![Architecture and Planning ETDs](../../assets/md5images/e6c5e4845420731cc0ff9c39928b5c78.jpg)
Architecture and Planning ETDs
Publication Date
5-1971
Abstract
The thesis is concerned with the form taken an architectural program in which the programmer clearly communicates his findings to the designer.
People handle learned information in three ways:
- By retaining it intact;
- By fragmenting it;
- By recombining the fragments.
It is the hypothesis of this thesis that the programmer is the fragmenter of information, the program is a collection of the fragments, and the designer is the person who recombines the fragmented information.
A card form of programming has been designed to handle these fragments and a game process allowing for direct interaction between the client group and the architect group has been developed as a communication medium for the transfer of the data collected. During this interaction, recombination begins to occur.
In compiling a program of this kind the first items that must be identified are “Units.” Units vary according to scale and may be whole buildings, rooms or activity spaces, or furniture and equipment.
The data collected is put on information cards which are categorized as to Relationship between Units, Flow within and between Units, Function of Units, form determinant and other pertinent Facts about Units, and Outside Factors Which might influence the form or function of the Units.
In the game process the client-architect team manipulate Unit playing pieces on a playing board. While learning the relationships, functions, flow patterns, and form determinants of a building, players begin to create a bubble diagram of the necessary interactions. By choosing a Redesign Card, which emphasizes another concept or direction to follow, players develop alternative bubble diagrams. When they forfeit Satisfaction points for inadequate diagrams they simultaneously pin-point problem areas. Recycling can occur at the same scale, at a different scale, or at a different level of abstraction, moving from bubble diagrams to schematics. The data on the information cards may be challenged at any time during the game, thus making it possible to alter, remove, or add information during the game process.
In the game process model a format for analysis of the developing solutions, for establishing a hierarchy of problem areas, for evaluating and selecting the optimum solution is developed.
While the main purpose of the card form program and the game process is the transfer of information from client to architect, it may also be used as a tool with which to collect data, a tool aid the designer in the continued regrouping process, and a tool to aid in the evaluation of the developing solution.
Language
English
Document Type
Thesis
Degree Name
Architecture
Level of Degree
Masters
Department Name
School of Architecture and Planning
First Committee Member (Chair)
Michel Louis Roger Pillet
Second Committee Member
Illegible
Third Committee Member
Illegible
Fourth Committee Member
Harold Raymond Benson Jr
Fifth Committee Member
Don Paul Schlegel
Recommended Citation
Richards, Patricia F.. "Communication Techniques In Architectural Programming:A Game Process As Information Transfer.." (1971). https://digitalrepository.unm.edu/arch_etds/222