rain using a intelligent horizontal panel system

reuse waste heat from train operation to heat station and generate electricity

street identity for BART, MUnI, transportation in general

ambassador for San Francisco since many tourists will use the facility

seating outside for non-patrons as a gesture towards community

nooks within for street performers and musicians, but not overly designed

meeting point for groups

infographics technologies (AMOLED screens, projections, shape memory metal)

glazing so that it is a beacon at night welcoming passengers aboard

easily maintained materials and finishes (i.e. concrete/epoxy floors)

not necessarily water-tight so the possibilities are opened up

thermoelectric generation (using waste heat to generate electricity)

Environmental Needs

Socio-Cultural

Technology

KAPADIA 98

D ES I g NHAnD SCALE - LIVInG SKIn

Skin study showing horizontal panelling system that slips past itself to enclose or reveal, creating a semi-permeable envelope.

Page 107: User | Interface

KAPADIA 99

USER | INTERFACE

Projections on skin show realtime train movements scrolling across in an intuitive, easily understood manner that allows users to know immediately when the train is arriving.

threshold should mitigate the contrasts between the outside to inside, including:

noise

light

verticality

moderate internal temperature by having a semi-enclosed skin (hermetic seal not necessary for the climate or condition)

provide shelter form sun/rain using a intelligent horizontal panel system

reuse waste heat from train operation to heat station and generate electricity

street identity for BART, MUnI, transportation in general

ambassador for San Francisco since many tourists will use the facility

seating outside for non-patrons as a gesture towards community

nooks within for street performers and musicians, but not overly designed

meeting point for groups

infographics technologies (AMOLED screens, projections, shape memory metal)

glazing so that it is a beacon at night welcoming passengers aboard

easily maintained materials and finishes (i.e. concrete/epoxy floors)

not necessarily water-tight so the possibilities are opened up

thermoelectric generation (using waste heat to generate electricity)

Environmental Needs

Socio-Cultural

Technology

KAPADIA 98

D ES I g NHAnD SCALE - LIVInG SKIn

Skin study showing horizontal panelling system that slips past itself to enclose or reveal, creating a semi-permeable envelope.

Page 108: User | Interface

KAPADIA 101

USER | INTERFACE

In keeping with the proposed methodology, the design process involves mapping user activities and designing for spaces that have the most potential for interaction.

While pursuing this method, design moves fell into three primary categories: materials details and technology.

The following section is a brief summary of how these architectural elements contribute to a greater understanding of the overall thesis idea.

Sy NT H ES I z I N g D ES I g N I D EA S

DETAIlS

TECHNology

MATERIAlS

Page 109: User | Interface

KAPADIA 101

USER | INTERFACE

In keeping with the proposed methodology, the design process involves mapping user activities and designing for spaces that have the most potential for interaction.

While pursuing this method, design moves fell into three primary categories: materials details and technology.

The following section is a brief summary of how these architectural elements contribute to a greater understanding of the overall thesis idea.

Sy NT H ES I z I N g D ES I g N I D EA S

DETAIlS

TECHNology

MATERIAlS

Page 110: User | Interface

KAPADIA 103

USER | INTERFACE

The ideal outer cladding material needed to fulfill the following criteria: malleability - compound curve shapes translucency - for the night glow effect and rear projection touchability - encourage user to interact lighting - ability to house lighting information transmission - ability to project onto character - unique, memorable design

After much research and testing various other materials (see pages 96-99), I arrived at the solution of using tensioned fabric. Architectural fabric fits well in nearly all the criteria the design requires. Further, tensioned fabric brings with it a certain unique language in detailing that is reminiscent of the cable car wire that string Market street while the translucent glow that tensioned fabric emits when backlight alludes to foggy San Francisco mornings.

In terms of longevity, tensioned fabric is expected to last 10-15 years and even up to 20 years for PFTE-coated fabrics.1

Having decided on tensioned fabric for the material, allows me to move forward with the detailing.

1 Huntington, 74.

M AT E R I A lTHE TENSIoNED FABRIC SolUTIoN

touchabi l i tyfabric’s natural qualities

tendons

light through fog

glows at night

metal

cable car wires above

curved vs rectilinear forms

evocative of tail lights

civic pride

non uniform dimension

anti-modularity

compound curvature

unique characters

identity

horizontality

motion blur

mal leabi l i ty

l ighting

character

translucency

tensi le

te

nsi

on

ed

fa

bri

c

Page 111: User | Interface

KAPADIA 103

USER | INTERFACE

The ideal outer cladding material needed to fulfill the following criteria: malleability - compound curve shapes translucency - for the night glow effect and rear projection touchability - encourage user to interact lighting - ability to house lighting information transmission - ability to project onto character - unique, memorable design

After much research and testing various other materials (see pages 96-99), I arrived at the solution of using tensioned fabric. Architectural fabric fits well in nearly all the criteria the design requires. Further, tensioned fabric brings with it a certain unique language in detailing that is reminiscent of the cable car wire that string Market street while the translucent glow that tensioned fabric emits when backlight alludes to foggy San Francisco mornings.

In terms of longevity, tensioned fabric is expected to last 10-15 years and even up to 20 years for PFTE-coated fabrics.1

Having decided on tensioned fabric for the material, allows me to move forward with the detailing.

1 Huntington, 74.

M AT E R I A lTHE TENSIoNED FABRIC SolUTIoN

touchabi l i tyfabric’s natural qualities

tendons

light through fog

glows at night

metal

cable car wires above

curved vs rectilinear forms

evocative of tail lights

civic pride

non uniform dimension

anti-modularity

compound curvature

unique characters

identity

horizontality

motion blur

mal leabi l i ty

l ighting

character

translucency

tensi le

te

nsi

on

ed

fa

bri

c

Page 112: User | Interface

KAPADIA 105

USER | INTERFACE

The details are the locations where interaction occurs, both between materials and people. The point at which two material come together is their literal point of interface. This is the location where the designer’s detail can either create a malleable, evolvable joint or a rigid, fixed one.

By using tensile fabric and the inherent steel joinery details that are associated with it, I have elected to use mostly pin connections that allow for more flexibility during the design, construction, and even use of the building. Tensile fabric and pin connections have the added safety of being seismically sound in San Francisco’s earthquake prone Bay Area. Also, connection details for the canopy ribs and the tensile members are in visible locations so they can be engaged with either visually or tangibly by the user.

D E TA I l SAS INTERACTIoN NoDES

Page 113: User | Interface

KAPADIA 105

USER | INTERFACE

The details are the locations where interaction occurs, both between materials and people. The point at which two material come together is their literal point of interface. This is the location where the designer’s detail can either create a malleable, evolvable joint or a rigid, fixed one.

By using tensile fabric and the inherent steel joinery details that are associated with it, I have elected to use mostly pin connections that allow for more flexibility during the design, construction, and even use of the building. Tensile fabric and pin connections have the added safety of being seismically sound in San Francisco’s earthquake prone Bay Area. Also, connection details for the canopy ribs and the tensile members are in visible locations so they can be engaged with either visually or tangibly by the user.

D E TA I l SAS INTERACTIoN NoDES

Page 114: User | Interface

KAPADIA 107

USER | INTERFACE

Technology, when incorporated effectively and elegantly can have a tremendous role in enhancing the building user interface. As mentioned earlier, the solutions need not be extremely high tech in order to make an impact. High-technology features should not be the goal for architecture, but rather a tool used towards a greater architectural concept.

Technology is incorporated in the design where it helps the architectural intention. For example: -where it helps with the function of the stations - such as using near-field communication to collect fares -where it aids in wayfinding and information transmission - such as projections showing a real-time graphic system map directly on the skin -where it adds to the architectural experience of the design - such as interactive LED walls that double as wayfinding features

T EC H N o lo gy ARCHITECTURAlly INTEgRATED

Page 115: User | Interface

KAPADIA 107

USER | INTERFACE

Technology, when incorporated effectively and elegantly can have a tremendous role in enhancing the building user interface. As mentioned earlier, the solutions need not be extremely high tech in order to make an impact. High-technology features should not be the goal for architecture, but rather a tool used towards a greater architectural concept.

Technology is incorporated in the design where it helps the architectural intention. For example: -where it helps with the function of the stations - such as using near-field communication to collect fares -where it aids in wayfinding and information transmission - such as projections showing a real-time graphic system map directly on the skin -where it adds to the architectural experience of the design - such as interactive LED walls that double as wayfinding features

T EC H N o lo gy ARCHITECTURAlly INTEgRATED

Page 116: User | Interface

KAPADIA 109

USER | INTERFACE

Design with narratives is a technique that was used during the preliminary programming stages of the design. now the narratives shift to focus on the details. The goal is to anticipate nodes where interaction/interface with the building will occur--whether they are spaces or events--and begin designing at those locations. Another important element of the design strategy is to solve as many problems at once using the same detail. To illustrate this method, the following exploration delves into two stories with starkly different user groups. The idea is to identify the needs of different user groups at similar points along their journey through the building and find design solutions that solve varying needs in one architectural move.

M E T H o D o lo gyDESIGnInG WITH nARRATIVES

changes in response to rush hour

pushes out to provide canopy for outside

evokes cables from streetcars on market st

fabric moves with air pressure from trains and wind; initiates dialog

train schedule and time displayed on skin

Airport 4:47 4:57

first interaction is the visibility from afar

APP

RoA

CHST

REET

SCA

PEEx

TERI

oR

PlAT

FoRM

BoA

RDIN

gCo

NTE

xT

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

Page 117: User | Interface

KAPADIA 109

USER | INTERFACE

Design with narratives is a technique that was used during the preliminary programming stages of the design. now the narratives shift to focus on the details. The goal is to anticipate nodes where interaction/interface with the building will occur--whether they are spaces or events--and begin designing at those locations. Another important element of the design strategy is to solve as many problems at once using the same detail. To illustrate this method, the following exploration delves into two stories with starkly different user groups. The idea is to identify the needs of different user groups at similar points along their journey through the building and find design solutions that solve varying needs in one architectural move.

M E T H o D o lo gyDESIGnInG WITH nARRATIVES

changes in response to rush hour

pushes out to provide canopy for outside

evokes cables from streetcars on market st

fabric moves with air pressure from trains and wind; initiates dialog

train schedule and time displayed on skin

Airport 4:47 4:57

first interaction is the visibility from afar

APP

RoA

CHST

REET

SCA

PEEx

TERI

oR

PlAT

FoRM

BoA

RDIN

gCo

NTE

xT

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

Page 118: User | Interface

KAPADIA 111

USER | INTERFACE

CaptionCaption

M E T H O D O LO GY - n A R R AT I V ESCoNTExT

KAPADIA 111KAPADIA 110

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

For the contextual view, the design parameters are -visibility: achieved by glowing translucent fabric skin -accessibility: larger entrances are located on more prominent corners -identity/character: tensioned fabric is unique to the site giving it immediate recognition

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CaptionCaption

M E T H O D O LO GY - n A R R AT I V ESCoNTExT

KAPADIA 111KAPADIA 110

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

For the contextual view, the design parameters are -visibility: achieved by glowing translucent fabric skin -accessibility: larger entrances are located on more prominent corners -identity/character: tensioned fabric is unique to the site giving it immediate recognition

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KAPADIA 112 KAPADIA 113

fabric moves with air pressure from trains and wind; initiates dialog

train schedule and time displayed on skin

Airport 4:47 4:57

first interaction is the visibility from afar

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The second narrative follows a couple with two young kids visiting from Japan. They are familiar with public transit, but are entirely unfamiliar with the BART.

After a morning spent at the Ferry building they decide to take a trip to Lake Merritt in Oakland. Their needs are: locating the station, finding the possible routes, and collecting their belongings.

The first narrative (a) traces the needs of a San Francisco resident who needs to get to Berkeley for a meeting. She

knows her way around the city as well as the BART system.

Her needs will be: knowing when her train is scheduled to arrive, knowing the time, and knowing if a Richmond-bound

train has just passed.

M E T H O D O LO GY - n A R R AT I V ESINITIAl INTERACTIoN

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USER | INTERFACE

KAPADIA 112 KAPADIA 113

fabric moves with air pressure from trains and wind; initiates dialog

train schedule and time displayed on skin

Airport 4:47 4:57

first interaction is the visibility from afar

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The second narrative follows a couple with two young kids visiting from Japan. They are familiar with public transit, but are entirely unfamiliar with the BART.

After a morning spent at the Ferry building they decide to take a trip to Lake Merritt in Oakland. Their needs are: locating the station, finding the possible routes, and collecting their belongings.

The first narrative (a) traces the needs of a San Francisco resident who needs to get to Berkeley for a meeting. She

knows her way around the city as well as the BART system.

Her needs will be: knowing when her train is scheduled to arrive, knowing the time, and knowing if a Richmond-bound

train has just passed.

M E T H O D O LO GY - n A R R AT I V ESINITIAl INTERACTIoN

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Caption Caption

USER | INTERFACE

KAPADIA 115

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

For the family, the structure’s unique shape and translucency help them find it along the frenzied activity of midday Market Street. The seating element allows the parents to gather their belongings and the detailed map on the inside of the entrance combined with the projections allow them to plan their route; while the kids poke at the projections on the side fabric that move with their interaction.

The entrance to the station is a tensile fabric structure with a concrete seating element that lines the outside. The skin,

through its materiality and detailing, is able to accommodate both user groups.

For the woman, train schedules and current time are projected directly on the skin allowing her to quickly and graphically see when her next train is to arrive. She touches the panel to get more information about her particular train and heads inside.

M E T H O D O LO GY - n A R R AT I V ESINTERACTIoN AT STREET SCAlE

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Caption Caption

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KAPADIA 115

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

For the family, the structure’s unique shape and translucency help them find it along the frenzied activity of midday Market Street. The seating element allows the parents to gather their belongings and the detailed map on the inside of the entrance combined with the projections allow them to plan their route; while the kids poke at the projections on the side fabric that move with their interaction.

The entrance to the station is a tensile fabric structure with a concrete seating element that lines the outside. The skin,

through its materiality and detailing, is able to accommodate both user groups.

For the woman, train schedules and current time are projected directly on the skin allowing her to quickly and graphically see when her next train is to arrive. She touches the panel to get more information about her particular train and heads inside.

M E T H O D O LO GY - n A R R AT I V ESINTERACTIoN AT STREET SCAlE

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KAPADIA 116 KAPADIA 117

USER | INTERFACE

changes in response to rush hour

pushes out to provide canopy for outside

evokes cables from streetcars on market st

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family sits together to get another photo of the unique canopy and take a break for a snack. As they gather their belongings once more, they prepare cash and change for the fare to get to Oakland. Their needs now consist of locating ticket machines, purchasing tickets, and getting to the correct platform.

Having peered at the real-time route map, our San Franciscan realizes she has enough time to enjoy the sunshine outside for a few minutes. She already has a pre-paid fare subscription on

her mobile phone so she knows she can zoom past ticketing and get down to the train in time to board; sometimes the

smallest level of interface is the best solution.

M E T H O D O LO GY - n A R R AT I V ESExTERIOR / SKIn InTERACTIOn

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KAPADIA 116 KAPADIA 117

USER | INTERFACE

changes in response to rush hour

pushes out to provide canopy for outside

evokes cables from streetcars on market st

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family sits together to get another photo of the unique canopy and take a break for a snack. As they gather their belongings once more, they prepare cash and change for the fare to get to Oakland. Their needs now consist of locating ticket machines, purchasing tickets, and getting to the correct platform.

Having peered at the real-time route map, our San Franciscan realizes she has enough time to enjoy the sunshine outside for a few minutes. She already has a pre-paid fare subscription on

her mobile phone so she knows she can zoom past ticketing and get down to the train in time to board; sometimes the

smallest level of interface is the best solution.

M E T H O D O LO GY - n A R R AT I V ESExTERIOR / SKIn InTERACTIOn

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KAPADIA 118

Caption Caption

USER | INTERFACE

KAPADIA 119

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family visits a ticket booth to pay for and collect paper tickets they will use for their trip. Informative, architecturally integrated displays let them know the exact amount they owe as well as where to proceed to find their train. The same fare gates that can sense express users are equipped to take paper tickets, and they are soon headed to the platform level.

M E T H O D O LO GY - n A R R AT I V ESPlATFoRM

Upon descending to the station level, the interior treatment of the station needs to be able to accommodate the users’

requirements in an intuitive manner.

For the woman, she is able to flash her near Field Communication equipped phone to stroll through ticketing

and use the directionalality of the ceiling pattern to locate the nearest escalator down to the BART platform.

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KAPADIA 118

Caption Caption

USER | INTERFACE

KAPADIA 119

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family visits a ticket booth to pay for and collect paper tickets they will use for their trip. Informative, architecturally integrated displays let them know the exact amount they owe as well as where to proceed to find their train. The same fare gates that can sense express users are equipped to take paper tickets, and they are soon headed to the platform level.

M E T H O D O LO GY - n A R R AT I V ESPlATFoRM

Upon descending to the station level, the interior treatment of the station needs to be able to accommodate the users’

requirements in an intuitive manner.

For the woman, she is able to flash her near Field Communication equipped phone to stroll through ticketing

and use the directionalality of the ceiling pattern to locate the nearest escalator down to the BART platform.

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KAPADIA 121

USER | INTERFACE

KAPADIA 120

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family hears the same train go by and notice the ceiling pattern move, but cannot be certain if it is their train. They arrive at the platform and find that there are still 6 minutes before their Oakland train is scheduled to arrive. They find a space to sit and look through travel guide to plan their next adventure.

Designing with narratives is the methodology of choice for user interface design because it allows the designer to test out architectural solutions against a set of likely conditions. This brings a level of reciprocal or even biological response to the design of building user interfaces.

Further, this methodology honors the interdependence of task-interface-mechanism as laid out in the section Defining Interface (page 11). By associating the task and interface of two different users, a similar mechanism can be designed to fulfill multiple needs.

As she is descending to the platform level, she hears a train going past, she does not see the train, but notices from the

direction that the ceiling patter has swayed that it was not the train she needs to catch. She finds her way towards a small

spacing in the ceiling and floor pattern that lets her know where the train door will open when the train arrives.

M E T H O D O LO GY - n A R R AT I V ESBoARDINg

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KAPADIA 121

USER | INTERFACE

KAPADIA 120

STREETSCAPE

PlATFoRM

CoNTExT

1_a

2_a

3_a

1_b

2_b

3_b

The family hears the same train go by and notice the ceiling pattern move, but cannot be certain if it is their train. They arrive at the platform and find that there are still 6 minutes before their Oakland train is scheduled to arrive. They find a space to sit and look through travel guide to plan their next adventure.

Designing with narratives is the methodology of choice for user interface design because it allows the designer to test out architectural solutions against a set of likely conditions. This brings a level of reciprocal or even biological response to the design of building user interfaces.

Further, this methodology honors the interdependence of task-interface-mechanism as laid out in the section Defining Interface (page 11). By associating the task and interface of two different users, a similar mechanism can be designed to fulfill multiple needs.

As she is descending to the platform level, she hears a train going past, she does not see the train, but notices from the

direction that the ceiling patter has swayed that it was not the train she needs to catch. She finds her way towards a small

spacing in the ceiling and floor pattern that lets her know where the train door will open when the train arrives.

M E T H O D O LO GY - n A R R AT I V ESBoARDINg

Page 130: User | Interface

KAPADIA 123

USER | INTERFACE

S U M M AT I o N

KAPADIA 123

Architecture’s purpose is to evoke the senses of human beings—the experience of the building is what lingers in the visitor’s memory. The experience that an individual has is a subjective response to various stimuli that is, by nature, unique to the individual. However, the experience that a design imparts is shaped, guided, even orchestrated by the architectural elements of the space. Specific material choices, elegant joint details, vivid lighting, spatial unity are all elements that contribute to an individual’s experience of architecture.

The interface between human beings and buildings happens at all these points. User interface design calls for designing spaces with not only the users’ physical presence in sharp focus, but also providing a nod to the way in which the users will interact with the building. By designing moments of interaction, the user is provided a more personal, intimate relationship with the building.

It is the burden of the designer to continually innovate and envision spaces, materials, and interfaces that balance aesthetics with efficiency. Using technology in materials and methodology is just one way to enhance the general perception of architecture.

The benefit of the built environment interface is that it is already set in the tactile world. Everything we do is a result of touching, moving, and lifting physical objects. The challenge to architects and designers is to incorporate the advantages of the digital and the intangible to enhance the user experience of a building. While technology makers aspire to bring a tactile sensibility to their world, architects struggle to bring a technological overlay to enhance our field. It is through the application of user interface design principles that the two fields can come together and meet in a world where the distinction between computation and comprehension blurs.

USER | INTERFACE

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KAPADIA 123

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S U M M AT I o N

KAPADIA 123

Architecture’s purpose is to evoke the senses of human beings—the experience of the building is what lingers in the visitor’s memory. The experience that an individual has is a subjective response to various stimuli that is, by nature, unique to the individual. However, the experience that a design imparts is shaped, guided, even orchestrated by the architectural elements of the space. Specific material choices, elegant joint details, vivid lighting, spatial unity are all elements that contribute to an individual’s experience of architecture.

The interface between human beings and buildings happens at all these points. User interface design calls for designing spaces with not only the users’ physical presence in sharp focus, but also providing a nod to the way in which the users will interact with the building. By designing moments of interaction, the user is provided a more personal, intimate relationship with the building.

It is the burden of the designer to continually innovate and envision spaces, materials, and interfaces that balance aesthetics with efficiency. Using technology in materials and methodology is just one way to enhance the general perception of architecture.

The benefit of the built environment interface is that it is already set in the tactile world. Everything we do is a result of touching, moving, and lifting physical objects. The challenge to architects and designers is to incorporate the advantages of the digital and the intangible to enhance the user experience of a building. While technology makers aspire to bring a tactile sensibility to their world, architects struggle to bring a technological overlay to enhance our field. It is through the application of user interface design principles that the two fields can come together and meet in a world where the distinction between computation and comprehension blurs.

USER | INTERFACE

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REF

EREN

CES Ansell, Chris. “Community Embeddedness and Collaborative Governance in the San Francisco Bay

Area Environmental Movement”, In Mario Diani and Doug McAdam (eds.), Social MOvements and networks, Oxford/new York: Oxford University Press, 2003.

Appleyard, Donald. Livable Streets. Berkeley: University of California Press, 1981.

Basbas, S., ed. Advances in City Transport: Case Studies. Boston: MIT Press, 2006. Boarnet, G. and Randall Crane. Travel by Design: The Influence of Urban Form on Travel. oxford: Oxford University Press, 2001. Brebbia, Carlos, ed. Urban Transport XIV: Urban Transport and the Environment in the 21st Century. Southhampton: WIT Press, 2008.

Briggs, Valerie Annette. Organizing for Regional Transportation Operations: San Francisco Bay Area Case Study. Washington, DC: US Department of Transportation, 2001.

Bruter, Claude P., Ed. Mathematics and Art: Mathematical Visualization in Art and Education. Berlin, Springer-Verlag, 2002.

Caplan, Robert. By Design: Why There are No Locks on the Bathroom Doors in the Hotel Louis XIV and Other Object Lessons. Second Edition. new York: Fairchild Publications, 2005.

Carroll, John M.. “Encyclopedia Entry on Human Computer Interaction (HCI)”. Interaction-Design.org 31 March 2009. 02 December 2010 <http://www.interaction-design.org/encyclopedia/human_computer_interaction_hci.html>.

Clements-Croome, Derek, Ed. Intelligent Buildings: Design, Maintenance, and Operation. london: Thomas Telford Publishing, 2004.

PA RT I V: R E F E R E N C ES

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KAPADIA 125

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REF

EREN

CES Ansell, Chris. “Community Embeddedness and Collaborative Governance in the San Francisco Bay

Area Environmental Movement”, In Mario Diani and Doug McAdam (eds.), Social MOvements and networks, Oxford/new York: Oxford University Press, 2003.

Appleyard, Donald. Livable Streets. Berkeley: University of California Press, 1981.

Basbas, S., ed. Advances in City Transport: Case Studies. Boston: MIT Press, 2006. Boarnet, G. and Randall Crane. Travel by Design: The Influence of Urban Form on Travel. oxford: Oxford University Press, 2001. Brebbia, Carlos, ed. Urban Transport XIV: Urban Transport and the Environment in the 21st Century. Southhampton: WIT Press, 2008.

Briggs, Valerie Annette. Organizing for Regional Transportation Operations: San Francisco Bay Area Case Study. Washington, DC: US Department of Transportation, 2001.

Bruter, Claude P., Ed. Mathematics and Art: Mathematical Visualization in Art and Education. Berlin, Springer-Verlag, 2002.

Caplan, Robert. By Design: Why There are No Locks on the Bathroom Doors in the Hotel Louis XIV and Other Object Lessons. Second Edition. new York: Fairchild Publications, 2005.

Carroll, John M.. “Encyclopedia Entry on Human Computer Interaction (HCI)”. Interaction-Design.org 31 March 2009. 02 December 2010 <http://www.interaction-design.org/encyclopedia/human_computer_interaction_hci.html>.

Clements-Croome, Derek, Ed. Intelligent Buildings: Design, Maintenance, and Operation. london: Thomas Telford Publishing, 2004.

PA RT I V: R E F E R E N C ES

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KAPADIA 126 KAPADIA 127

USER | INTERFACE USER | INTERFACE

R E F E R E N C ESCook, Peter, Ed. Archigram. new York: Princeton Architectural Press, 1972.

Crawford, J.H. Carfree Cities. Utretcht: International Books, 2000.

Cuito, Aurora, and Cristina Montes. Jean Nouvel (Archipockets). new York: te neues Publishing Company, 2003.

Edwards, Brian. The Modern Station: New Approaches to Railway Architecture. london: E & FN Spon, 1997.

Ferrani, Alessia. Railway Stations: From the Gare de L’est to Penn Station. Hong Kong: Phaidon Press, 2004.

Fleming, Susan A. House of Representatives, Subcommittee on Transportation, Housing and Urban Development, and Related Agencies, Committee on Appropriations. High Speed Passenger Rail: Future Development Will Depend on Addressing Financial and Other Challenges and Establishing a Clear Federal Role. Washington, DC: US Government Accountability Office, 2009.

Fox, Michael and Miles Kemp. Interactive Architecture. new York: Princeton Architectural Press, 2009.

Guess, George M., ed. Managing and Financing Urban Public Transport Systems: An International Perspective. Budapest: Open Society Institute, 2008.

Huntington, Craigs C. The Tensioned Fabric Roof. Reston: American Society of Civil Engineers, 2003.

Kay, Alan. “User Interface: A Personal View”, In Laurel, B. (ed.), The Art of Human-ComputerInterface Design, Reading, Mass: Addison-Wesley, 1990.

Lynch, Kevin. Good City Form. Cambridge: MIT Press, 1984.

Moudon, Anne Vernez. Built for Change: Neighborhood Architecture in San Francisco. Cambrige: MIT Press, 1989.

Office of the Secretary of Transportation. Design, Art, and Architecture in Transportation. Washington, DC: US Department of Transportation, 2008.

Pilgrim, Matthew, and D. Bouchlaghem, D. Loveday, M. Holmes. “A Mixed Reality System for Building Form and Data Representation”, IEEE (2001) 369– 375.

Segan, Sascha. “Swype Working On Typing By Waving Hands In The Air”. PCMag.com. 13 February 2011. 05 May 2011 <http://www.pcmag.com/article2/0,2817,2380227,00.asp/>.

Shelton, T. “The Highway and the American City”. In The sustainable city VI : urban regeneration and sustainability. 323-334. Southampton, UK: WIT Press, 2010.

Raban, Jonathan. Soft City. new York: Picador, 2008.

Rahim, Ali. Contemporary Processes in Architecture. London: Architectural Design, 2000.

Rheims, Maurice. Hector Guimard. new York: Harry n Abrams, 1988.

Richards, Brian. Transport In Cities. London: Architecture Design and Technology Press, 1990. Transportation Research Board. Public Transit Research: Rail, Bus, and New Technology. Washington, DC: Transportation Research Board, 1991.

Wang, Shengwei. Intelligent Buildings and Building Automation. London/new York: Spon Press, 2010.

R E F E R E N C ES

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KAPADIA 126 KAPADIA 127

USER | INTERFACE USER | INTERFACE

R E F E R E N C ESCook, Peter, Ed. Archigram. new York: Princeton Architectural Press, 1972.

Crawford, J.H. Carfree Cities. Utretcht: International Books, 2000.

Cuito, Aurora, and Cristina Montes. Jean Nouvel (Archipockets). new York: te neues Publishing Company, 2003.

Edwards, Brian. The Modern Station: New Approaches to Railway Architecture. london: E & FN Spon, 1997.

Ferrani, Alessia. Railway Stations: From the Gare de L’est to Penn Station. Hong Kong: Phaidon Press, 2004.

Fleming, Susan A. House of Representatives, Subcommittee on Transportation, Housing and Urban Development, and Related Agencies, Committee on Appropriations. High Speed Passenger Rail: Future Development Will Depend on Addressing Financial and Other Challenges and Establishing a Clear Federal Role. Washington, DC: US Government Accountability Office, 2009.

Fox, Michael and Miles Kemp. Interactive Architecture. new York: Princeton Architectural Press, 2009.

Guess, George M., ed. Managing and Financing Urban Public Transport Systems: An International Perspective. Budapest: Open Society Institute, 2008.

Huntington, Craigs C. The Tensioned Fabric Roof. Reston: American Society of Civil Engineers, 2003.

Kay, Alan. “User Interface: A Personal View”, In Laurel, B. (ed.), The Art of Human-ComputerInterface Design, Reading, Mass: Addison-Wesley, 1990.

Lynch, Kevin. Good City Form. Cambridge: MIT Press, 1984.

Moudon, Anne Vernez. Built for Change: Neighborhood Architecture in San Francisco. Cambrige: MIT Press, 1989.

Office of the Secretary of Transportation. Design, Art, and Architecture in Transportation. Washington, DC: US Department of Transportation, 2008.

Pilgrim, Matthew, and D. Bouchlaghem, D. Loveday, M. Holmes. “A Mixed Reality System for Building Form and Data Representation”, IEEE (2001) 369– 375.

Segan, Sascha. “Swype Working On Typing By Waving Hands In The Air”. PCMag.com. 13 February 2011. 05 May 2011 <http://www.pcmag.com/article2/0,2817,2380227,00.asp/>.

Shelton, T. “The Highway and the American City”. In The sustainable city VI : urban regeneration and sustainability. 323-334. Southampton, UK: WIT Press, 2010.

Raban, Jonathan. Soft City. new York: Picador, 2008.

Rahim, Ali. Contemporary Processes in Architecture. London: Architectural Design, 2000.

Rheims, Maurice. Hector Guimard. new York: Harry n Abrams, 1988.

Richards, Brian. Transport In Cities. London: Architecture Design and Technology Press, 1990. Transportation Research Board. Public Transit Research: Rail, Bus, and New Technology. Washington, DC: Transportation Research Board, 1991.

Wang, Shengwei. Intelligent Buildings and Building Automation. London/new York: Spon Press, 2010.

R E F E R E N C ES

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By AuthorBy AuthorBy Authorhttp://www.carspit.com/how-to-drive-a-ford-model-t; http://www.automobilesreview.com/gallery/ford-model-t/ ford-model-t-1917.jpghttp://www.sparklypeanuts.com/USERIMAGES/enzo-ferrari.jpg; http://www.caradvice.com.au/wp-content/ uploads/2010/04/Ferrari-599-GTO-625x391.jpg; http://sandiegogreentransportation.com/yahoo_site_ad min/assets/images/TOYOTA_PRIUS_2010_5HA202.173122554_std.jpghttp://blog.modernmechanix.com/mags/BusinessAutomation/12-1961/ibm_data_transmission.jpghttp://www.computerhovel.com/mac_evolution.htmlhttp://www.computerhovel.com/mac_evolution.htmlhttp://techpinger.com/wp-content/uploads/2011/01/Motorola-xoom-vs-Apple-iPad.png; By AuthorBy AuthorBy Authorhttp://supak.squarespace.com/picture/railroad-tracks-and-bridge.jpg?pictureId=4810288http://www.psunyc.org/contact.html; http://flickriver.com/photos/jmhdezhdez/tags/dise%C3%B1o ; http://www.benmautner.com/widerangle/unionterminal02.jpghttp://www.bbc.co.uk/liverpool/localhistory/journey/lime_street/station/rainhill_trials.shtmlBy AuthorEdwards, Brian. The Modern Station: New Approaches to Railway Architecture. London: E & Fn Spon, 1997, 45.Ferrani, Alessia. Railway Stations: From the Gare de L’est to Penn Station. Hong Kong: Phaidon Press, 2004, 121-123.Photo by Jennifer Yee Photography, Rights belong to Author; www.bart.govPhoto by Jennifer Yee Photography, Rights belong to Author, Modified by AuthorRapid Transit for San Francisco: Monorail, Elevated, Subway: A Report of Possibilities (1952)Rapid Transit for San Francisco: Monorail, Elevated, Subway: A Report of Possibilities (1952) http://upload.wikimedia.org/wikipedia/commons/a/aa/San_Francisco_1_crop.jpghttp://foundsf.org/index.php?title=Category:1950s, Modified by Authorhttp://foundsf.org/index.php?title=Category:1950sBy AuthorBy Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by AuthorMicrosoft Bing Maps, Modified by AuthorMicrosoft Bing Maps, Modified by AuthorBy AuthorGoogle Street ViewBy AuthorBy AuthorBy AuthorBy AuthorBy Author

COVERi

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By AuthorBy AuthorBy Authorhttp://www.carspit.com/how-to-drive-a-ford-model-t; http://www.automobilesreview.com/gallery/ford-model-t/ ford-model-t-1917.jpghttp://www.sparklypeanuts.com/USERIMAGES/enzo-ferrari.jpg; http://www.caradvice.com.au/wp-content/ uploads/2010/04/Ferrari-599-GTO-625x391.jpg; http://sandiegogreentransportation.com/yahoo_site_ad min/assets/images/TOYOTA_PRIUS_2010_5HA202.173122554_std.jpghttp://blog.modernmechanix.com/mags/BusinessAutomation/12-1961/ibm_data_transmission.jpghttp://www.computerhovel.com/mac_evolution.htmlhttp://www.computerhovel.com/mac_evolution.htmlhttp://techpinger.com/wp-content/uploads/2011/01/Motorola-xoom-vs-Apple-iPad.png; By AuthorBy AuthorBy Authorhttp://supak.squarespace.com/picture/railroad-tracks-and-bridge.jpg?pictureId=4810288http://www.psunyc.org/contact.html; http://flickriver.com/photos/jmhdezhdez/tags/dise%C3%B1o ; http://www.benmautner.com/widerangle/unionterminal02.jpghttp://www.bbc.co.uk/liverpool/localhistory/journey/lime_street/station/rainhill_trials.shtmlBy AuthorEdwards, Brian. The Modern Station: New Approaches to Railway Architecture. London: E & Fn Spon, 1997, 45.Ferrani, Alessia. Railway Stations: From the Gare de L’est to Penn Station. Hong Kong: Phaidon Press, 2004, 121-123.Photo by Jennifer Yee Photography, Rights belong to Author; www.bart.govPhoto by Jennifer Yee Photography, Rights belong to Author, Modified by AuthorRapid Transit for San Francisco: Monorail, Elevated, Subway: A Report of Possibilities (1952)Rapid Transit for San Francisco: Monorail, Elevated, Subway: A Report of Possibilities (1952) http://upload.wikimedia.org/wikipedia/commons/a/aa/San_Francisco_1_crop.jpghttp://foundsf.org/index.php?title=Category:1950s, Modified by Authorhttp://foundsf.org/index.php?title=Category:1950sBy AuthorBy Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by Authorhttp://www.sfbike.org/download/SF_Bike_Map_2009.pdf,Modified by AuthorMicrosoft Bing Maps, Modified by AuthorMicrosoft Bing Maps, Modified by AuthorBy AuthorGoogle Street ViewBy AuthorBy AuthorBy AuthorBy AuthorBy Author

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