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Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Scholarship
Portfolio
CV Section II
Table of Contents | Linked
04 Awards
12 Public Lectures & Symposia
18 Grants
28 Exhibitions
36 Competitions
42 Journal Articles
152 Book Chapters
218 Conference Proceedings
322 Events
330 Workshop
Shelby Elizabeth Doyle | 3
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Awards
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of Contents
Association for Collegiate Schools of Architecture
Creative Achievement Award
www.acsa-arch.org/awards_archives/2020-architecturaleducation-award-winners/
Candidates in the area of teaching shall have had a positive
stimulating influence upon students through a full course,
course project, or course module. Candidates in areas
of design, scholarship, or research shall have created
a work or a project that provides significant insight into
the understanding and advancement of architecture and
architectural education. Candidates in the area of service
shall have significant impact fostering and creating a work
or project that provides a healthy environment for learning
led to an understanding and appreciation of architectural
education in the community at large.
Many programs have developed fabrication laboratories
over the last decade, and many have employed the tools
in these laboratories for design-build projects, studio
support, and individual experimentation. When Shelby
was hired, the University recognized the woeful state of
our existing fabrication facilities—a few laser cutters, juryrigged
3-D printers, and an antiquated CNC router—and
provided startup funds for Prof. Doyle and two other new
faculty members to pursue a laboratory that would reflect
the department’s history of broad, integrative approaches
and the University’s land grand missions of equality of
access and engagement with the community.
From the beginning, Shelby has brought a critical stance to
how things are made and who makes them. The CCL has
looked for technologies that can connect our department
with others on campus—ceramics and fine arts, in
particular—and that leverage resources in sustainable and
fair ways. Their early purchase of budget-level machines
exemplified another strain of ethical thinking, in that this
decision guaranteed access to all of our students. Rather
than pooling a large sum of money into a single, expensive
machine, the CCL could afford dozens of desktop tools
that could be easily understood by novice students.
-Thomas Leslie, Iowa State University
Shelby Elizabeth Doyle | 7
Association for Computer Aided Design in Architecture
Emerging Research Award
Shelby Elizabeth Doyle | 9
Building Technology Educators’ Society
Emerging Faculty Award
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Iowa State architecture professor honored by
Building Technology Educators’ Society
06/26/19
AMES, Iowa — Shelby Doyle, an assistant professor of architecture at Iowa State
University, received the Emerging Faculty Award from the Building Technology
Educators’ Society Friday, June 21, at its biennial conference in Amherst,
Massachusetts.
The award recognizes building technology educators who display excellence and
innovation in their teaching performance, methods and subject matter early in
their careers, inspiring student engagement in building technology and its impact
on design.
Doyle received a bachelor of science in architecture with honors from the
University of Virginia in 2004 and a master of architecture from the Harvard
Graduate School of Design in 2011. She joined the Iowa State faculty in 2015 as a
presidential high-impact hire in design-build and digital fabrication and was
awarded the ISU Department of Architecture’s inaugural Daniel J. Huberty Faculty
Fellowship in 2016.
Together with assistant professor Nick Senske and lecturer Leslie Forehand, Doyle
established the architecture department’s Computation and Construction Lab
(CCL). She has helped secure funding for a broad range of contemporary tools,
including a $50,000 grant from the ISU Computation Advisory Committee and
matching funds from the ISU College of Design to purchase two industrial robotic
arms recently installed in the CCL.
Doyle and Senske also received an Upjohn Research Initiative Grant from the
American Institute of Architects (AIA) and a Research Incentive Award from the
Architectural Research Centers Consortium (ARCC) for their research to develop
water-soluble and biodegradable concrete formworks through additive
manufacturing (3D printing).
“Professor Doyle sees ‘building technology education’ not simply as a noun, but as
a verb. She simultaneously explores how tools are learned and used, the
expanded possibilities of artifacts created by these tools, the way these artifacts
can influence public environments, and the cultural conditions that complicate
who participates in the design and production of architecture,” Whitehead said.
“Of particular importance is Professor Doyle’s ability to frame design practices
and service as forums to critique and improve societal issues of equity. Who holds
the pen, the mouse or the hammer shouldn’t be a decision based on gender, and
I’ve seen her actively work to address and improve these conditions; our students
benefit greatly from her advocacy,” he said.
Prior to joining the Iowa State faculty, Doyle was a visiting assistant professor in
the Louisiana State University School of Architecture and a research fellow with
the LSU Coastal Sustainability Studio. She also served as an instructor with the
University of Houston Pan Asia Mekong Summer Program, Parsons The New
School for Design, and Urban Lab Phnom Penh and Limkokwing University Faculty
for the Built Environment, both in Cambodia.
A licensed architect and a LEED Accredited Professional, she is a member of the
AIA and Iowa Women in Architecture. She formerly served on the BTES board of
directors and co-organized the 2017 BTES conference in Des Moines.
Contacts
Shelby Doyle, Architecture, (515) 294-8711, doyle@iastate.edu
Rob Whitehead, Architecture, (515) 294-8276, rwhitehd@iastate.edu
Heather Sauer, Design Communications, (515) 294-9289, hsauer@iastate.edu
-30-
June 26, 2019 12:10 pm
Tags: Awards
Doyle believes in exposing students to the potentials of technology and design as
tools of both critique and public engagement. Her recent studios and seminars
have investigated design ideas across scales, mining the relationships between
architecture, infrastructure and fabrication. Her students have designed and
constructed permanent structures for the Iowa Arboretum, Des Moines Social
Club and Urbandale Parks and Recreation Department and temporary pavilions
for the 80/35 Music Festival, Flyover Fashion Festival and Iowa State University
exhibit at the Iowa State Fair.
Advocacy and impact
Doyle transforms her classroom into a creative workshop where students can
engage difficult problems through design iteration and “learn how to use tools that
help them become informed and passionate explorers,” said associate professor
Rob Whitehead, the inaugural recipient of the BTES Emerging Faculty Award in
2011, in nominating Doyle for this year’s award.
Related Events
Shelby Elizabeth Doyle | 11
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Public Lectures &
Symposia
Back to Table
of Contents
Moving Toward Gender Equity in Architecture
The gender chasm in architecture persists. Students
see it in their mentors, practitioners experience it in the
office, and media representation of the profession follows
in kind. While schools of architecture are more and
more demographically gender-balanced in their student
populations, faculty and the practice both remain vastly
skewed, indicating that programming in schools may be
“losing” certain populations along the way, or that the
bridge between academia and practice is broken. Without
equal representation of all genders in the profession,
it is virtually impossible that the practice of architecture
as a whole is serving its clients and communities equitably.
It takes a multitude of perspectives to serve diverse
communities thoughtfully and effectively, and it is architecture’s
charge to do so.
This dialogue series aims to address issues that are
important to students, that they face in studio every day,
and put people in conversation with them who can help
them understand how to clarify and use their voices for
the betterment of their experience in school, and of the
profession they are bringing their voices into.
This event is made possible by the Austin Foundation for
Architecture.
1-3pm | Panel discussion
3-3:30pm | Coffee break
3:30-5pm | Panel discussion
Panelists:
Grace La, Harvard Graduate School of Design; Principal,
La Dallman Architects
Shelby Doyle, Iowa State University College of Design;
Founder, Computation and Construction Lab
Mabel O. Wilson, Columbia University; Principal, Studio &
Damon Leverett, National Architecture Accrediting Board;
The University of Arizona College of Architecture
Friday, February 7 at 1:00pm to 5:00pm
https://soa.utexas.edu/events/moving-towards-genderequity-architecture
LINK TO LECTURE
LINK TO EVENT PUBLICATION
Homing the Machine: A symposium on how
architectural designers orient their work in digital
fabrication.
In the last two decades, architectural designers have
identified, problematized, hacked, and mastered the
rules, constraints, and performances of digital fabrication
technologies. This expansive experimentation has revealed
a broad spectrum of conceptual approaches to digital
fabrication, yet the field is still taxonomized according to
its toolkit—by what tools we use instead of how we use
them. Architectural design, on the other hand, is defined
not by the tools at its disposal but the ways in which those
tools are deployed in design processes. This friction has
made it difficult to locate digital fabrication’s place within
the architectural discipline: Is it merely another tool? Or is
it a design technology? A way of thinking? A construction
technique? A new form of craft? A discipline within the
discipline? How do we—as architectural practitioners,
researchers, thinkers, and educators, as well as active
participants in this nascent discourse—approach
digital fabrication? And, further, how do we envision
our approaches will contribute to architectural design
innovation?
homingthemachine.com
This symposium is an invitation to step back from the
entanglement of architect-machine configurations;
to survey our various trajectories thus far; to situate
ourselves and our work in particular social, political, and
environmental contexts and their limits; to specify our
audiences; to reorient, and perhaps rephysicalize, the
machine. Here, we will reflect on recent work in digital
fabrication in order to orientate its discourse around the
how and why—not the what. From this new starting point,
we will aim to discern what guides and grounds our current
and future positions in a field that is fixated on moving
forward. Which themes, patterns, habits, or curiosities
should we choose to advance? Which should we choose
to revisit? What should be our evaluative criteria for making
these choices? And to what extent should these criteria
be informed by the discipline of architectural design?
Free and open to the public.
Galo Canizares, Christos Yessios Visiting Assistant
Professor, Knowlton School
Zach Cohen, Christos Yessios Visiting Assistant Professor,
Knowlton School
LINK TO LECTURE
Shelby Elizabeth Doyle | 15
LINK TO LECTURE
Shelby Elizabeth Doyle | 17
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Grants
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serving as an officer in the US Navy Seabees for three years. He then was an architect‐in‐training with Smith Hinchman Grylls (The
About News and Events Design Facilities Study Abroad Contact
Smith Group) for three years. Huberty joined ZGF Architects in 1972; he became a partner with the firm in 1982 and a managing
partner of the Seattle office in 1989. He retired in 2015. Huberty served on the ISU Department of Architecture's Architecture
Advisory Council from 2005 to 2008.
D O Y L E N A M E D F I R S T D A N I E L J . H U B E R T Y F A C U L T Y F E L L O W I N I S U D E P A R T M E N T O F
A R C H I T E C T U R E
06/09/16
AMES, Iowa — Shelby Doyle, an Iowa State University assistant professor of
architecture, is the inaugural recipient of the Daniel J. Huberty Faculty Fellowship in
the ISU Department of Architecture.
Iowa State alumnus Daniel Huberty, a retired partner and project manager with ZGF
Architects LLP in Seattle, created the annual fellowship to help faculty in the
architecture department reach their professional potential and to recognize those
who show tremendous promise. Huberty received a Bachelor of Architecture degree
from ISU in 1966.
"I have been very fortunate in my life and career and sought to do something to
give back to the university," Huberty said. "I had a very good education, and I was
inspired as a student by two young faculty who were enthusiastic about teaching.
I'm pleased to be able to support current faculty members with this fellowship."
The Daniel J. Huberty Faculty Fellowship was established through a gift made through the Iowa State University Foundation, a
private, nonprofit corporation dedicated to securing and managing gifts and grants that benefit Iowa State University.
Contacts:
Shelby Doyle, Assistant Professor, Architecture, (515) 294‐8711, doyle@iastate.edu
Deborah Hauptmann, Chair, Architecture, (515) 294‐7185, deborah@iastate.edu
Karen Simon, ISU Foundation, (515) 294‐7263, kasimon@iastate.edu
Heather Sauer, Design Communications, (515) 294‐9289, hsauer@iastate.edu
‐30‐
Like Nadia Anderson, Bambi L Yost and 106 others like this.
Interdisciplinary research
Doyle is using the fellowship funds in part to further an interdisciplinary research
effort with colleagues in architecture and materials science and engineering to
develop a sturdy, nontoxic, waterproof paper for potential use in construction of
temporary structures ranging from music‐festival tents to disaster‐relief shelters.
Iowa State architecture alumnus Dan Huberty, left,
and Huberty Faculty Fellowship recipient Shelby
Doyle. Photo by Alison Weidemann.
"We're exploring the viability of hydrophobic (water‐repellent/resistant) paper as an alternative to plastic and other
nonbiodegradable materials in the construction of temporary structures that often are discarded after use," Doyle said. "We're
taking digital design strategies — something that's often theoretical — and researching practical applications for real needs."
Student design‐build seminar
Funds also will go toward material exploration and experimentation for a fall‐semester design‐build seminar Doyle will co‐lead
with architecture Lecturer Leslie Forehand. Their students' project, based on the waterproof paper research, will be displayed at an
Iowa State workshop at the 2016 Venice Biennale in Italy this October. The workshop will examine the role of architecture in
addressing underserved populations and large‐scale social issues through design and construction of temporary structures, Doyle
said.
"Many students don't enroll in fabrication courses because of the additional costs," Doyle said. "Many also have financial concerns
related to study abroad. By subsidizing material and fabrication costs, the Huberty Fellowship will allow more students to
participate in the Venice Biennale ISU workshop. It also supports a departmental effort to increase student awareness of and access
to computation and digital fabrication."
The fellowship also will fund two undergraduate research assistants who will work with Doyle and Forehand in the design research
for the fall class.
About Doyle
Doyle joined the Iowa State architecture faculty in August 2015 as an ISU Presidential High Impact Hire in design‐build and digital
fabrication. Her research and teaching focus on digital fabrication and mapping, environmental sustainability and public
engagement through architecture. She holds a Bachelor of Science in architecture with honors from the University of Virginia,
Charlottesville, and a Master of Architecture from the Harvard University Graduate School of Design, Cambridge, Massachusetts. A
licensed architect and a LEED Accredited Professional, Doyle is a member of the American Institute of Architects and Iowa Women in
Architecture.
Doyle previously was a visiting assistant professor in the Louisiana State University School of Architecture and a research fellow
with the LSU Coastal Sustainability Studio, both in Baton Rouge; an instructor with the University of Houston Pan Asia Mekong
Summer Program (Cambodia, Myanmar, Thailand, Vietnam), Parsons The New School for Design, New York City; Urban Lab Phnom
Penh, Cambodia, and Limkokwing University Faculty for the Built Environment, Phnom Penh; and a fabrication lab assistant for the
Massachusetts Institute of Technology Media Lab at Haystack Mountain School of Crafts, Deer Isle, Maine.
About Huberty
Following graduation from Iowa State, Huberty worked briefly as a junior city engineer for the City of Detroit, Michigan, before
Shelby Elizabeth Doyle | 21
CAC Grants $50,000 for College of Design Robotic
Arm
Nov 29, 2018
News
Iowa State University’s Computation Advisory Committee (CAC) recently approved a $50,000 funding request from the College of
Design to purchase a robotic arm to advance teaching within the Department of Architecture.
After joining the university in 2015, architecture assistant professors Shelby Doyle and Nick Senske co-founded the ISU
Computation + Construction Lab (CCL), designed to bring the latest tools and technologies into their department, from 3D printers
to plasma cutters. The pair took another step forward with the initiative during CAC’s Oct. 25 meeting, where they presented a
proposal to purchase and install a six-axis, 10-kilogram payload industrial robotic arm.
Since the early 1990s, CAC has overseen expenditures of the university’s student technology fee, and the committee’s
approximately 20 faculty, staff, and student members approved the $50,000 proposal for a robotic arm as its next supported project
the same night it was presented.
The project received final approval from university President Wendy Wintersteen in early November.
“We focus on funding opportunities that support technology and education, and the use of robotics is where the architecture field is
headed,” said Alex Ramirez, CAC chair and associate professor in veterinary diagnostic and production animal medicine. “We need
to be leaders for our students by exposing them to new technologies and preparing them for the future.”
The robotic arm will initially be housed in the CCL, where it will impact approximately 50 graduate and undergraduate students each
semester through the development of architectural robotics seminars and workshops. When Iowa State’s future Student Innovation
Center opens, the arm will be moved to the College of Design’s design-build studio space in the new building to increase exposure
to students and the university community.
The robotic arm will be used to print and carve a wide range of materials, from rigid foam and clay to dissolvable plastics. It will
also be used for innovative construction processes such as 3D printing, bending, weaving and drawing.
Pending the development of workflows and safety protocols, Doyle plans to teach an architectural robotics design-build course in
spring 2020.
“It has always been a goal of ours to bring a robotic arm into the department; robots are the future of construction, and we need to
expose our students to them early in their education,” Senske said. “CAC has been supportive of the College of Design for years.
They have helped us build labs, improve our classrooms, and upgrade equipment. We are grateful the university understands our
needs and that CAC exists to provide internal funding for requests like ours.”
The CAC funding will be used to purchase the robotic arm, teaching pendant, adjustable stand, software, and safety equipment, as
well as cover installation and introductory training. To maximize teaching and learning opportunities, the College of Design has
agreed to provide $50,000 in matching funds to acquire a second robotic arm. Having two arms on campus will allow for larger
classes and more machine time, along with the ability to complete more sophisticated fabrication projects by using the robots
simultaneously and collaboratively, Doyle said.
Initial project timelines estimate that an Introduction to Architectural Robotics class could be held as soon as fall 2019, followed by
both robots moving to the Student Innovation Center in spring 2020. However, specific details of implementation are being finalized
with College of Design administration.
“This is truly the kind of innovative project CAC is proud to support,” said Interim Vice President and CIO Kristen Constant, who
serves on the committee. “Experience in digital fabrication will provide students with tremendous creative opportunities and a
competitive advantage, allowing them to hone a modern skillset before leaving Iowa State and entering the professional workforce.”
Shelby Elizabeth Doyle | 23
BIG 12 FACULTY FELLOWSHIP
University of Kansas Studio 804
A primary goal of this fellowship was to develop an exchange
with the Kansas University Studio 804. I toured the Design/Build
facilities, met with Studio 804 Director Dan Rockill and associated
faculty, met with students, and sought out other faculty to
participate in studio reviews. Additionally, this visit coincided with
the Scholarship of Social Engagement Symposium hosted by the
University of Kansas when I presented a paper. This symposium
seeks to to investigate the theoretical underpinnings of such
work and translate these action-based community efforts into
interdisciplinary and theoretically-based scholarship
projects, both rigorous environmental standards for buildings.
Studio 804 produces one building per year, and it is through
the support of organizations and individuals committed to
environmental stewardship that the Studio is able to continue its
service to the community at large.
Date: April 21, 2016
To:
From:
Subject:
Shelby Doyle
Assistant Professor
Architecture
162 Design
Dawn BratschPrince
Associate Provost
Big 12 Faculty Fellowship
I am pleased to inform you that your application for a Big 12 Faculty Fellowship has been approved. This program enables up to ten ISU faculty members per
year to spend up to two weeks at another Big 12 institution pursing a variety of projects. We are eager to provide you with this opportunity to develop expertise
in areas related to your academic interests.
Studio 804, Inc. is a not-for-profit 501(c)3 corporation committed
to the continued research and development of sustainable,
affordable, and inventive building solutions. This is done by
examining, on all levels, the standards of human comfort and the
nature of urban spaces. The organization is a comprehensive
education opportunity for graduate students entering the final
year of the Master of Architecture program at the University of
Kansas School of Architecture, Design and Planning. The goal
of each year is to provide students an experience encompassing
all aspects of the design and construction process: from
working with building code and zoning officials to hiring third
party inspectors, from communicating with engineers and
neighborhood associations to signing contracts, from doing
estimates to driving nails. To date the studio has completed
seven LEED Platinum projects and two Passive House certified
You should take the initiative to inform your host institution about this award. The Office of the Senior Vice President and Provost will fund your project up to
$2,000 and reimburse you for reasonable travel, lodging and meal expenses related to the visit. All reimbursement of allowable expenses will be according to
state travel policies and procedures. Upon completion of your travel, please enter your electronic reimbursement into AccessPlus using 7211815 as the cost
center and send original receipts via campus mail to 1550 Beardshear to the attention of Siti SabtuSchaper. Funds should be expended by June 30, 2017.
Please submit a brief written report to Megan Peterson at meganmp@iastate.edu at the end of the experience. The report should indicate the outcomes of the
visit’s activities and interactions and the potential for future collaboration between ISU and the host institution.
Congratulations on this award. I am confident that your visit to the University of Kansas will be beneficial to your teaching and research programs.
Have a productive fellowship.
cc:
Deborah Hauptmann
Connie Bates
Siti SabtuSchaper
Shelby Elizabeth Doyle | 25
ARCC
AWARDEES, AWARDS, NEWS
2019 RESEARCH INCENTIVE AWARD
Press release
AIA awards four projects
with research grants
Press contacts
Jessie Cornelius
Email >
Grant recipients to receive up to $30,000 to
study projects that will advance the future of
architecture.
Matt Tinder
Email >
Ben Wills
Email >
Social media
Follow us >
WASHINGTON – May 3, 2019 – The American Institute of Architects (AIA) today
announced recipients of its Upjohn Research Initiative grants.
.
Four projects will each receive up to $30,000 in grants for research that will advance the
future of architectural design and practice.
Official project titles and principal investigators for this year’s grant recipients are:
• Nexus between Sustainable Buildings and Human Health: Quantifying EEG
Responses to Virtual Environments to Inform Design | Ming Hu and Madlen Simon,
AIA | University of Maryland
• Retooling Bamboo Tectonics: From Vernacular Aesthetics to Milled Material
System | Jonas Hauptman; Katie MacDonald, Assoc. AIA; and Kyle Schumann |
Virginia Tech
• Polycasting: Multi-material 3D Printed Formwork for Reinforced Concrete | Shelby
Doyle, AIA, and Nicholas Senske | Iowa State University
• Development of Artificial Leaf-based Façade Cladding (ALFC) Systems for Energy
Production and Carbon Sequestration | Rahman Azari, Ph.D., and Mohammad Asadi,
Ph.D. | Illinois Institute of Technology
A detailed synopsis for each applied research project can be found on AIA’s website.
Grant recipients were selected this year by a seven-member jury comprised of members
from the AIA College of Fellows and Board Knowledge Committee.
Learn more about AIA’s Upjohn Research Initiative, now in its twelfth year, and Upjohnfunded
research on AIA’s website.
About AIA
Founded in 1857, AIA consistently works to create more valuable, healthy, secure, and
sustainable buildings, neighborhoods, and communities. Through more than 200
international, state and local chapters, AIA advocates for public policies that promote
economic vitality and public wellbeing.
AIA provides members with tools and resources to assist them in their careers and business
as well as engaging civic and government leaders and the public to find solutions to
pressing issues facing our communities, institutions, nation, and world. Members adhere to
a code of ethics and conduct to ensure the highest professional standards.
Contact
Ben Wills
202-626-7448
Shelby Elizabeth Doyle | 27
Shelby Elizabeth Doyle AIA NCARB LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Exhibitions
Back to Table
of Contents
Both/And Fabricating Potentials
Rhode Island School of Design
Invited Exhibition
Shelby Elizabeth Doyle | 31
American Wild: A Memorial
Finalist for Van Alen Institute Memorial for the Future Competition
Exhibition at the Kennedy Center for Performing Arts
with Forbes Lipschitz, Justine Holzman, and Halina Steiner
Shelby Elizabeth Doyle | 33
Association for Computer Aided Design in Architecture
Conference Exhibition 2017, 2018, 2019
MELTING
1
Shelby Elizabeth Doyle
Iowa State University
Melting is a continuation of prior research
conducted in the paper “Dissolvable 3D Printed
Formwork: Exploring Additive Manufacturing
1. Left to right: Diagram of Form A column
formwork, rendering of column, elevation
denoting the path of the reinforcement, and
for Reinforced Concrete” (Doyle & Hunt 2019).
Resulting HEC cast column.
Erin Linsey Hunt
Iowa State University
The paper proposes simultaneously printing two
systems—polyvinyl alcohol (PVA) formwork and
steel PLA tensile reinforcement—to produce a
water-soluble concrete formwork with integrated
2. Left to right: Diagram of Form B-1+2 column
formwork, rendering of column, elevation
denoting the path of the reinforcement, Form B-1
column cast in Quikrete Fast-Setting Concrete
reinforcement. One conclusion of the paper is that
with the aggregate sifted out, and Form B-2
the complete elimination of formwork may continue
column cast using two-parts fine sand one-
to be more preferable than the introduction of
part cement and one-part water. Image of PVA
biodegradable or water-soluble formworks,
formwork dissolving off of a cast column.
and that the most promising application for
3. Image of PVA formwork dissolving off of a cast
these methods might be the augmentation of
column.
traditional formwork. The prototypes explored
4. Custom PVA formwork and steel PLA rebar
here use the methods developed in “Dissolvable
printing on a LulzBot TAZ 6
3D Printed Formwork” to augment typical concrete
5. Interior image of a cast column.
construction methods with moments of unique
geometry that would be difficult to fabricate using
other concrete formwork methods (Asprone 2018).
2 3 4
WAFT
SHELBY ELIZABETH DOYLE
Iowa State University
WAFT is an interdisciplinary collaboration
between researchers in architecture, computation,
and ceramics. The project integrates traditional
1. WAFT completed assembly.
2. Color variation gradients were produced by
altering the quantity of glaze additives.
slump molding techniques and handmade glazes
3. A full-scale substructure was constructed using
ERIN LINSEY HUNT
with computationally designed and 3D printed
ceramic tiles and CNC milled molds. WAFT is the
Plasma CNC cut steel and off-the-shelf hardware
to allow for testing tile assemblies and the
Iowa State University
result of an ongoing partnership at the Iowa State
University (ISU) Computation + Construction Lab
developlement of attachment details. The tiles
were hung from lightest to darkest glazing and
(CCL) between the departments of Architecture and
from smallest curvature to greatest curvature
KELLY DEVITT
Iowa State University
Arts & Visual Culture at ISU’s College of Design. The
project relies upon digitally assisted fabrication:
the combination of manual and digital fabrication
4. Hardware was attached to the fired tiles using
apoxie clay. From the non-glazed (interior) a
variety of light conditions and views are created.
practices. WAFT leverages both ceramic knowledge
and digital fabrication capabilities to create designs
that neither discipline could produce in isolation. Or
in the terms of this conference: “mediating between
an ‘ideal’ precision/accuracy obtainable through
digital methodologies, and the imprecision and
infidelity of the physical/material world around
us, simultaneously acknowledging the interrelated
importance of both analog and digital processes,
MIT / Cambridge 2017
and privileging neither one over the other.”
1
Mexico City 2018
Austin 2019
2
3
4 5
Shelby Elizabeth Doyle | 35
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Competitions
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of Contents
American Wild: A Memorial
Finalist for Van Alen Institute Memorial for the Future Competition
with Forbes Lipschitz, Justine Holzman, and Halina Steiner
During the National Park Service Centennial, the Van Alen
Institute, the National Park Service, and the National Capital
Planning Commission collaborated on an ideas competition to
reimagine how we think about, feel, and experience memorials.
Finalists for the competition were exhibited at the John F.
Kennedy Center for Performing Arts and findings summarized in
a widely published report – Not Set in Stone.
Finalist: American Wild
The National Parks are a living memorial to a uniquely American
idea of wilderness. In celebration of the National Parks Centennial,
American Wild captures the majesty of the nation’s landscape
and brings it to its capital. Located in the L’Enfant Plaza Station,
American Wild generates civic pride by connecting the distinctive
architecture of the Washington DC Metro to the National Parks.
Using ultra-high-definition video, recordings of each 59 National
Parks are projection-mapped at full scale. The memorial lasts for
59 days – one day for each park. This timeline of the National
Park Service’s 100-year history advocates for their next 100
years. In so doing, the memorial for the future is no longer a
steward of the past but a steward of the future.
Shelby Elizabeth Doyle | 39
Parting the Curtain: Fabrication a Bespoke Domesticity
Finalist for 3D Printed House Competition, with Leslie Forehand
Parting the Curtain examines the possibilities of 3D printing homes
by embedding multiple materials and functions into a single
structural surface. The aim is to demonstrate that 3D printing is not
only a representational medium but also a construction medium.
This application allows for customized furniture, counters, and
bookcases to be printed as an extension of the structural spine
of the project. Fixtures (toilet, sinks, etc.), windows, and doors
are off-the-shelf and once selected the form can be calibrated
to the unique dimensions and specifications of these elements.
This design presents a method for democratizing customized
living, typically a luxury and pleasure of the wealthy. Through this
process 3D printing transitions from a generic material practice
into one which has functional and programmatic potential driven
by personal expression.
The form of the project began with an 800 square foot shotgun
house. The shotgun typology emerged from the necessity for
low-cost housing in the rural south and its simple peaked roof
is embedded in our collective image of ‘a house’. The essential
elements of the shotgun are: pitched roof to shed water,
continuous floor plan for efficient circulation, and porches for
shading and solar control. Here the shotgun roof is inverted and
structural efficiency created through a serpentine structural spine
that draws upon Thomas Jefferson’s serpentine brick walls at
the University of Virginia and demonstrate that a single thickness
of material can find strength through geometric balance and
calibration. These seemingly low-tech precedents provide a
parametric foundation for the project and the serpentine sine
curve produces a thin yet dimensionally stable profile. This
profile becomes the functional spine of the house. The resulting
aesthetic form - one not previously readily available - can easily
be manipulated, customized, and fabricated through digital
modeling and 3D printing.
The inverted roof also functions at the scale of the site to capture
and return rainwater to the adjacent landscape. A series of
trees shade the structure and the thickness of the roof provides
insulation from the Tennessee sun. The porches provide an
exterior social space as well as an opportunity for passive cooling
and ventilation that can be optimized through the selection and
placement of operable windows. The form is tuned to the reach
of the robotic arm and this allows for the full scale construction
of vaulting and similar structural methods which would have
previously depended upon support material at a representation
scale and at full scale would have depended upon form work
or the use of one material system to produce another material
system. The combination of carbon fiber and robotic mobility
provides a more direct construction of material from the digital
model. This developing technology allows us to counteract
the placelessness of globalization through customization of
architectural space: fabricating a bespoke domesticity.
Shelby Elizabeth Doyle | 41
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Journal
Articles
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800887JAC0010.1177/1478077118800887International Journal of Architectural ComputingDoyle and Senske
research-article2018
272 International Journal of Architectural Computing 16(4)
Article
Digital provenance and material
metadata: Attribution and
co-authorship in the age of
artificial intelligence
Shelby Doyle and Nick Senske
Introduction
International Journal of
Architectural Computing
2018, Vol. 16(4) 271 –280
© The Author(s) 2018
Article reuse guidelines:
sagepub.com/journals-permissions
https://doi.org/10.1177/1478077118800887
DOI: journals.sagepub.com/home/jac
Abstract
This speculative essay examines a single drawing, produced in a collaboration between the authors and a Turtle robot,
in a search for methods to evaluate and document provenance in artificial intelligence and robotic design. Reflecting
upon the layers of authorship in our case study reveals the complex relationship that already exists between human
and machine collaborators. In response to this unseen provenance, we propose new modes to document the full range
of creative contribution to the design and production of artifacts from intellectual inputs to digital representations
to physical labor. A more comprehensive system for artificial intelligence/robotic attribution could produce counternarratives
to technological development which more fully acknowledge the contributions of both humans and machines.
As artificially intelligent design technologies distinguish themselves with distinct capabilities and eventual autonomy, a
system of embedded attribution becomes the basis for human–machine collaboration, indeterminacy, and unexpected
new applications for existing tools and methods.
Keywords
Artificial intelligence, robotics, metadata, attribution, co-authorship, ethics
In 1979, Atari programmer Warren Robinett created a secret room within the video game Adventure: when the
player interacted with a pixel in a specific way, the programmer’s name and credit would appear: “Created by
Warren Robinett.” Robinett wrote this into the game because he was neither credited with nor paid any royalties
for Adventure. 1 This early “Easter egg” is both written in computer code and a reflection about the nature of code
itself; a “signature” integrated into the procedural description of Adventure that is only unlocked through deliberate
interaction with the work. As this example illustrates, the distribution and attribution of digital knowledge
and digital creation is fraught as it cannot rely upon pre-digital modes of authorship. At the same time, rethinking
Iowa State University, Ames, IA, USA
Corresponding author:
Nick Senske, 158 College of Design, 715 Bissell Road, Iowa State University, Ames, IA, 50011-1066, USA.
Email: nsenske@iastate.edu
attribution creates new opportunities for understanding and learning from the creative act. The presence of the
Easter egg impacts the esthetic of Adventure beyond the surface qualities of the game, while also revealing
something about its design and implementation. But what about works by artificial intelligences and robots
which combine physical artifacts, procedural descriptions, and human and machine labor? As Nicholas
Negroponte, founder of the MIT Media Lab, writes, “a man-machine dialogue has no history.” Therein lies the
possibility for reconsidering what it means to attribute creative processes achieved with artificial intelligence
(AI) and robotics: to acknowledge these entities not as “perfect slaves” but rather as cooperative partners. 2
Digital provenance
Provenance is typically associated with hand-crafted products—such as paintings, manuscripts, or artisanal
food—and not mass-produced artifacts such as those made by machines in factories. However, if we examine
the idea with respect to digital fabrication in architecture, the notion of digital provenance has relevance
to designers and researchers in the field. Provenance refers to the sources, such as individuals and processes,
involved in producing or delivering an artifact. It provides a basis for attribution, measurement of quality
(e.g. the reputation and/or trustworthiness of a source), and cues for locating and integrating other sources
(e.g. other works by the same author; sources from the same region, etc.). Thus, provenance—the signature
of origin—forms a basis for appreciation and critique, as well as the development of scholarship and craft.
In the history of design and manufacturing, robotically produced artifacts are noteworthy because they
are perhaps the first physical objects that could potentially retain an account of their own creation and use.
This trend is often referred to as the “Internet of Things” or IoT. 3 While an object’s record is unlikely to be
comprehensive (it is unlikely it could, for instance, capture the designer’s intent or hand tooling, etc.), it
nevertheless could entail digital models, software operations, algorithms employed, previous versions of the
design, bills of materials, toolpaths, robotic simulations of fabrication and assembly, and so on. Thus, like
DNA, it would be possible to store information within a robotically produced object (and copies of this
information, elsewhere) that represents both the information about the object and the information needed to
recreate the object, provided one has the proper tools and materials. And, also similar to DNA, this information
could be examined, copied, and edited, so it could be studied by both designers and computers to
improve designs and create new ones. However, the most provocative attribute of digital provenance is that
it has the potential to establish a more complete record of authorship and labor within the architectural process.
Herein lies the potential to challenge the status quo; to acknowledge those who are often disenfranchised
and the role of non-professional labor, and, ultimately, to make space for the future authorship and
labor of artificial intelligences.
Material metadata
A primary challenge of provenance in robotically fabricated objects is how intellectual and creative attribution
is attached or embedded into the object and not only the software or machine which generated the
object. Several options for embedding metadata in software processes and data already exist. These include
blockchain, steganography, digital watermarking, and so on. Metadata, at its most basic level, describes
properties of objects. It only becomes part of establishing provenance when it also describes the relationship
of that data to the fabrication process of an object, since this type of data reveal how, why, what, and who
contributed to the object. This type of attribution creates space for people, AIs, and machines to be fully
acknowledged for their intellectual and physical contributions to these objects and to be (hopefully) represented
accurately in future histories of technology.
Another challenge to establishing intellectual property rights occurs when digitally created knowledge or
information is brought into the physical world. The metadata and other digital identifiers embedded in the
Shelby Elizabeth Doyle | 45
Doyle and Senske 273
274 International Journal of Architectural Computing 16(4)
associated software or data do not currently transfer to the physical object. Existing legal systems, such as
copyright, design protection, patents, and registered trademarks, address the resulting physical objects.
However, there are few legal constructs which directly connect digital and physical provenance. Radiofrequency
identification (RFID) tags provide a possible strategy to bridge the two. These tags contain electronically
stored information which is “read” by electromagnetic fields to automatically identify and track
the object. However, as this method relies upon a physical object (the RFID) being adhered to the digitally
fabricated object, it is contingent upon the end-user’s commitment to ethical attribution rather than directly
embedding attribution and provenance into the physical object. To overcome this limitation, new technologies
could be developed so that metadata is automatically incorporated to physical objects as part of the
fabrication process. For example, a unique “makers mark” inscribed somewhere on the object that can be
read by machine vision and linked to an attribution repository (see discussion in Bradshaw et al. 4 ). As fabrication
and scanning technology advances into smaller scales, it may even be possible to physically embed
this information into materials: subtly encrypted into grain structures, fiber patterns, or arrangements of
crystal lattices. This speculative material metadata would bring us closer to the metaphor of design artifacts
that contain their own creative and technical “DNA.”
Case study: the drawing
The inspiration for this essay is a 2017 exhibition of robotically executed drawings and paintings. As the
authors wrote descriptions for the pieces, they reflected upon the collection of hardware, software, and ideas
required to produce the work—particularly the ways that the quirks of the individual robots influenced each
piece. This led us to speculate upon the question: “How should we attribute artifacts that include robotic
labor?” The designer (or team) at the end of the process typically receives the credit, but if it were possible
to dig deeper into the history of an object’s creation, there are undoubtedly several layers of attribution possible.
To be clear: we make no claims that the technology and its application here are particularly innovative;
that is not what is being studied in our narrative. Rather, by tracing the provenance of a seemingly straightforward
drawing, this case study illuminates the ways in which, through digital means, elements of process
and intellectual and physical labors reveal the signature of multiple authors in a full accounting of the work.
We propose that this corpus of overlooked data can be used—and creatively misused—by humans and artificial
intelligences as a basis for future innovations.
Introduction
In the fall of 2017, the authors produced a robot-assisted drawing over the course of 4 h on an 18″ × 24″
sheet of 80-pound Strathmore paper using a Crayola Super Tip marker in the color Raspberry. The drawing
was part of a workshop which introduced 20 interdisciplinary design students to robotics and coding
through drawing and painting. Examining the provenance of this drawing produces the following record
(Figure 1).
Author’s interaction and modifications
The drawing would typically be credited to one person. In this case, one of the authors modified the code
provided to the workshop, executed it with the robot, and selected the output for exhibition. While the creative
process and choices made constitutes an act of authorship, the original code and the robot were also
integral to the process and its output.
The workshop used Turtle drawing robots running Arduino software. One of the authors wrote the
Arduino Integrated Development Environment (IDE) code necessary to produce a Sierpiński triangle. The
Figure 1. This robotic drawing is the subject of the case study.
other author modified this code along with new instructions for the robot. This author’s intent was to exploit
the distortions of the triangle, due to hardware irregularities and interactions with the robot, to produce a
more interesting pattern (see Figure 2). The author iteratively re-calibrated the robot by overriding the wheel
diameter and base settings as well as the revolutions to force it to no longer create an interlocking Sierpiński.
In addition, the author picked up the Turtle and re-started the code at random intervals creating different
densities of linework.
Sierpiński triangle
The Sierpiński triangle is a well-known fractal pattern with the overall shape of an equilateral triangle, subdivided
recursively into smaller equilateral triangles. The base algorithm—its mathematical description—is
named after the Polish mathematician Wacław Sierpiński. However, the design appeared as a decorative
pattern many centuries prior to the work of Sierpiński. 5 The other author wrote a version of the Sierpiński
triangle based upon a definition on the Processing website which was modified to use Turtle instructions and
work with the Arduino IDE.
Arduino Processing framework
According to its website, Arduino is an “open-source electronics prototyping platform based on flexible,
easy-to-use hardware and software. It is intended for artists, designers, hobbyists, and anyone interested in
creating interactive objects or environments.” 6 The initial Arduino core team consisted of Massimo Banzi,
David Cuartielles, Tom Igoe, Gianluca Martino, and David Mellis. The Arduino IDE is based on Processing.
Ben Fry and Casey Reas implemented the first version of Processing in Spring 2001. The Arduino programming
language is based on Wiring also developed by Casey Reas and Ben Fry.
Shelby Elizabeth Doyle | 47
Doyle and Senske 275
276 International Journal of Architectural Computing 16(4)
Figure 3. The Instructables robot design by Ken Olsen (left) from Instructables.com; Adafruit Trinket Pro microprocessor
(right) from Adafruit website.
Figure 4. Examples of LOGO code and Turtle output.
Figure 2. Modification of Sierpiński algorithm in Processing code and the author’s interaction with Turtle robot to
produce the final drawing.
Turtle robot hardware, fabrication, and assembly
Construction of the “Turtle” robot used for this drawing was based on the “Low-Cost, Arduino-Compatible
Drawing Robot” an open-source design posted by Ken Olsen on the Instructables website (Figure 3). 7 This
is a website specializing in user-created and uploaded do-it-yourself projects, which other users can comment
on and rate for quality of the instructions. Instructables was created by Eric Wilhelm and Saul
Griffith and launched in August 2005. 8 In total, 10 drawing Turtles were assembled by ISU
Computation + Construction Lab research assistants. This process relied upon in-house three-dimensional
(3D) printing on a Dremel Idea Builder 3D20 and LulzBot TAZ 6. An Adafruit Trinket Pro microprocessor,
which is an integrated circuit that contains all the functions of a central processing unit of a
computer, ran the Arduino code to operate the robot.
Turtle concept and LOGO programming language
Turtles are a special type of robot with a long history in the arts and education. A classic pedagogical tool
created by Seymour Papert at MIT, and they were designed to teach children computer programming and
procedural thinking. Turtles have a “head” and “tail” and use simple instructions to move around a surface
on two wheels while leaving a trail behind them with a marker (Figure 4).
Shelby Elizabeth Doyle | 49
Doyle and Senske 277
Figure 5. Speculative diagram illustrating the layers of attribution data contained within the case study, accessible
via an RFID tag embedded in the drawing.
The programming language Logo sends simple commands for distance and rotation to an on-screen cursor
or physical Turtle robot. The educational programming language, designed in 1967 by Wally Feurzeig,
Seymour Papert, and Cynthia Solomon, was an early bridge between the digital and the physical and a potent
way to teach computing concepts. Students learn to program a Turtle by pretending to “be” the Turtle, connecting
their sense of their own body in space with that of the robot’s. Thus, “playing turtle” is a profound
way to bridge human and machine in the fundamental design act of drawing. 9
Summary
Examining a single robotic drawing reveals a wealth of connections from ideas (like the Sierpiński triangle
and Logo programming) to platforms (Processing, Arduino, Instructables, etc.), hardware (Adafruit Arduino,
LulzBot, etc.), the code copied and modified by several sources, and the labor involved—human and
robotic—to manufacture, assemble, and implement everything. Moreover, the robot itself was unique—its
gearing and wheelbase were specific to that particular Turtle. This created behavior exploited by the author
when she made the final drawing. The drawing in question is a limited example, but demonstrates the depth
of attribution possible in a robotically fabricated artifact (Figure 5). One could imagine, as in a software
project, producing “forks” or modified versions of the drawing at different points in the process, substituting
new code, machines, and authors. Thus, digital provenance is generative as well as descriptive.
278 International Journal of Architectural Computing 16(4)
Discussion and speculation
Bruce Sterling wrote, “it is mentally easier to divide humans and objects than to understand them as a comprehensive
and interdependent system.” 10 Building an attribution network would be a significant challenge.
However, as the case study illustrates, the effort to understand this system increases the value of the object
and the creative enterprise. As Sterling said of “Spimes” (a hypothetical object that can be traced in space
and time, described in the book Shaping Things): “the history of the object helps create its future.”
The unique physical properties of the Turtle robot in the case study pose another line of questioning
about the role of machines in authorship. Programmable tools, such as computers and robots, are reliably
consistent. Running a program on the same kind of machine it was written for will produce the
same result every time. But one could also imagine bespoke machines that evolved to have their own
provenance as a result of human and/or AI interventions. Ultimately, one might even consider the
agency of the robotic tool itself and whether it might constitute a collaborator or even co-author. This
is not to anthropomorphize or romanticize the robot but rather an acknowledgment that, someday,
robots might have unique (potentially proprietary) programming through machine learning and artificial
intelligence that would lend itself to attribution. Future robots, trained by and learning from architects,
might be considered partners rather than machine tools. The painting program AARON, developed
by Harold Cohen, is one example of a collaborative relationship with an autonomous system. 11 While
Cohen developed the program and helped select its output, the paintings it generates are credited to
AARON. As robots develop the ability to sense, learn, and act in automated ways, attribution protocols
are one way to recognize their potential distinctiveness as it emerges.
Establishing robotic provenance is critical to human authors as well. Without some means of identifying individual
contributions (such as those who created a core database or algorithm), works produced by algorithmic
systems and AIs may lack the requirements to be recognized as works of authorship under international laws. 12 If
robotic and artificial intelligence (at least in some instances) effaces human authorship, then the provenance of
human creative contribution becomes more pressing. One must also consider the human labor which operates
behind robotic and artificial intelligence: from the factory workers who assembly micro-processors to the truck
drivers who move materials to the computer programmers who write the software. The very notion of authorship—and
accompanying systems of rights, credit, royalties, and so on—is brought into question. 13
Although architecture is a collaborative practice, it continues to be attributed to individuals. 14 A comprehensive
and verifiable record of attribution, retrievable by anyone from any work of architecture, would
challenge this myth and reveal the web of contributions from previously overlooked authors. Looking further
ahead, attribution data will be important for both machine learning to train artificial intelligences and,
someday, to locate and enlist their unique abilities for human–machine collaborations. Cataloging design
processes promises to be the start of introducing new design trajectories beyond deterministic computing.
AIs and robots, far from being mere tools, will become part of a feedback loop between human architects
and architecture. The eventual result will not be more advanced machines, but rather co-designers with their
own agency, a new dynamic increases the potential for imprecision and emergence where today we expect
precision and control.
Conclusion
The developing fields of artificial intelligence and robotics offer space for the creation of new and novel methods
of attribution. These methods call into question conventions of attribution that restrict authorship to the last
individual in a chain of development and labor. Thus, a primary agenda for this speculative research is to dismantle
the notion of lone genius which has perpetuated “starchitecture” culture and thus denied the contributions
of both people and machines to the design and construction of the built environment. A digital attribution
Shelby Elizabeth Doyle | 51
Doyle and Senske 279
framework, supported by systems like material metadata, would give architects and other agents a means to
verify, learn from, and cite designs and more fluidly translate between the physical and the digital.
Defining and implementing this framework is a substantial project that is well beyond the scope of this
essay. Our intent is to use the case study in this essay to speculate upon potentials for such a system. Once
available, attribution frameworks would help reveal the rich histories of collaboration and innovation found
in the built environment, particularly those of underrepresented and uncredited groups. At the same time,
expanding the parameters of attribution makes possible other forms of collaboration such as collective intelligences
and artificial intelligences that will lead to new ideas and innovations from old ones. While digital
provenance provides a means of sharing more comprehensive knowledge about fabricated artifacts, in the
long term, as artificial intelligences learn from this data and develop agency, the ethics of human and robotic
labor will need to be addressed.
280 International Journal of Architectural Computing 16(4)
10. Sterling B. Shaping things. Mediaworks Pamphlets. Cambridge, MA: MIT Press, 2005.
11. Holtzman S. Digital mantras: the languages of abstract and virtual worlds. Cambridge, MA: MIT Press, 1995.
12. Ginsburg J. People not machines: authorship and what it means in the Berne convention. Int Rev Intell Property
Compet Law 2018; 49(2): 131–135.
13. Kaminski M. Authorship, disrupted: AI authors in copyright and First Amendment Law. UC Davis Law Rev 2017;
51: 17–26.
14. Willis J. Invisible contributions: the problem of history and women architects. Architect Theory Rev 1998; 3(2):
57–68.
Acknowledgements
The Cyborg Sessions Robotics Workshop which inspired this work was supported by an Iowa State University (ISU)
Women’s and Diversity grant (recently renamed the Inclusion Initiatives Grant Program) and would not have been possible
without ISU Computation + Construction Lab Associate Erin Hunt and Department of Architecture Undergraduate
Research Assistants Nick Loughrey and Sarah Schneider. The workshop culminated with a public lecture by Madeline
Gannon of ATONATON part of the ISU Architecture 2017-18 Public Programs Series: For Other Architectures. The
Cyborg Sessions Robotics Workshop was led by Shelby Doyle, Leslie Forehand, and Nick Senske and included students
from nine design disciplines: Aaron Hauptmann, Chris Perez, Alonso Ortega, Ian Dillon, Camelia Betancourt, Himali
Limbad, Katie McCoy, Kelly Devitt, Kelsey Maier, Monica Pearson, Naomi Njonjo, Patricia Mutebi, Shambhavi
Srivastava, Yichen Li, Arpit Chunawala, Melissa Miller, Krithika Mohan, Melissa Miller, Karla Ortegav, Xinman Liu,
Shan He, and Grace Reynolds. For more ISU CCL work, visit ccl.design.iastate.edu
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this
article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
ORCID iD
Nick Senske
https://orcid.org/0000-0002-8867-5701
References
1. Rignall J. “Could they fire me? No!” The Warren Robinett Interview, https://www.usgamer.net/articles/warrenrobinett-interview
(2016, accessed 1 February 2018).
2. Negroponte N. Towards a humanism through machines. Technol Rev 1969; 71(6): 44–52.
3. Atzori L, Iera A and Morabito G. The Internet of Things: a survey. Comput Netw 2010; 54(15): 2787–2805.
4. Bradshaw S, Broyer A and Haufe P. The intellectual property implications of low-cost 3D printing. Scripted 2010;
7(1): 5–31.
5. Stevens R. Creating fractals (Graphics series). Newton, MA: Charles River Media, Inc., 2005.
6. Arduino Home Page, https://www.arduino.cc/en/Main/HomePage3 (2016, accessed 17 October 2017).
7. Olsen K. Low cost Arduino compatible drawing robot, http://www.instructables.com/id/Low-Cost-Arduino-
Compatible-Drawing-Robot/ (2016, accessed 17 October 2017).
8. Our Story, http://www.instructables.com/about/ (2015, accessed 17 October 2017).
9. Papert S. Beyond the cognitive: the other face of mathematics. Cambridge, MA: Epistemology & Learning Group,
Media Lab, Massachusetts Institute of Technology, 1986.
Shelby Elizabeth Doyle | 53
Attribution and Artificial Intelligence:
Embedding Provenance with Material Metadata
When artificial intelligence participates in design, the
very notion of authorship – and accompanying systems
of rights, credit, royalties, etc. – is brought into question.
Thus, establishing provenance – the sources, such as individuals
and processes, involved in producing or delivering an
artifact – will be critical to the development of designs in the
future. Without some means of identifying the contributions
of human authors (such as those who created a core database
or algorithm), works produced by algorithmic systems and
AI’s may lack the requirements to be recognized as works of
authorship under international laws or in academic institutions.
Provenance databases of digital models, algorithms,
toolpaths, etc. can be studied by both humans and AI’s to improve
designs and create new ones.
A primary challenge of provenance in digitally fabricated
objects is how intellectual and creative attribution is attached
or embedded to the object and not only the software or machine
which generated the object. Several options for embedding
metadata in software processes and data already exist.
These include: blockchain, steganography, digital watermarking,
etc. Metadata, at its most basic, describes properties of
objects. It only becomes part of establishing provenance when
it also describes the relationship of that data to the fabrication
process of an object, since this type of data reveals how,
why, what, and who contributed to the object. This type of
attribution creates space for people and machines to be fully
acknowledged for their intellectual and physical contributions
to these objects and to be (hopefully) represented accurately
in future histories of technology.
Another challenge to establishing intellectual property
rights occurs when digitally-created knowledge or information
is brought into the physical world. The metadata and other
digital identifiers embedded in the associated software or
data do not currently transfer to the physical object. Existing
legal systems, such as copyright, design protection, patents,
and registered trademarks address the resulting physical objects.
However, there are few legal constructs which directly
connect digital and physical provenance. RFID or radiofrequency
identification tags provide a possible strategy to
bridge the two. These tags contain electronically-stored information
which is “read” by electromagnetic fields to automatically
identify and track the object. However, as this method
relies upon a physical object (the RFID) being adhered to the
digitally-fabricated object, it is contingent upon the end-user’s
commitment to ethical attribution rather than directly embedding
attribution and provenance into the physical object. To
overcome this limitation, new technologies could be developed
so that metadata is automatically incorporated to physical
objects as part of the fabrication process. For example,
a unique “makers mark” inscribed somewhere on the object
that can be read by machine vision and linked to an attribution
repository. As fabrication and scanning technology advances
into smaller scales, it may even be possible to physically
embed this information into materials: subtly encrypted
into grain structures, fiber patterns, or arrangements of crystal
lattices. This speculative material metadata would bring us
closer to the metaphor of design artifacts that contain their
own creative and technical “DNA.”
Shelby Elizabeth Doyle | 55
The Plan Journal 4 (2): xxx-xxx, 2019
doi: 10.15274/tpj.2019.04.02.3
Peer-Reviewed
The Plan Journal 4 (2): xxx-xxx, 2019 - doi: 10.15274/tpj.2019.04.02.3
www.theplanjournal.com
Women’s Work:
Attributing Future Histories
of the Digital in Architecture
Shelby Doyle, Nick Senske
ABSTRACT - Conventions of authorship and attribution historically
excluded or erased women’s contributions to the built environment.
As frequent co-authors and collaborators, women’s stories often do
not fit into conventional historical narratives about how architecture is
created. In response, this essay proposes a technology called “attribution
frameworks”: a digital method for creating a transparent record of
architectural labor. The authors argue that the integration of digital tools
into architectural design offers a new space for more equally attributing,
documenting, and counting labor and contributions to the discipline. This
space allows for a more rich and inclusive narrative of contributions to
architectural production for the future.
these labors, it is not only unjust – it reinforces a lack of diversity in those
recognized in the production of architecture.
As buildings and other designed objects create and share information as
part of the emergent Internet of Things (IoT), 6 the ways in which authorship
is attributed to architectural materials and processes is of increasing
importance as a social and ethical practice. Information technologies
from hyperlinks to RFID (Radio-Frequency Identification) tags to cloud
computing offer methods for changing cultural narratives about how
buildings are made and who makes them (Fig.1). Today’s architecture, like
many other fields and industries, is becoming increasingly collaborative and
multidisciplinary, as it seeks to address complex issues with more rigor than
ever before. 7 Technology has the potential to question and address these
issues of attribution and authorship for the archives of the future. This is not
to advocate for tokenism – that a few persons might stand in for the many
so that the record might seem more “equal.” Rather, there is a disciplinary
need for a more sophisticated, objective, and transparent system of
attribution, one that recognizes the distributed nature of innovation and
responsibility in today’s architecture.
This essay is a thought experiment about the potential uses of data
collection methods to provoke questions about architectural labor and its
Keywords: architectural labor, attribution frameworks, data collection,
design scholarship collaboration, gender equity
Representational inequality is recognized as a problem in architecture.
There continues to be a lack of diversity in gender (and race, class, and
other areas) among those attributed with the creation of buildings, as well
as leadership of firms and other forms of recognition. 1 The reasons for
this condition have to do with the cultural biases in architecture that have
historically limited diversity, 2 as well as the construction of architectural
attribution. 3 For example, even when women work to build or design
architecture, they are not always credited for their efforts by peers,
firms, marketers, journalists, and historians. 4 Or their roles are under- or
misreported. 5 When the discipline’s attribution methods exclude or obscure
Figure 1. In between physical artifacts such as books and buildings, and digital artifacts
such as software and simulation models, there is space to reconsider how architecture is
attributed. In this space, people are fully acknowledged for their intellectual and physical
contributions to digitally designed objects and will be represented accurately in current and
future narratives of architecture.
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attribution, specifically questions of gendered labor and gender inequity.
While companies like Google and Facebook capture user interactions for
the purpose of advertising, a similar type of data acquisition could be used,
or is already being used, with BIM (Building Information Modeling) software
and other platforms to offer a more accurate portrait of architectural labor:
who designs, who builds, and what their process entails. Rather than
assigning credit solely through traditional means and gatekeepers (such as
editors and award committees), this information could be made available
to anyone through a comprehensive digital record assembled from various
types of data, such as design software operations, digital documents, and
communications from mobile devices. This speculative essay proposes
the development of protocols, processes, and policies – “attribution
frameworks” – with the intention of addressing inequality of authorship
through the creation of less biased, comprehensive digital narratives and
archives (Fig. 2). The integration of these technologies has the potential
to create a new space for more equitably documenting and acknowledging
architectural labor, which can frame a more rich and inclusive narrative of
contributions to architectural production in the present day and for the future.
MISSING STORIES
In architecture, as in many creative fields, there has long been a struggle
over allocation and control of intellectual property rights and over the
partition of credit for creating work. 8 Where creation is collaborative but
labor markets value individual creativity, the legal and cultural challenges
in balancing individual and collective attribution are considerable, and the
stakes are high.
Gender inequalities in architecture serve as a well-documented and specific
example of the broader issue of attribution of architectural labor. Even the
Figure 2. Embedded RFID tags or similar technology could be added to architecture to
connect materials to attribution frameworks. Digital documentation of the full contributions
and consequences of building design and construction makes space for conversations
about gender and beyond; for example, the broader impacts of buildings from the
environmental to the socio-economic.
use of gender singular, rather than as a plural, is exclusionary – it does
not acknowledge a gradient of genders. Additionally, examining gender
without intersectional context is also a form of exclusion. Feminist scholars
from Roxane Gay, to Donna Harraway, to Audre Lorde write that there is
no hierarchy of oppressions - a perspective which invites the recognition
that all oppressions (of gender, race, class, sexuality, religion, ability,
and more) are connected: commonly referred to as intersectionality. 9
This is not only a semantic and conceptual concern but also one of data
collection. There is a counterargument that these aspects of an architect’s
life should be irrelevant as they are identity markers and not architectural
content. However, as long as certain identity markers in architecture
remain avenues of privilege (i.e. white, male, cisgender, wealthy) creating
alternative narratives will remain important – and technology is a tool in the
production of these narratives.
The state of gender inequality in architecture offers an example of how
unequal authorship and attribution exist and how this affects representation
and perceptions of authorship across the built world. Women are
underrepresented in architecture, not only in professional practice but
also in its records. It is not that there are no women practicing architecture
or that there are no histories of women, but rather the way narratives of
architectural production are constructed that is responsible for the present
state of the architectural canon. 10 Conventions of authorship and attribution
tend to exclude or erase women’s contributions to the built environment.
As frequent co-authors and collaborators, women’s stories often do not fit
into traditional narratives about how architecture is created. When those
stories are not told, women are rendered invisible or obscured in the record
of architectural attribution. 11 In real terms, lack of attribution prevents
women from being promoted and awarded, and ultimately, remembered
for their contributions to the discipline. 12 And so, through these long-held
conventions and traditions of assigning credit for architectural works,
women’s lack of representation in the field has been perpetuated.
While corrective scholarship has improved the record, few historic women
architects are well-known today, particularly those practicing outside
of the last few decades, 13 while the men they collaborated with have
celebrated reputations and recognition. For example, Marion Mahony
Griffin (1871-1961) was one of the first licensed female architects in the
world. The renderings she made for Frank Lloyd Wright’s projects are
instantly recognizable, but she does not often receive credit for them,
or they are assumed to be the work of Wright. 14 Similarly, the designs
of Modernist architect Eileen Gray (1878-1976) were often attributed to
her contemporaries such as Le Corbusier. While her contributions were
significant and unmistakable, her projects were overlooked by critics
and historians of the time because she often collaborated with others. 15
Anne Tyng (1920-2011) was one of the first women to attend the Harvard
Graduate School of Design. She eventually became one of the first women
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to receive a Graham Fellowship. While she produced her own innovative
designs, she is primarily remembered as an influence on Louis Kahn, whom
she worked with early in her career. 16 These women’s stories are known
due to recent corrective scholarship which aimed to reinsert them into
architectural history. Many more stories remain undiscovered and forgotten
(Fig. 3).
Figure 4. Awards such as the Pritzker Architecture Prize are typically attributed to
individuals. During the Prize’s thirty-nine-year history it has been awarded three times to
a partnership (7.6%), two times to a woman in partnership (5.1%), and once solely to a
woman (2.5%).
Figure 3. Clarifying architectural authorship involves abandoning heroic narratives in favor
of blurred, entangled, records of who makes architecture. It is a value proposition regarding
which stories are worth telling. Without an intervention, how can contributions to current
technological practices not repeat these exclusions?
This essay posits that future methods of attribution and documentation
will necessitate a change in how authorship is determined in architecture.
Ideally, the volume of data collected would make the future obfuscation
of individuals or groups unlikely. But there is still the matter of how the
data is selected and woven into narratives. Scholars such as Stratigakos,
Kingsley, and Allen document how the notion of authorship in architecture
and other fields is closely entwined with the failures to tell the histories
of underrepresented groups such as women and minorities. 17 Upon
examination of these gaps in the record, several trends in architectural
attribution emerge.
First, in the 1980s and 1990s, feminist scholars criticized historians for
emphasizing single authorship for works of architecture, disregarding
collaborations in favor of a heroic monograph. 18 The effect of this practice
excluded many women architects from history, who often could not practice
on their own at the time. Even when women were part of a full and equal
partnership with a male, the male partner tended to receive the credit for
their collaboration. 19 Perhaps the most high-profile erasure of this collective
practice is when the Pritzker Architecture Prize committee awarded the
prize only to Robert Venturi and not to his partner, Denise Scott Brown
(Fig. 4). 20 In their work together, Brown is careful to state how important
and inseparable collaborations are with respect to her ideas and practice. 21
Recognizing collective authorship remains a challenge in architecture today.
Another trend is the biased cultural attitudes that influence (and continue
to influence) the attribution of architectural works for underrepresented
groups. For decades, women were taught that self-promotion of their
contributions was inappropriate – so men took the credit. 22 Indeed, a cultural
expectation of Modernism was that only men were responsible for the creative
act. 23 Women were once excluded from the architecture workshop at the
Bauhaus due to the belief that women could think only in “two dimensions,”
while men could grapple with three. 24 Ideas like this continue to persist today.
Last year, an employee at Google wrote a manifesto arguing that there are
biological reasons why women are underrepresented in technology fields. 25
It is telling that gender representation in STEM (Science, Technology,
Engineering, and Mathematics) 26 happens to be a similar proportion to
architecture: about 20% female. 27 Biases can and do impact the development
of architectural narratives, and conversely architectural narratives can
perpetuate bias.
The third trend is the notion that a completed building or proposal itself
represents a single act for a client, rather than the labor of many individuals.
This excludes not only the collective effort but also the many types of work
processes involved, especially those roles often performed by women such
as organizational labor, care-taking labor, or factory-work. Attribution and the
historical record are entangled with the valuing and ranking of types of work.
This dialogue finds precedent in Hannah Arendt’s Animal Laborans (1958),
manual workers enslaved by necessity, and in Max Frisch’s Homo Faber
(1957), the maker freed from necessity. Architecture has long attempted to
separate itself from “animal laborans” and to firmly establish the architect as
homo faber. In doing so, the work of animal laborans is devalued as lesser
than that of homo faber. 28 This can result in those contributions which are not
“creative” not being documented fully or ignored as less valuable than the
creative act.
However, the controversy over collaboration and creative vs. other labor
may be shifting towards a broader interpretation of co-authorship. As Jeremy
Birnholtz writes: “the traditional model of authorship is fundamentally at odds
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with contemporary collaboration and the nature of work.” 29 Traditions of
recognizing individual genius – however romantic they might seem – appear
to be increasingly out-of-step and inappropriate. This is illustrated by the
growth in academic co-authorship among humanities fields – including design
– where single authorship was once the norm. 30 In collaborations, diversity is
recognized not only as fair but also for its value to improving both process and
product.
While co-authorship continues to gain acceptance, the practice of attribution
remains fraught not only because of the stakes involved but also because it
can be difficult to determine how much credit to assign. Negotiating authorship
hierarchies (whose name is first, and so on) can reinforce gender, race, class,
and other inequalities through power dynamics. The order of contributors
does not always reflect the scope and impact of one’s contributions, and yet
it can influence a person’s recognition and career. And so, there is a need for
a more sophisticated and objective system of attribution, one that recognizes
the distributed nature of innovation and responsibility in today’s architecture.
ATTRIBUTION FRAMEWORKS
With today’s digital tools, it is possible to document how many people
collaborate to produce architecture and the types of labor they perform.
Traditional systems of attribution (awards, monographs, etc.), with their
emphasis upon crediting individuals for collective work, have not adjusted
to this reality. How might the full scope of architectural labor – intellectual,
physical, and emotional – be recognized? And could a new model of
attribution create a more inclusive record of the (often marginalized)
individuals who contribute to architectural work: students, interns,
draftspersons, factory workers, construction crews, and so on? This section
offers a speculative study of how technology could provide a new narrative.
As the profession has moved away from paper to digital files and the costs
of data storage decrease, architectural firms are no longer limited to crediting
work using the amount of information that can be published within a title block.
This presents an opportunity to define new attribution formats that could be
more comprehensive as well as universally accessible. As an alternative
to the current practice of assigning authorship for buildings to individuals
or firms, imagine a set of digital protocols and algorithms – “an attribution
framework” – that captures and represents the interactions of individuals
working on a project. 31 (Fig. 5) This is an extension of Bruce Sterling’s SPIME
concept in which everyday objects participating in the Internet of Things (IoT)
can be tracked in “SPace and tIME.” 32 In this version, buildings and other
designed objects would become part of the IoT and maintain a digital record
of their creation.
Attribution data could be stored within a project file, but it is more likely that it
would be saved to the cloud, 33 so it would be retrievable anywhere. A person
or an algorithm could find the data by accessing a hyperlink or through
information overlaid in physical space. Besides search engines, links could
be found on digital maps, recognized from an augmented reality scan
(e.g. your phone could tell you who made a stair detail), or connected to
RFIDs or other technologies embedded into building materials themselves.
Accounting for the accessibility of these records is important. It would not
be of much use if there were an extensive record that only a few could
access; architectural credits ought to be both human- and machinereadable
without restriction. One way to do this would be to make the
associative link for the attribution database a matter of public record. Or
to link directly to the physical artifacts of architectural production – book,
building, exhibit. In this manner, the output would be irrevocably entangled
with the documentation of its creation: a physical hyperlink to the database
of its labor. This data then could be included in project documentation,
citations in histories, and available for other purposes. Describing exactly
how the system would be implemented is beyond the scope of this essay.
However, it is possible to discuss the scope of attribution frameworks
more narrowly and to reflect on how these systems might help or hinder
addressing the issues about authorship and labor raised in the previous
section.
Attribution frameworks would help dispel the idea that architecture is the
product of a single author, or a few authors, rather than the result of a wide
range of labors from caretaking to ideation to assembly. An improvement
over the present convention would be to embed information about the full
project team into the files associated with the project. The particle-physics
group Collider Detector at Fermilab (CDF) demonstrates how such an
arrangement could work in practice. Papers authored by the facility
include an alphabetical list of all researchers, assistants, and other staff as
co-authors. 34 The list contains nearly 600 individuals on average. Persons
working at CDF remain on the list for a year after leaving the facility.
While practices like this have been criticized for straining the notion of
co-authorship and increasing the material size of publications, 35 this
practice nevertheless reflects the complexity of modern projects and serves
as a precedent for how digital information can be used to create a more
inclusive accounting of labor.
The scale and complexity of collaboration today makes it essential to
reevaluate the meaning of authorship and how credit is assigned. Papers,
such as those published by large organizations like the CDF, are not written
by hundreds of authors, so is the title of “author” appropriate? At the same
time, there are many other roles critical to CDF projects such as theorists,
mathematicians, instrument makers, programmers, and others who deserve
recognition. Differentiating between these roles, and their impact on the
final product is difficult. One model for how to approach this comes from the
film industry, which is also highly collaborative. 36 Entertainment and trade
unions have developed extensive rules about title credits, end credits, etc.
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the process, which can adversely affect younger researchers, women,
minorities, and other marginalized groups. 38 Some fields have adopted
conventions to address this problem. For example, in the natural sciences
and mathematics, lists of authors are often alphabetical. 39 This convention
is more equal than arguing over priority but does not distinguish among
contributions.
Figure 5. Attribution frameworks capture raw data throughout the design process in order to
create a more comprehensive and objective record of labor. The above diagram represents
a data “stack” of potential sources of information (but is not limited to these). In this
example, sketches, conversations, texts, and software inputs are correlated and analyzed
to create a transparent account of participation, contributions, and collaboration.
And so, in an attribution framework, it could be useful to expand the
“credits” for a building similarly with job titles, assignments, and other
information. However, this idea still invites potential bias, in that some
individuals would be responsible for determining how the collaborators
are entered into the record and then for choosing how and whether to
commit the record to a database. As discussed in earlier sections, even the
notions of participants’ titles themselves are fraught with hierarchies and
the difficulties of classifying and valuing labor. Creating a more just system
would require negotiation, but the dialogue itself could be a productive
means of rethinking traditional assumptions about collective works.
As the list of designers recorded increases, this may cause problems
with how credit is assigned. Not all contributions are the same, nor do
they necessarily have the same value. For example, different tasks in a
firm might have different billable hours; licensed professionals commit
themselves to professional liability when they stamp a drawing. Moreover,
assigning authorship is important because it serves to build reputation and
identity and can be a basis for hiring, promotions, and awards. For this
reason, in academia, there are often disagreements over which person is
the first author on a research paper. Frequently, the most senior researcher
is listed as the first author or otherwise determines the order of authors
on a paper. 37 This practice is criticized as it introduces significant bias into
To address the challenges of assigning credit, some researchers have
tried to develop systems to reduce bias in determining authorship. For
example, Harvard professor emeritus Stephen Kosslyn assigns points to
collaborators for developing theory, setting up experiments, writing, and
other tasks. 40 Authorship order is determined by the number of points
awarded. Ostensibly, the use of points creates transparency and allows
for negotiation. Teams can discuss and come to an agreement about their
points. Unfortunately, the principal investigator remains responsible for
assigning the points and settling disputes, and so this system may not do
enough to address power dynamics and other implicit biases. Attempts to
remove humans from the evaluation process have been unsuccessful so
far. MIT (Massachusetts Institute of Technology) researcher Timothy Kassis
studied the feasibility of an automated system for assigning authorship
to academic papers. Despite his effort to normalize the value of various
contributions, Kassis found this too subjective to properly quantify. The
project was abandoned. 41
The journals Nature and Rethinking Ecology use increased transparency to
address how authors are listed on a publication. As part of the submission
process, co-authors must document their contributions and certify them for
the record. 42 The implication is that there must be justification for inclusion
and for the order of authors as they appear in publication. Policies like
these can reduce some ethical problems such as senior investigators
attaching their names without participating and the promotion of “ghost”
authors, who may have written the submission but did not perform any
research. At the same time, this practice depends on honest reporting and
interpretation. As with the point systems, it is difficult to remove subjectivity
from the process.
With more information, automation could increase transparency and
remove some bias from the process of determining authorship. Instead
of depending upon reporting from collaborators, attribution frameworks
could track information collected in a raw state as project files are created
and updated. At a high level, this could mean recording an encrypted
signature from a person every time they review or save an email, model,
or other project-tagged digital files. This data would be finer-grained than
a list of collaborators and include information about access, input, team
composition, coordination, and other details. This arrangement would be
like the version control systems (VCSs) used in software development. 43
These programs track changes to programming code and require
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developers to identify themselves anytime they make modifications.
Researchers have created data visualizations of VCSs to understand
the evolution of software as a reflection of organizational structure. 44
Architecture might discover similar analytical benefits. Some aspects of
version control already exist in BIM platforms and some architecture offices
already use VCSs, such as GitHub, as part of their working process. 45
A challenge would be to find ways to use this data to help interpret the
value of each collaborator’s interactions with the project. After all, the time
or effort one spends on a task is not necessarily correlated with value.
However, more transparent information could help architects
and researchers understand how designs develop organizationally,
and as attribution frameworks collect more data, it is possible that
machine-learning could help determine where credit is due.
A lower-level option would be to capture digital operations en masse:
every keystroke, line, and word produced for a project. The purpose of
this would be to build an account of the development of drawings, models,
spreadsheets, and other digital artifacts as an accumulation of inputs,
changes, and multiple authors. This would provide a more complete picture
of the true evolution of a design as the result of competing ideas, false
starts, frictions, compromises, and revisions rather than the notion of a fully
formed vision leaping off the screen and onto the project site. 46 Accounting
for the actions of individuals could allow for more rigorous and fair reporting
of attribution, not just “who works,” but how, when, and on what.
In some capacity, much of this information may already be collected from
software in the form of usage data sent to the vendor, ostensibly for bug
reporting, but also for product development. Most users agree to this
arrangement, knowingly or unknowingly, as part of the software licensing
agreement. 47 Making use of this information would require extensive
resources, but not impossibly so. Search engines and self-driving cars
already train and improve themselves by interpreting large, continuously
updated data sets. 48 Understanding discrete design operations and how
they relate to the larger architecture project could generate opportunities
for organizational improvements in efficiency, the development of expert
systems (knowledge bases and artificial intelligence to assist designers),
new conceptual theories, and more complex nuanced histories.
Regarding what is attributed, a digital-only system is limited and may overprivilege
digital labor. It would be difficult, for example, for the attribution
framework proposed so far to account for the non-digital communication
that often occurs at the beginning of a project, such as a pencil sketch
or interactions that were face-to-face. There would need to be some way
to account for this – automated through machine-vision, speech-to-text
recording. It may be possible with some future technology, but this requires
more advanced data collection than is presently available. However, it
raises another important issue with respect to marginalized groups and
labor. A problem with collecting data about labor, as a basis for determining
authorship, is that the concept of architectural labor is fraught. Because
computation requires specificity, developing attribution frameworks will
require some deep conversations about the definition and ethics of labor:
what labor truly is and what counts. For example, the current conception
of the term does not include non-architectural labor or labors of care which
make architectural work possible: feeding, clothing, housing, transportation –
types of work which are often undertaken by women, but which do not fall
under billable hours or paid work. This gap is recognized by Peggy Deamer
and the Architecture Lobby who argue for an expansion of how architectural
labor is defined. 49 Expanding the definition of architectural production – and
indeed, architecture itself – is another way that attribution frameworks could
address inequality by identifying women and women’s labor both within and
beyond the profession.
DISCUSSION
Designing and implementing a universal attribution framework would be
non-trivial, with not only technological challenges but cultural ones. Many
questions remain: How much information should be captured about work
processes? How can these systems protect privacy, even as they track
labor? How are labor roles defined, identified, tagged, and tracked? Do
open records expose individuals to liability that firm structures and systems
are meant to shield? How can we limit the bias from the programmers, the
designers, and the users of the system from propagating into the attribution
framework? None of these questions has easy answers, but one can
expect attribution frameworks will evolve and improve over time. Artificial
intelligence will be a part of the process, both to develop the system and
to help future scholars learn from it (Fig. 6). Because technology often
outpaces culture, it is critical that frameworks be open source and rigorously
reviewed to ensure the fairness and transparency of attribution data
collected.
Using the data from attribution frameworks to increase the visibility of
underrepresented work may not be enough - at least not at first, or perhaps
ever. Research has shown that transparency in attribution does not
necessarily lead to greater diversity in representation. For example,
open-source software development communities (ostensibly meritocracies,
where the community judges the quality of contributions) are even more
male-dominated than commercial software companies. 50 According to a
study by Josh Terrell, et al., when a woman’s gender is established in
open-source projects, her code is less likely to be accepted. When women
submit code anonymously, it is approved more often than men’s code. 51 This
same effect of negative gender bias has been found in academic research
papers, Wikipedia edits, and professional music auditions. 52 Attribution
frameworks for architecture can help the profession identify inequalities and
understand its problems better, as in the aforementioned studies, but the
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Figure 6. The diagram proposes a potential system of machine learning and artificial
intelligence, which would underpin a new attribution framework. The attribution engine
evolves by collecting, sorting, and evaluating architectural data, then feeding these results
back into machine learning algorithms.
framework itself is not a solution. Data reveals that meritocracy, like lone
genius, is a myth. It will take new policies and changes in architecture’s
culture to act upon this information and use it to improve equity.
Even so, it is critical to begin collecting more and better data. The
stakes of failing to attribute work equally are not only gaps in the record,
but, more importantly, less inclusiveness in architecture. For example,
today more women than ever participate in architecture schools and the
profession, but the “pipeline problem” persists. Even when women do
participate, they do not receive licenses, promotions, or awards in the
same proportion as men. 53 Some reasons for this are that women do not
see themselves equitably represented in these roles. 54 Recent efforts in
STEM demonstrate how correcting the historical record has helped improve
gender equity in fields like computer science. 55 By improving the visibility
and fair representation of women’s accomplishments – and those of other
marginalized groups – there is evidence that attribution frameworks can
help architecture become more diverse and equitable.
Despite the intent to produce a database to promote equity, the result
could very well be a digital panopticon (Fig. 7). What is perhaps more
important, though, is that the panopticon is already under-construction,
regardless of whether architects or society-at-large consented. Much of this
data collection is being constructed outside of the domain of architecture.
Data is being captured on everything from how many steps we take each
day, to what we eat, to how long we spend e-mailing, or on social media.
Architecture must develop robust attitudes regarding how and what
information is recorded because neutrality is too dangerous a position.
Perhaps there also remains room to subvert the inevitability of a perfect
data collection system. Maybe the attribution machine will necessitate
Figure 7. Despite the intent to produce a database to promote equity, the result could very
well be a digital panopticon. What is perhaps more important, though, is that the panopticon
is already under-construction, regardless of whether architects or society-at-large consented.
a counter-machine, a conceptual (or literal) Faraday cage designed to
prevent the all-seeing-artificial-intelligence.
Regardless of the technical challenges and the cultural work yet to be done,
ensuring a fair record of authorship matters to those beyond the architectural
profession. Now that search engines shape so much of how algorithms – and
we, in turn – process the world, collecting good data is an important step
towards improving the state of architecture moving forward. The expansion
of data collection in architecture is inevitable, as it is increasingly exploited
to make processes more efficient and profitable. As we move forward, it is
critical to include in our conversations how this resource can and must also
be leveraged to make things more equitable for all. 56
CONCLUSION
Correcting the record is not just a question of adding a few names
or even hundreds to the history of architecture. It is not just a matter
of human justice or historical accuracy, but of opening the field to its
own productive complexity. 57 (Beatriz Colomina)
The details of attribution frameworks, such as the technologies involved
and how they are implemented, are outside the scope of this speculative
essay. However, it is safe to say that elements of the framework are already
being developed at this moment from fields outside of architecture. For this
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reason, it is important to ruminate upon how a system for architectural data
(like attribution frameworks) might develop and what kinds of questions we
might ask of it – before such a system arrives without our input or consent.
The data we choose to collect tells us something about what we value and
what we are willing to measure about ourselves and our work. It is part of
a broader dialogue about data that is not collected (or cannot be) and the
limits of data itself.
Figure 8. Attribution frameworks could also be used to capture and communicate equity
successes in architecture. For example, architect Jeanne Gang closed the gender wage
gap at her firm and calls pay inequity “architecture’s great injustice.” Would we value
buildings differently if we could not view them outside of the context of whether architects
were paid fairly? Or construction workers were kept safe?
Society tends to value collective data over listening to individuals and
anecdotal stories. In a post-#metoo culture, listening is more important
than ever, but perhaps data can also lend more support to the ongoing
conversation about women’s roles and experiences in the workplace. If
women are working more billable hours, or contributing unpaid extra work,
or getting paid less, and so forth, then greater transparency about labor and
attribution can be a step toward equity (Fig. 8). At the same time, we must
be careful. It could be just as easy to collect data that do not account for
non-quantifiable labor (such as organizational labor, emotional labor, etc.
as described in earlier sections), and to use this as justification for paying
women less. Data itself is not the solution. It might also reveal truths about
architectural labor that we would prefer not to acknowledge, from underpaid
staff to enslaved construction workers (Fig. 9). Nevertheless, we cannot
change what we cannot see for ourselves. A record of attribution that is
more objective, nuanced, and timely is preferable to biased (intentional or
not) assumptions, traditions, and gatekeepers. Indeed, the former might
serve to further expose the latter.
Gender equity in architecture is a continuing challenge, and a lack of fair
attribution for labor is one of its principal causes. Research has shown
that recognizing the contributions of women – in history and in today’s
practice – improves gender representation in professional fields. Toward
this end, attribution frameworks are a proposal to apply technology to
challenge conventions of labor and authorship and address the realities of
contemporary collaboration in architecture. While data and the ways it can
be used are not free of bias, access to comprehensive and transparent
digital records will help to better define issues of gender equity and create
more opportunities for scholars, leaders, and individuals to confront biases
and correct them. Collecting digital records through attribution frameworks
can begin the process of acknowledging the broad scope of contributions
in the production of architecture that were formerly unrecognized and
undocumented. The histories of the future will be written from the records
we keep today.
Figure 9. Could attribution frameworks change the way architecture is evaluated? For
example, Junya Ishigami received the prestigious commission for the Serpentine Gallery
but was also recently criticized for using unpaid interns to document and design his firm’s
work. Do these labor practices change how architecture is viewed, valued, and credited?
What would happen if each project had a digital shadow which included a full accounting of
its creation, including the social and environmental costs?
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Women’s Work: Attributing Future Histories
of the Digital in Architecture
The Plan Journal 4 (2): xxx-xxx, 2019 - doi: 10.15274/tpj.2019.04.02.3
www.theplanjournal.com
Notes
1. “Equity in Architecture Survey 2018,” Equity by Design [EQxD] (blog), April 20, 2019,
accessed April 28, 2019, http://eqxdesign.com/; see also Marcus Fairs, “Survey of Leading
Architecture Firms Reveals ‘Quite Shocking’ Lack of Gender Diversity at Senior Levels,”
Dezeen, March 15, 2018, accessed April 28, 2019, https://www.dezeen.com/2017/11/16/
survey-leading-architecture-firms-reveals-shocking-lack-gender-diversity-senior-levels/;
and Lian Chikako Chang, “Where Are the Women? Measuring Progress on Gender in
Architecture,” the website for the Association of Collegiate Schools of Architecture (October
2014), https://www.acsa-arch.org/resources/data-resources/where-are-the-womenmeasuring-progress-on-gender-in-architecture/.
2. Julie Willis, “Invisible Contributions: The Problem of History and Women Architects,”
Architectural Theory Review 3, no. 2 (1998): 57-68.
3. Alexandra Lange, “Has Pritzker Controversy Brought about Architecture’s Lean in
Moment?,” Metropolis, February 21, 2017, accessed January 14, 2019, https://www.
metropolismag.com/architecture/architectures-lean-in-moment/.
4. Eva Álvarez and Carlos Gómez, “The Invisible Women: How Female Architects Were
Erased from History,” Architectural Review, March 8, 2017, accessed January 4, 2019.
https://www.architectural-review.com/rethink/the-invisible-women-how-female-architectswere-erased-from-history/10017481.article#.WMszWIhSPfo.twitter.
5. Despina Stratigakos, Where are the Women Architects?, (Princeton NJ, USA: Princeton
University Press, 2016).
6. Neil Gershenfeld, Raffi Krikorian, and Danny Cohen, “The Internet of Things,” Scientific
American 291, no. 4 (2004): 76-81.
7. Kathleen M. O’Donnell, “How Many Hats Should an Architect Wear?,” the website for the
American Institute of Architects (AIA), November 28, 2019, accessed April 28, 2019, https://
www.aia.org/articles/6078524-how-many-hats-should-an-architect-wear-.
8. David Adjaye, Nikolaus Hirsch, and Jorge Otero-Pailos, “On Architecture and Authorship:
A Conversation,” Places Journal (October 2011),
https://placesjournal.org/article/on-architecture-and-authorship-a-conversation/
9. Kimberle Crenshaw, “Demarginalizing the Intersection of Race and Sex: A Black Feminist
Critique of Antidiscrimination Doctrine, Feminist Theory and Antiracist Politics,” University of
Chicago Legal Forum 1989, no. 1 (1989): 139-67.
10. Lange, “Has Pritzker Controversy.”
11. Álvarez and Gómez, “The Invisible Women.”
12. Chang, “Where Are the Women?”
13. Beatriz Colomina, “Outrage: Blindness to Women Turns out to Be Blindness to
Architecture Itself,” Architectural Review, March 8, 2018, https://www.architectural-review.
com/essays/campaigns/outrage/outrage-blindness-to-women-turns-out-to-be-blindness-toarchitecture-itself/10028680.article.
14. Alice T. Friedman, “Girl Talk: Marion Mahony Griffin, Frank Lloyd Wright and the Oak
Park Studio,” Places Journal (June 2011), https://placesjournal.org/article/marion-mahonygriffin/.
15. Greg Allen, “MoMA’s Feminist Future: A Picture of Eileen Gray,” Greg.org (blog),
February 18, 2007, accessed December 24, 2018, https://greg.org/archive/2007/02/18/
momas-feminist-future-a-picture-of-eileen-gray.html.
16. Robin Pogrebin, “Anne Tyng, Theorist of Architecture, Dies at 91,” New York Times,
January 7, 2012, accessed October 30, 2018, https://www.nytimes.com/2012/01/07/arts/
design/anne-tyng-architect-and-partner-of-louis-kahn-dies-at-91.html.
17. Stratigakos, Where Are the Women Architects?; see also Karen Kingsley, “Rethinking
Architectural History from a Gender Perspective,” in Thomas Dutton, ed., Voices in
Architectural Education: Cultural Politics and Pedagogy (New York: Bergin and Garvey,
1991), 255-56; and Judith Allen, “Evidence and Silence: Feminism and the Limits of History,”
in Feminist Challenges: Social and Political Theory, eds. Carole Pateman and Elizabeth
Grosz (Sydney: Allen & Unwin, 1986), 181 - though Allen is referencing social and political
theory as “the discipline,” the critique is just as valid for the discipline of architecture.
18. See references in Julie Willis, “Invisible Contributions”: 67, and Cheryl Buckley, “Made
in Patriarchy: Toward a Feminist Analysis of Women and Design,” Design Issues 3, no. 2
(Autumn 1986): 3-14.
19. Pola Mora, “Wang Shu’s Partner Lu Wenyu: I Never Wanted a Pritzker,” ArchDaily,
January 06, 2014, accessed January 14, 2019, https://www.archdaily.com/463985/wangshu-s-partner-lu-wenyu-i-never-wanted-a-pritzker.
20. Rose Etherington, “Pritzker Prize Jury Rejects Denise Scott Brown Petition,” Dezeen,
March 08, 2016, accessed January 14, 2019, https://www.dezeen.com/2013/06/14/pritzkerjury-rejects-denise-scott-brown-petition/.
21. Avery Trufelman, “Episode 302: Lessons from Las Vegas,” 99 Percent Invisible
(podcast), April 9, 2018, https://99percentinvisible.org/episode/lessons-from-las-vegas/;
Denise Scott Brown, “Room at the Top? Sexism and the Star System in Architecture,”
in Architecture: A Place for Women, eds. Ellen Perry Berkeley and Matilda McQuaid
(Washington DC: Smithsonian Institution Press, 1989), 237–46.
22. Stratigakos, Where are the Women Architects?.
23. See T’asi Smith, Bauhaus Weaving Theory: From Feminine Craft to Mode of Design
(Minneapolis MN, USA: University of Minnesota Press, 2014).
24. Jonathan Glancey, “Haus Proud: The Women of Bauhaus,” The Guardian, November 07,
2009, accessed January 14, 2019, https://www.theguardian.com/artanddesign/2009/nov/07/
the-women-of-bauhaus.
25. Kate Conger, “Exclusive: Here’s the Full 10-Page Anti-Diversity Screed Circulating
Internally at Google [Updated],” Gizmodo, August 11, 2017, accessed January 14, 2019,
https://gizmodo.com/exclusive-heres-the-full-10-page-anti-diversity-screed-1797564320.
26. Sage Lazzaro, “12 Statistics About Women in Tech That Show How Big the Gender
Gap Truly Is,” The Observer, June 07, 2017, accessed January 11, 2019, https://observer.
com/2017/06/women-in-tech-statistics/.
27. Chang, “Where Are the Women?”
28. Hannah Arendt, The Human Condition (Chicago: University of Chicago Press, 1958).
29. Jeremy Birnholtz, “When Authorship Isn’t Enough: Lessons from Cern on the Implications
of Formal and Informal Credit Attribution Mechanisms in Collaborative Research,” Journal of
Electronic Publishing 11, no. 1 (Winter 2008).
30. Ali O. Ilhan and Murat C. Oguz, “Collaboration in Design Research: An Analysis of Co-
Authorship in 13 Design Research Journals, 2000–2015,” The Design Journal 22, no. 1
(2019): 5-27.
31. See Shelby Doyle, and Nick Senske, “Digital Provenance and Material Metadata:
Attribution and Co-Authorship in the Age of Artificial Intelligence,” International Journal of
Architectural Computing 16, no. 4 (2018): 271-80.
32. Bruce Sterling, “Shaping Things” (Cambridge MA, USA: Mediaworks Pamphlets, 2005).
33. Cloud computing is the on-demand availability of computer system resources, especially
data storage and computing power, without direct active management by the user. The term
is generally used to describe data centers available to many users over the Internet.
34. Kathryn Grim, “Credit Where Credit Is Due,” Symmetry Magazine, May 1, 2009,
accessed April 28, 2019, https://www.symmetrymagazine.org/article/may-2009/credit-wherecredit-is-due.
35. Clarence Woodrow Von Bergen and Martin S. Bressler, “Academe’s Unspoken Ethical
Dilemma: Author Inflation in Higher Education,” Research in Higher Education Journal 32
(June 2017).
36. Beatriz Colomina, “With, or without You. The Ghosts of Modern Architecture,” in The
Chair: Rethinking Culture, Body, and Design, ed. Galen Cranz (New York: WW Norton and
Company,1998).
37. John Tehranian, “Copyright’s Male Gaze: Authorship and Inequality in a Panoptic World,”
Harvard Journal of Law and Gender, vol. 41 (June 1, 2018).
38. Nichole A. Broderick and Arturo Casadevall, “Meta-Research: Gender Inequalities
among Authors Who Contributed Equally,” eLife 8 (2019): e36399.
39. For example, see: American Mathematical Society, “The Culture of Research and
Scholarship in Mathematics: Joint Research and Its Publication,” 2015 Statement
(Providence RI, USA: American Mathematical Society, 2015), http://www.ams.org/
profession/leaders/culture/Statement_JointResearch_and_Its_Publication.pdf
40. Dalmeet Singh Chawla, “Assigning Authorship for Research Papers Can Be Tricky.
These Approaches Can Help,” Science, December 20, 2018, accessed April 28, 2019,
https://www.sciencemag.org/careers/2018/12/assigning-authorship-research-papers-can-betricky-these-approaches-can-help.
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Women’s Work: Attributing Future Histories
of the Digital in Architecture
The Plan Journal 4 (2): xxx-xxx, 2019 - doi: 10.15274/tpj.2019.04.02.3
www.theplanjournal.com
41. Timothy Kassis, “How Do Research Faculty in the Biosciences Evaluate Paper
Authorship Criteria?,” PloS one 12, no. 8 (2017): e0183632.
42. Bill Tomlinson et al., “Massively Distributed Authorship of Academic Papers,” in CHI’12
Extended Abstracts on Human Factors in Computing Systems (New York: ACM, 2012),
11-20; see also Stéphane Boyer et al., “Percentage-Based Author Contribution Index: A
Universal Measure of Author Contribution to Scientific Articles,” Research Integrity and Peer
Review 2, no. 1 (2017): 18.
43. Tomlinson et al., “Massively Distributed Authorship,” 11-20.
44. Michael Burch et al., “Visualizing Work Processes in Software Engineering with
Developer Rivers,” in “2015 IEEE 3rd Working Conference on Software Visualization
(VISSOFT)” (Bremen, Ger.: Institute of Electrical and Electronic Engineers IEEE, 2015), 116-
24.
45. See https://github.com/bvn-architecture.
46. See Federico Garcia Lammers, “Dull Professional Data from Ordinary Precedents,”
107 th ACSA National Conference, 2019.
47. For example, see Section 22: https://www.autodesk.com/company/terms-of-use/en/
general-terms and https://www.autodesk.com/company/legal-notices-trademarks/privacystatement#info-use.
48. Erik Brynjolfsson and Andrew McAfee, The Second Machine Age: Work, Progress, and
Prosperity in a Time of Brilliant Technologies (New York: W. W. Norton and Company, 2014).
49. Peggy Deamer, “Work,” in James Andrachuk et al., eds., Perspecta 47:
“Money” (Cambridge MA, USA: The MIT Press, August 2015); in Architect as Worker:
Immaterial Labor, the Creative Class, and the Politics of Design (London: Bloomsbury
Academic, 2015).
50. Mike Overby, “Open Source Has Not Failed. Don’t Cover Up Corporate Abuse of
Open Source,” Dev (blog), August 16, 2018, accessed January 14, 2019, https://dev.to/
lethargilistic/open-source-has-not-failed-dont-cover-up-corporate-abuse-of-open-source-3ffe.
51. Josh Terrell et al., “Gender Differences and Bias in Open Source: pull request
acceptance of women versus men,” PeerJ Computer Science 3 (2017): e111.
52. “Gender Bias on Wikipedia,” Wikipedia, January 08, 2019, accessed January 14,
2019. https://en.wikipedia.org/wiki/Gender_bias_on_Wikipedia; see also Claudia Goldin,
and Cecilia Rouse, “Orchestrating Impartiality: The Impact of ‘Blind’ Auditions on Female
Musicians,” American Economic Review 90, no. 4 (2000): 715-41.
53. Chang, “Where Are The Women?”
54. A recent Equity by Design survey revealed that almost a third of the women who had left
architecture said the lack of role models was the deciding factor, https://issuu.com/rsheng2/
docs/equityinarch2014_finalreport.
55 C. Corbett, and Catherine Hill, “Solving the Equation: The Variables for Women’s
Success in Engineering and Computing,” (The American Association of University Women,
2015); see also Jiyun Elizabeth L. Shin, Sheri R. Levy and Bonita London, “Effects of Role
Model Exposure on STEM and Non‐STEM Student Engagement,” Journal of Applied Social
Psychology 46, no. 7 (July 2016): 410-27.
56. For example: in the same manner that disclosing all employee’s salaries in an office can
help identify and close a gender wage gap.
57. Colomina, “Outrage.”
Credits
All images are by © the Authors.
Shelby Doyle, AIA is an Assistant Professor of Architecture with the Iowa State University
College of Design and co-founder of the ISU Computation and Construction Lab (CCL).
The CCL works to connect developments in computation to the challenges of construction
through teaching, research, and outreach. She received a Fulbright Fellowship to study in
Cambodia, a Master of Architecture from the Harvard University Graduate School of Design,
and a Bachelor of Science in Architecture from the University of Virginia.
E-mail: doyle@iastate.edu
Nick Senske is an Assistant Professor of Architecture with the Iowa State University
College of Design and co-founder of the ISU Computation and Construction Lab (CCL). He
holds a Master of Science in Architectural Studies in Design Computation degree from the
Massachusetts Institute of Technology and a Bachelor of Architecture degree from Iowa
State University. E-mail: nsenske@iastate.edu
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American Wild
Digital Preservation for Changing Landscapes
Forbes Lipschitz
The Ohio State University
Shelby Doyle
Iowa State University
Halina Steiner
The Ohio State University
Justine Holzman
University of Toronto
The National Park Service represents the nation’s
largest initiative in landscape conservation and
preservation. As both a material and cultural
construct, national parks are living memorials
to a uniquely American wilderness narrative.
In celebration of the National Park Service
Centennial, American Wild is a speculative
proposal for digital landscape preservation.
The project generates civic pride by connecting
the distinctive architecture of the Washington,
DC Metro to the national parks. Using ultra–
high-definition recordings, videos of each park are
individually projection-mapped at full scale. The
memorial creates a timeline of the National Park
Service’s 100-year history that advocates for its
next centennial.
The creation of national parks within
the United States represents the
nation’s largest ongoing initiative
for landscape conservation and
preservation.1 As both a material and
cultural construct, the 84.9 million
acres of national parks are living
memorials to a uniquely American
wilderness narrative (Figure 1).
The physical and imagined spaces
of wilderness created American
identity—distinguishing the nation
from the Old World, providing a
cache of resources to ensure its
economic ascendancy, and defining
American individualism. This same
narrative and its characterization
of the American landscape aided
the colonization of indigenous
peoples and land, the cultivation
and commodification of lands and
waters, and a view of nature as
separate from human activities.2
In this context, Woodrow Wilson
established the National Park Service
(NPS) over one century ago with the
mission “to conserve the scenery,
the natural and historic objects, and
the wildlife therein, and to provide
for the enjoyment of the same in
such manner and by such means as
will leave them unimpaired for the
enjoyment of future generations.”3
The legacy of the NPS is complex,
with laudable achievements in
environmental conservation and
historical preservation occurring
alongside the dispossession of
indigenous lands. At a time when the
country is celebrating a century of
preservation while looking toward an
uncertain future, what representations
and narratives do we call on
when advocating for the continued
preservation of national parks?
Memorialization of and for
Preservation
To mark the 2016 centennial the NPS
partnered with the National Capital
Planning Commission and the Van
Alen Institute to host Memorials for
the Future as an ideas competition to
reimagine memorials. Participants
were challenged to develop
site-specific designs for memorials in
Washington, DC, that were flexible,
temporary, virtual, or interactive.
A finalist in the competition,
American Wild is a speculative design
proposal for virtually experiencing
and digitally preserving the
national parks through an interactive
and immersive installation in
Washington, DC’s Metro stations
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Shelby Elizabeth Doyle | 77
Figure 1. Opposite page, top: The creation of
national parks within the United States represents
the nation’s largest ongoing landscape conservation
and preservation initiative, encompassing 84.9
million acres of land.
Figure 2. Opposite page, bottom: Through fullscale
projection mapping, L’Enfant Plaza Station is
transformed from a space of commuting to one of
commemoration. Metro users rise through the station
beneath the formations of Arches National Park.
(Figure 2). The concept of wilderness
is commonly understood as a
landscape little touched by human
beings—or, as the US Wilderness
Act of 1964 puts it, “an area where
the earth and its community of life
are untrammeled by man, where
man himself is a visitor who does
not remain.”4 By employing the
term wild, the memorial confronts
conceptions and definitions of
wilderness through their past and
current politics, while calling on a
renewed use of wildness to describe
ecological emergence and entanglement
between perceived “artificial”
and “natural” landscape processes
and representations.5
Representation has always
been central to national park
identity—often possessing more
political agency than the physical
spaces of the parks themselves.6
Before the designation of national
parks, nineteenth-century landscape
drawings and paintings were the
first commemorations of American
national wilderness. Landscape
paintings acted as political levers that
inspired the colonial imaginary of
untouched wilderness for extraction
and settlement. These works were
then reframed to produce the
nationalist imaginary of untouched
wilderness for the preservation of
American individualism (Figure 3). As
national parks were forming alongside
Figure 3. Right, top: The Great Blue Spring of the
Lower Geyser Basin, Yellowstone National Park,
Thomas Moran, 1876. (Image courtesy of the
Miriam and Ira D. Wallach Division of Art, Prints and
Photographs: Print Collection, The New York Public
Library.)
Figure 4. Right, bottom: Giant Geyser, Upper
Geyser Basin, Yellowstone National Park, Wyo.,
Detroit Publishing Company, 1898–1931. (Image
courtesy of the Miriam and Ira D. Wallach Division
of Art, Prints and Photographs: Photography
Collection, New York Public Library.)
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Shelby Elizabeth Doyle | 79
Figure 5. Wild Life: The National Parks Preserve
All Life, WPA poster by Frank Nicholson, 1936–40.
(Image courtesy of Library of Congress Prints and
Photographs Division, Washington, DC, Library of
Congress.)
a conservation ethic, postcards,
stamps, and posters further promoted
a sense of national pride surrounding
the importance of wilderness
preservation (Figures 4, 5). The parks
were extensively photographed,
cultivating a tradition of landscape
photography that disseminated a
romanticized wilderness aesthetic.7
Whether through the historic and
iconic photographs of Ansel Adams
or contemporary snapshots on selfiesticks,
the representations of national
parks are constantly reproduced,
replicated, and reinterpreted. Richard
Grusin argues that “the parks
themselves function as technologies
of representation, not unlike
painting, photography, cartography or
landscape architecture.”8 As “naturalized
representations,” national
parks are maintained, organized,
and curated to reproduce ecological
scenes of the past in accordance with
popular cultural values.
Simultaneously, these images
and their selective framing of the
American landscape explicitly
supported the genocide and colonization
of indigenous peoples, the
continental settlement and cultivation
of American lands, and a view
of nature as separate, sacred, and
experiential. An examination of these
representations and their associated
narratives is an opportunity to explore
underrepresented histories and foster
narratives that will promote social
and environmental justice.9 In the
current political climate, where lands
are being actively disavowed of their
protections for resource extraction,
it is worth remembering that the
national parks were founded at a
particular moment in time to preserve
the physical and ideological spaces
of wilderness and ensure ongoing
accessibility to the American public.10
A Shifting Physical and Political
Climate
Historic preservation has often
operated on the supposition that,
with effort, we can maintain historic
buildings and sites. Landscapes defy
this stasis, posing difficult questions
for their ongoing maintenance
and governance, particularly in
an unstable physical and political
climate.11 The national parks in
particular highlight the difficulties
of cultural landscape preservation.
Primarily, there is the difficulty
of maintaining a landscape that
is dependent on many interconnected
ecological systems that
may no longer be intact and that
sometimes reflect human–nature
relations that no longer take
place. Additionally, the ongoing
management and maintenance
required to address these difficulties
requires tremendous federal fiscal
and political support. In a memorandum
to Congress in 1934, wilderness
activist Bob Marshall argued that
setting aside dedicated wilderness
areas would give those landscapes
as “close an approximation to
permanence as could be realized in a
world of shifting desires.”12 Despite
these intentions, the effects of
climate change, social inequality, and
political uncertainty threaten the
national parks’ mission, impairing
ecosystems and undermining the
equity of access.
In addition, though parks
hosted a record-breaking 331 million
people in 2016, high attendance
alone is not an indicator of accessibility.13
Affluent Americans are
three times more likely to visit
national parks than those with low
incomes. Americans and parks
visitors are disproportionately white
and non-Hispanic.14 Meanwhile,
the current federal administration
has promised to roll back environmental
regulations protecting
the national parks, including the
potential opening of uranium mining
in the Grand Canyon watershed.15
As ecosystems degrade, income
gaps widen, and political opinions
shift, how can we preserve and
democratize access to the national
parks? In acknowledging the
problematic histories of colonization
and dispossession, how can we
challenge the founding principles of
preserving the wild? In a text that
marks, examines, and honors the
centennial of national parks, Terry
Tempest Williams asks the proactive
question, “Can we engage in the
restoration of a different kind of
storytelling, not the stuff of myths,
self-serving and corrupted, but
stories that foster integrity within a
fragmented nation?”16
The American Wild proposal
purposefully overlaps preservation
with memorialization to highlight
the historic and contemporary
ideologies and politics that
construct, represent, and perpetuate
the preservation of cultural
landscapes. Musing on the politics
and antipolitics of nature, Jedediah
Purdy describes this notion: “The
material world—so-called natural
and so-called artificial—that we
inhabit is in many ways a memorial
to a long-running legacy of contested
ideas about nature: how it works,
how we fit into it, and what have at
stake in doing right by it.”17 When
a landscape is preserved, we inherit
and reify its representations along
with their cultural attachments.
Representation of and for
Preservation
American Wild embraces the
multiplicity of narratives embodied
in the national parks and harnesses
the artificiality of image projections
and acoustic recordings to reimagine
Figure 6. Building on both traditional and newer
methods of representation, American Wild proposes
that each park be documented by a selected fellow
to reveal the subtleties of a day in the park. This
chronological sequence showcases an image for each
of the 59 national parks during the 59-day installation.
human–nature interactions,
representations, and histories. In
this context preservation is not an
attempt to halt the passage of time,
but rather an effort to capture the
simultaneity of the national parks’
many, and sometimes contradictory,
narratives. The memorial is curated to
last for fifty-nine days—one day for
each of the fifty-nine national parks.
The parks will be presented in order
of their establishment, creating a
timeline of the 100-year history of the
NPS. Each park will be documented
by a selected National Park Fellow
(NPF), in the legacy of the WPA
Federal Arts Program (Figure 6).
The NPFs will be invited to
respond to the powerful statement
put forward by the environmental
historian William Cronon that
“The time has come to rethink
wilderness.”18 In rethinking
wilderness, NPFs will bring historic
and contemporary narratives into the
public realm while asking important
questions about the ongoing
preservation of the parks—current
conditions, accessibility, and
management. Ultra–high-definition
video recordings of each national
park will be projection-mapped at full
scale along with audio recordings for
an engaged and visceral experience.
Throughout the duration of the
temporary memorial, viewers will
be encouraged to reflect on and
become curious about the American
landscape and the diverse environmental
narratives that produced
them. The NPFs will capture and
collect phenomenological data about
the national parks, helping build
and preserve a substantial digital
catalog of previous conditions.
298 American Wild
Lipschitz, Steiner, Doyle, and Holzman
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Shelby Elizabeth Doyle | 81
Examples of NPFs’ work might
include pairing existing US National
Archive documentation and biodiversity
monitoring with contemporary
live-action footage, documenting the
melting of a glacier, real-time natural
disasters, or overlooked oral histories.
As environmental change accelerates
in unpredictable ways, current
methods for recording, visualizing,
and memorializing landscapes will
become increasingly valuable to both
historical and scientific record.
A Space for Experience
Given that openness and publicness
do not necessarily democratize
access, the memorial will offer
virtual access to the national parks
by creating an immersive installation
in L’Enfant Plaza Station of
Washington, DC’s Metro. Located
close to the monumental core, this
Metro station is high in ridership,
and connects the east–west Blue
Line and the north–south Green
Line, thereby drawing from a
diverse cross section of the area’s
population (Figures 7, 8). Projecting
NPFs’ imagery at full scale, American
Wild collapses the distance of the
national parks onto the Metro
station’s ceilings. Designed by Harry
Weese, the station provides an ideal
location, as the “indirect lighting
design by William Lam turned the
vault into an underground sky
untouched by mezzanine, signs, or
hanging lights”19 (Figure 9). The
coffered passageway connecting the
train lines offers a unique opportunity
for the memorial to occupy
a space that can be contemplative
yet not interfere with the
Metro’s operations.
The American Wild memorial
performs primarily through
projection-mapping technology,
Figure 7. Top: This diagram overlays the most
visited memorials in 2014 with Washington,
DC’s Metro stations, showing that the district’s
monumental core contains the most visited
memorials. Just as the highways connect national
parks, the Metro connects the capital’s memorial
landscape.
Figure 8. Bottom: This diagram shows that 2013
Metro ridership was highest at stations near the
monumental core. L’Enfant Plaza Station was
selected as an ideal site due to its proximity to the
monumental core, high ridership, and connection to
the east–west Blue Line and the north–south Green
Line, thereby drawing from a diverse cross section
of Washington, DC’s population.
a resource that allows video
footage to be accurately displayed
onto three-dimensional surfaces.
Specialized software remaps imagery
for projection onto a complex
surface—in this case, the coffered
concrete ceiling of the Metro station
(Figure 10). Additionally, multiple
projectors link together to create a
unified and immersive image. The
station’s vertical wayfinding pylons
serve as the infrastructure for both
the projector and sound installation
(Figure 11). Existing LCD advertising
screens and glass elevator
shafts feature additional signage for
American Wild and provide information
about how to learn more about
the parks (Figure 12). The juxtaposition
of national parks and the
Metro’s iconic architecture creates a
new dynamic space within the capital
and transforms an area of passage
into one of pause.
Digital Preservation for Cultural
Landscapes
As both immersive experience and
curated archive, American Wild expands
on the existing digitization of the
national parks. The NPS currently
has its own Instagram, Twitter, and
Facebook pages on which facts and
happenings are constantly updated.
Live webcams managed by the
parks integrate real-time video with
environmental data like weather and
air quality, which can impact visibility
of scenic vistas. Google has also
brought Street View Treks to two
Figure 9. The distinctive architecture of the Metro
was designed to be more than infrastructure. The
Metro connects public spaces on the surface to
the infrastructure below, generating a new form of
civic pride.
Figure 10. American Wild performs primarily
through projection-mapping technology, which
allows video footage to be accurately displayed
onto 3-dimensional surfaces. Multiple projectors
link to create a unified and immersive image
projected on the concrete coffered ceiling. The
vertical wayfinding pylons, identified in cyan, serve
as the infrastructure for the projector and sound
installation.
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Figure 11. The memorial offers virtual access to
national parks by creating an immersive installation
in the L’Enfant Plaza Station of Metro, located close
to the monumental core of Washington, DC.
Figure 13. Full-scale, immersive video expands
access to the national park experience, raising
awareness and creating memories that outlast the
installation itself. Top: A controlled burn in Glacier
National Park. Middle: The migration of bison in
Yellowstone National Park. Below: A view
of Yosemite National Park.
national parks, allowing online visitors
to go on 360-degree virtual hikes in
Yosemite and the Grand Canyon. As
the lead federal agency for historic
preservation in the United States, the
NPS also employs high-definition
laser scanners to record the shape and
size of historically significant objects
and render them in virtual space.
While some of these platforms are
available in real-time and integrated
with environmental sensor data,
they are only available on personal
devices such as phones and laptops,
unable to communicate the experiential
and cultural scales of these
landscapes. Through American Wild,
the immersive environment of the
Metro station expands access to both
phenomenological experience and
ecological understanding of the parks,
creating memories that will outlast
the installation itself. In so doing, the
memorial reinvigorates the ways in
which the public interacts with the
cultural and biological diversity of the
American landscape as a new model
for digital preservation.
In the essay “Preservation Is
Overtaking Us,” Rem Koolhaas
comments that “maybe we can be
the first to actually experience the
moment that preservation is no longer
a retroactive activity but becomes
a prospective activity.”20 Cultural
landscape preservationist Robert
Melnick, on the other hand, argues
that in the face of climate change, the
Figure 12. Existing advertising screens and glass
elevator shafts feature signage for American
Wild, providing details on learning more about the
parks, opportunities for advocacy, and upcoming
legislation. For more specific information, Quick
Response (QR) codes in the displays offer links to
existing national park websites and phone-based
applications.
challenge may be protection rather
than preservation.21 American Wild
finds agency in the act of preservation,
not as reactive but as politically
proactive. Rather than preserving
future buildings, sites, or landscapes
as Koolhaas fears, American Wild
instead creates space for dialogue.
The sights and sounds of American
Wild offer a new sense of place within
the L’Enfant Plaza Station, providing
a range of experiences. At its most
simple, the memorial inspires a sense
of awe, a new memory, or a break
from routine. At its most ambitious,
it is a call to action: simultaneously
memorializing past and current
national parks while petitioning for
their future preservation.
The experience may bond
the memorial viewer to the park,
sparking interest and possible future
investment. The encounter may
inspire a visit to a national park
where one might learn about the
specific challenges that park faces.
A viewer then might draft a letter to
a local congresswoman describing
issues facing that park (Figure 13).
The memorial will be viewed by
thousands of people daily, fostering
new connections to a broad and
diverse audience. Many may have a
newfound commitment to ensuring
the parks’ existence for the next
100 years, an effort accompanied by
NPS’s #100moreyears social media
campaign. A vital aspect of this
future is the public’s commitment to
policy that supports national parks.
The memorial experience offers the
viewer a new appreciation for and
awareness of the American landscape
and its environmental narratives while
contributing to its digital preservation
(Figures 14 and 15).
Author Biographies
Forbes Lipschitz is an assistant
professor of landscape architecture
at the Austin E. Knowlton School
of Architecture at The Ohio State
University. As a faculty affiliate
for the Initiative in Food and
AgriCultural Transformation, her
current research investigates the
potential of design to improve the
social and ecological dynamics of
conventional working landscapes.
She has been awarded teaching
and research grants from the
Louisiana State University Office
of Research and Development,
the Coastal Sustainability Studio,
and the Graham Foundation for
Advanced Studies in Fine Arts.
Her professional experience in
landscape architecture has spanned
a range of public, private, and
infrastructural work, including
a multiyear installation at Les
Jardins de Metis.
Halina Steiner is an assistant
professor of landscape architecture
at the Austin E. Knowlton School
of Architecture at The Ohio State
University (OSU). Her current
research focuses on the visualization
of transboundary hydrologic
and infrastructure systems. Prior to
her appointment at OSU, Steiner
served as the design director for
DLANDstudio Architecture +
Landscape Architecture where she
was the project manager for master
planning, green infrastructure,
temporary installations, and public
design projects. This work included
Paths to Pier 42, a three-year
pop-up park to activate underused
waterfront space impacted by
Superstorm Sandy, Public Media
Commons, The QueensWay Plan,
and HOLD System.
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Shelby Elizabeth Doyle | 85
Author Biographies cont.
Shelby Doyle, AIA, is an assistant
professor of architecture and Daniel
J. Huberty Faculty Fellow at the Iowa
State University (ISU) College of
Design. Her scholarship is broadly
focused on the intersection of
computation and construction and
specifically on the role of digital
craft as both a social and political
project. Doyle was hired under
the High Impact Hires Initiative
to combine digital fabrication and
design-build at ISU. This led to the
founding of the ISU Computation +
Construction Lab with Nick Senske
and Leslie Forehand.
Justine Holzman joined the University
of Toronto’s Daniels Faculty of
Architecture, Landscape, and Design
in January 2018 as an assistant
professor of landscape architecture
teaching visual communication, site
technologies, and studio courses.
Additionally, Holzman is a
member of the Dredge Research
Collaborative and a research affiliate
for the Responsive Environments and
Artifacts Lab at Harvard University
Graduate School of Design. She is
coauthor of Responsive Landscapes:
Strategies for Responsive Technologies
in Landscape Architecture (2016) with
Bradley Cantrell. Holzman previously
taught at The University of Tennessee
and The Robert Reich School of
Landscape Architecture at Louisiana
State University where she worked
as a research fellow with the Coastal
Sustainability Studio.
All images by authors unless
otherwise indicated.
Notes
1 The National Association for Olmsted
Parks, the National Trust for Historic
Preservation, the US National Park Service
(NPS), and Parks Canada have all significantly
contributed to the practice and discourse of
natural and cultural landscape preservation
in North America.
2 For an in-depth examination of the American
conception of “wilderness,” see Roderick
Nash, Wilderness and the American Mind (New
Haven: Yale University Press, 1967). For an
expanded environmental history of the United
States that challenges culturally dominant
American histories and conceptualizations
of nature and environment, see works by
Carolyn Merchant, William Cronon, and
Donald Worster.
3 An Act to Establish a National Park Service,
And for Other Purposes, approved August 25,
1916 (39 Stat. 535).
4 Wilderness Act of 1964, (Pub.L. 88–577).
5 Douglas Anderson references “Walking” for
Thoreau’s use of “wildness” as a political
gesture toward freedom and dissent in
“Wildness as Political Act,” The Personalist
Forum 14 (1998): 65–72. On the challenges of
defining “wilderness,” see Craig DeLancey,
“An Ecological Concept of Wilderness,” Ethics
and the Environment 17, no. 1 (2012): 25–44. In
landscape architectural discourse, see the
themed issue, Tatum Hands, ed., WILD,
LA+: Interdisciplinary Journal of Landscape
Architecture (Spring 2015).
6 Both textual and visual methods of representation
have contributed to the significant
narratives of the American environmental
Figure 14. Left: The installation on the upper level
of L’Enfant Plaza Station is visible from the platform
below. Commuters gaze beyond the platform to the
sky of Sequoia National Park.
Figure 15. Opposite page: A visitor inspired by
this memorial may travel to a national park and
be prompted to learn about that park’s specific
challenges, fostering a new appreciation for and
awareness of the American landscape.
imaginary and national parks. For canonical
textual accounts see works by Henry David
Thoreau, John Muir, Frederick Jackson
Turner, and Gifford Pinchot. These narratives
have emerged in the agendas and legal legacies
of various presidents and political leaders.
7 Kevin Michael DeLuca and Anne Teresa
Demos, “Imaging Nature: Watkins, Yosemite,
and the Birth of Environmentalism,”
Critical Studies in Media Communication 17
(2000): 241–60.
8 Richard A. Grusin, Culture, Technology, and the
Creation of America’s National Parks (Cambridge,
UK: Cambridge University Press, 2008), 10.
9 See J. Scott Bryson and Carolyn Merchant,
“Partnership, Narrative, and Environmental
Justice: An Interview with Carolyn Merchant,”
Interdisciplinary Literary Studies 3, no. 1
(Spring 2001), 124–30.
10 The Trump administration has targeted
the removal of public and environmental
protections for resource extraction.
11 Robert Z. Melnick, “Climate Change and
Landscape Preservation: A Twenty-First–
Century Conundrum,” Journal of Preservation
Technology 40, no. 3/4 (2009): 35–42.
12 Bob Marshall to Secretary Harold L. Ickes,
“Suggested Program for Preservation of
Wilderness Areas,” memo, April 1934, record
group 79, National Archives, Washington, DC.
13 NPS, “Annual Visitation Highlights,” US
Department of the Interior, accessed
May 2018, https://www.nps.gov/subjects/
socialscience/annual-visitationhighlights.htm.
14 P. A. Taylor, B. D. Grandjean, and
B. Anatchkova, National Park Service
Comprehensive Survey of the American Public,
2008–2009, Natural Resource Report NPS/
NRPC/SSD/NRR, (Fort Collins, Colorado:
National Park Service, 2011), 295.
15 NPS, press release, January 27, 2016, US
Department of the Interior, accessed May
2018, https://www.nps.gov/aboutus/news/
release.htm?id=1775.
16 Terry Tempest Williams, The Hour of Land:
A Personal Topography of America’s National
Parks (New York: Farrar, Straus, and
Giroux, 2016), 11.
17 Jedidiah Purdy, After Nature: A Politics for
the Anthropocene (Cambridge, MA: Harvard
University Press, 2015), 22–23.
18 William Cronon, “The Trouble with
Wilderness: Or, Getting Back to the Wrong
Nature,” in Uncommon Ground: Rethinking
the Human Place in Nature (New York: W. W.
Norton, 1995), 69.
19 Zachary Schrag, The Great Society Subway: A
History of the Washington Metro (Baltimore, MD:
Johns Hopkins University Press, 2014).
20 Rem Koolhaas, “Preservation Is Overtaking
Us,” Future Anterior 1, no. 2 (2004):
21 xiv, 1–3.
22 Robert Z. Melnick, “Climate Change and
Landscape Preservation: Rethinking Our
Strategies,” Change Over Time 5, no. 2, (2015):
174–79; and Robert Z. Melnick, “Deciphering
Cultural Landscape Heritage in the Time
of Climate Change,” Landscape Journal 35
(2016): 287–302.
304 American Wild
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maTERIaLIZanDO
LO DIgITaL: La
aRQuITECTuRa
COmO InTERFaZ
MATERIA ARQUITECTURA #13 | SANTIAGO | págs. 62-75
ISSN: 0718-7033
Materializando lo digital: La arquitectura como interfaz
Materializing the Digital: Architecture as Interface
shelby Elizabeth Doyle
Department of architecture, College of Design, Iowa state university
ames, Iowa, EE.uu
doyle@iastate.edu
PALABRAS CLAVE
Computación | construcción | digital | material | social
KEYWORDS
Computation | Construction | Digital | Material | Social
Dossier
Fecha Recepción: 5 julio 2016
Fecha Aceptación: 5 agosto 2016
Resumen_
Las tecnologías digitales han reconfigurado nuestra experiencia del mundo material. En esta condición
aumentada e hibridada, la información (como la arquitectura) no tiene relevancia social a menos que sea
puesta en circulación, compartida e integrada a la vida diaria a través de interfaces entre lo digital y lo
físico. El “trabajo más serio” que se presenta aquí es el oficio digital como un método para materializar lo
digital y extender la acción del pensamiento computacional y el diseño paramétrico hacia un nuevo proyecto
social para la arquitectura. En una era de redes sociales digitales, el futuro de los espacios públicos
dependerá en gran parte de una arquitectura que pueda manejar la interfaz entre lo material y lo digital.
Abstract_
Digital technologies have reshaped our experience of the material world. In this augmented and hybridized condition, information
(and architecture) has no social relevance unless circulated, shared, and integrated into everyday life through interfaces between the
digital and physical. The ‘more serious work’ presented here is digital craft as a method for materializing the digital and extending the
agency of computational thinking and parametric design into a new social project for architecture. In an age of digital social networks,
the future of public spaces will largely depend on an architecture that navigates the interface between the material and the digital.
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«Que el parametricismo “se haya socializado” no es
una concesión a las corrientes actuales de corrección
política (que desvían y disuelven el impulso innovador
de lo arquitectónico). Es, más bien, una señal
de la madurez, confianza y disposición del parametricismo
para asumir totalmente el rol social de la
arquitectura, lo que implica la inauguración del parametricismo
2.0. (…) Después de 15 años de flexiones
musculares ya es tiempo de hacer que estas
innovaciones hagan un trabajo más serio» Patrik
Schumacher (2015: 1).
INTRODUCCIóN
La búsqueda de la autonomía de la arquitectura ha desvinculado
a la disciplina de su proyecto social al insistir
en que la arquitectura puede ser reducida a un conjunto
de elementos y operaciones formales separadas de las
influencias de lugar y tiempo y de los problemas socioculturales
y políticos (Hays, 2010). Esta dependencia del
formalismo y de un mundo dominado por el capitalismo
tardío ha dejado a la arquitectura digital sin una posición
política clara. Entendida como una forma de resistencia
al dominio de la producción capitalista, la autonomía en
la arquitectura es, en cambio, una forma de evadir su
compromiso de hacer el “trabajo serio” de hoy, el que
consiste en hacerse cargo de temas que van desde la
degradación ambiental a la desigualdad económica.
El diseño paramétrico es un método que usa parámetros
o algoritmos variables para generar geometrías y
objetos. La autonomía de la arquitectura, por lo tanto,
podría lograrse a través del diseño paramétrico como un
mecanismo interno de producción, factibilidad y justificación
arquitectónica. A continuación se sostiene que lo
paramétrico no necesita ser reducido a un proyecto formal,
que puede y debe funcionar como una herramienta
de compromiso social a través de interfaces arquitectónicas.
Básicamente, este es un llamado a desarrollar
una posición teórica más fuerte sobre la aplicación de
un diseño paramétrico avanzado, explorando cómo la
computación y la construcción pueden apoyar la acción
de la arquitectura en el desarrollo de un proyecto social.
LA ARQUITECTURA COMO UNA INTERFAZ DE
COMUNICACIóN
Las tecnologías digitales han transformado indeleblemente
el lenguaje visual del diseño en la educación y la
práctica, reemplazando los dibujos y modelos tradicionalmente
hechos a mano. El modelamiento digital y equipos
como las máquinas de control numérico computarizado
(CNC) y las impresoras 3D ponen énfasis en la excelencia
técnica de las destrezas manuales, haciendo que las
antiguas nociones de creatividad, artesanía y oficio sean
reconsideradas. Tanto McCullough (1996) como Sennet
(2008) cuestionan el hecho de que hacer algo a mano sea
un pre-requisito para el oficio y la artesanía, y proponen
marcos teóricos para reconceptualizar ambos conceptos
en un contexto de objetos diseñados digitalmente.
Al mismo tiempo, las posibilidades de colaboración y
producción que la computación abre para la arquitectura
siguen siendo de tres tipos: una consolidación que
reafirma la centralidad disciplinaria, una expansión que
diluye su especificidad, o unas redefiniciones y reconfiguraciones
transdisciplinarias que por un lado intensifican y
por otro hacen borrosos sus límites y su identidad.
De las tres posibilidades, las redefiniciones transdisciplinarias
son las más prometedoras. La computación es el
lenguaje fundacional de lo digital y este lenguaje compartido
crea oportunidades para el compromiso entre las
disciplinas de diseño y más allá de ellas. En relación con
el crecimiento de la cultura digital, la contribución de la
arquitectura puede muy bien estar en el dominio de la
realidad aumentada, es decir, en el manejo de la interfaz
entre lo físico y lo virtual, más que en enfocarse exclusivamente
en lo último. No es accidental que una institución
como el MIT Media Lab trabaje principalmente en temas
de interfaz y esté asociado a una escuela de arquitectura.
Como predijo alguna vez Nicholas Negroponte (1995), ex
director del MIT Media Lab, la interfaz se ha convertido en
un problema de arquitectura.
Antoine Picon señala en Digital Culture (2010) que el
desarrollo de las tecnologías digitales ha remodelado
nuestra experiencia del mundo físico. En esta condición
aumentada e hibridada, la información (como la
Pabellón 80/35 en el espacio del taller donde fue diseñado y construido por alumnos de Arquitectura, Diseño Industrial y
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arquitectura) no tiene relevancia social a menos que
circule y sea compartida e integrada en la vida diaria a
través de interfaces entre lo digital y lo físico. La interfaz
necesita que la arquitectura materialice lo digital de
maneras nuevas e impensadas.
PROYECTO SOCIAL CONTEMPORáNEO,
CAPITALISMO Y LA CLASE DOMINANTE
«En cierto modo, no existe algo que pudiésemos considerar
como edificios políticamente “opuestos”, ya
que los que se construyen son siempre los de la clase
dominante» Aldo Rossi (1982: 113).
El proyecto arquitectónico social contemporáneo está
separado del socialismo como estructura política, de
las ciencias sociales como estructura de información y
del modernismo como estructura teórica. Tafuri (1979)
Lefebvre (1992) e incluso Aureli (2011) expresan sus reservas
acerca del mito del arquitecto como experto o defensor
y guardián de algún “imaginario común” abstracto
(Coleman, 2015). Estas opiniones son difíciles de sostener
cuando se encuentran con declaraciones tales como las
de Architecture without Architects (Rudofsky, 1965).
Resumiendo a Tafuri, Hays comenta:
Cuando la arquitectura se resiste, cuando intenta reafirmar
su propia voz perturbadora, el capitalismo simplemente
la retira, la relega a un rincón, de manera
que las manifestaciones de los arquitectos sobre la
autonomía de sus trabajos y su distancia de la vida
degradada se hacen redundantes y triviales por adelantado
(1998: xiv).
Para Tafuri, la “vuelta a la arquitectura pura” que necesita
el capitalismo es poco más que un retorno «a la forma sin
utopía (...) a la inutilidad sublime» (citado en Hays, 1998:
xiii).
El proyecto social contemporáneo de la arquitectura
reside en gran parte en su capacidad comunicativa tanto
digital como material. «El medioambiente construido
ordena procesos sociales a través de su patrón de separaciones
y conexiones espaciales, facilitando a su vez un
patrón deseado de eventos sociales separados y conectados.
Esta es la organización social a través de la organización
espacial» (Schumacher, 2016: 109).
La arquitectura tiene el potencial de ser una gigante interfaz
navegable, llena de información que se refleja en la
creciente importancia de sucesos, eventos y escenarios.
EL VALOR DE LA ARQUITECTURA Y EL
CONOCIMIENTO ARQUITECTóNICO
Una disciplina es autónoma cuando se puede desarrollar
independientemente de otras disciplinas. Una disciplina
que no tiene autonomía es una que depende de otros
dominios teóricos para su investigación, como ocurre
con la dependencia que tiene la arquitectura de marcos
teóricos de disciplinas como la filosofía y la biología. La
búsqueda de la autonomía de la arquitectura es un síntoma
de la pérdida de confianza en la posibilidad de
una arquitectura que realmente pueda construirse y ser
al mismo tiempo culturalmente válida. Además, la arquitectura
como un proyecto construido se presenta inevitablemente
como comprometida. La arquitectura como
crítica, más que como construcción, se libera del “peso
de la utilidad y la realidad”. La utopía, como algo que no
tiene lugar, es inalcanzable y la perfección está reservada
para lo desconocido o lo que no se puede conocer, o se
logra solamente cuando el problema se ha reducido de
tal manera, o los objetivos se han puesto tan bajos, que
se pueden alcanzar (Coleman, 2015).
Un problema importante es la evaluación de la intención,
más que su efecto o impacto. Lo social ha sido disminuido
por el lenguaje de la ingenuidad, la bondad, el colonialismo
localizado o los métodos errados de gentrificación
acelerada. Además, la ética de los diseñadores que experimentan
con poblaciones en condiciones de pobreza
necesita generalmente un resultado más tradicional
y/o conocido que va en contra de un producto radical.
A pesar del contenido, estos proyectos con frecuencia
requieren un enfoque conservador puesto que la arquitectura
no puede fallar doblemente a quienes ya están en
desventaja (Ranciere, 2004). El esfuerzo de la arquitectura
por liberarse del peso de la ética llevó a la búsqueda de
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una autonomía que podría permitir que la arquitectura
fuera juzgada en relación a sí misma en lugar de hacerlo
en relación al mundo que construye. Es un mito agradable
y reconfortante, pero un mito de todas maneras.
OFICIO
El arquitecto y teórico Stan Allen comenta en su artículo
“Ecologías artificiales” que la práctica de la arquitectura
siempre ha estado en la posición paradojal de dedicarse
a la producción de cosas reales, concretas, pero trabajando
con herramientas de representación abstracta
(dibujos, moldes, simulaciones computacionales y otros).
La paradoja hace surgir la siguiente pregunta: ¿pensar (y
sus abstracciones asociadas) o hacer (y su parte concreta)
da agenciamiento a la arquitectura? (Allen, 2003).
La capacidad de fabricar, de pensar por medio del hacer,
infunde a la arquitectura su agenciamiento explícito para
comprometerse más allá de la academia y la disciplina. La
introducción del oficio digital en la práctica contemporánea
extiende su accionar en el proyecto social (o político)
de la arquitectura en lugar de limitarlo. El proceso
de pensar por medio del hacer y el acompañamiento de
métodos no lineales deja a los arquitectos en posición de
identificar vías de pensamiento hacia temas contemporáneos,
haciendo visible lo que permanece invisible para
otras disciplinas. El hacer estimula la imaginación y a través
de ella el arquitecto entra en las esferas de la vida que
no son inmediatas a la experiencia personal: el proyecto
social (o político) de la arquitectura. Esta imaginación es
también un agente poderoso (Scarry, 1985). La habilidad
de imaginar un mundo mayor equipado con la capacidad
para actuar, es crear un objeto con intencionalidad y
propósito. A medida que la disciplina continúa luchando
con su propia identidad y la dirección de su fragmentada
autoridad, el oficio permanece como la herramienta más
valiosa a disposición del arquitecto. El oficio ubica al
arquitecto como un agente de cambio social y político y
el oficio digital es una extensión de este agenciamiento.
¿Es el dominio digital una extensión del espacio imaginario
o un reemplazo del espacio físico? ¿Y este ciberespacio
extiende el agenciamiento arquitectónico o lo limita?
Los muros digitales no protegen de la lluvia física, o como
afirma McCullough, existe la «aparente paradoja del
hacer intangible» (1996: 22). Ciertamente, podemos estar
entrando ahora en la era del maestro constructor o del
arquitecto artesano que John Ruskin (1849/1989) quiso
resucitar, pero estaríamos llegando ahí de una manera
que Ruskin no podría haber anticipado. Los temas de
dimensión, peso, textura y materialidad continúan siendo
esenciales a la arquitectura como medioambiente construido,
sin importar cuán atractivo pueda ser el mundo
pixelado. La fabricación digital y sus herramientas asociadas
proporcionan una contraparte táctil al ambiente
basado en la imagen que prevalece en el trabajo digital.
EL OFICIO DIGITAL
«La mejor manera de apreciar los méritos y consecuencias
de lo digital es reflexionar sobre las diferencias
entre bits y átomos» Nicholas Negroponte (1995:
11).
Para el propósito de este artículo, lo digital llegó a la
arquitectura a comienzos de los años noventa y se define
como la computarización del diseño, la construcción y
los procesos de fabricación. Está marcado por una transición
de los diseños basados en la cuadrilla cartesiana
hacia aquellos construidos a partir de una condición de
campo digital abstraída del espacio computacional.
Específicamente, por la introducción de ejes computacionales
continuos que son variables dentro de límites definidos
y pueden ser anotados como funciones paramétricas
o relaciones matemáticas entre las partes (Carpo, 2012).
El oficio digital surge del pensamiento computacional,
la fabricación digital y la construcción robótica, procesos
que permiten la total participación de los arquitectos en
la producción de edificios y en consecuencia expanden
la acción de la arquitectura para comprometerse en un
proyecto social y político mayor.
Por lo tanto, ¿de qué manera el oficio digital puede recoger
los mejores aspectos del oficio manual, del pensar
a través del hacer y de las capacidades de las tecnologías
digitales? Primero, el oficio digital debe aceptar las
condiciones espaciales del ambiente computacional. El
El Pabellón 80/35 completo en el Festival 80/35 de Des Moines, Iowa, EE.UU. Fotografías: ISU Department of Architecture.
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Arriba: El diagrama muestra el desarrollo de la forma y la estructura del pabellón. Abajo: Corte y planta. Imágenes: ISU Department of Architecture.
término “ciberespacio” apareció por primera vez en 1982
en el cuento Burning Chrome de William Gibson, y luego
se hizo popular por su novela de 1984 Neuromancer. El
concepto de “otro” espacio está entretejido a través de
la historia y aparece en la literatura y en comentarios culturales
desde la “Alegoría de la caverna” de Platón hasta
el “genio maligno” de Descartes. Sin embargo, el concepto
de ciberespacio es único ya que ofrece no sólo un
ámbito de representación y comunicación, sino también
un ambiente social en el cual pueden existir estas actividades.
En la cultura digital hay una nueva continuidad
entre sujeto y objeto arquitectónico, sin un vacío entre
ellos, como si la distancia de visión fuera suprimida por
la textura. El oficio y su inherente materialidad crearán los
corolarios interactivos entre el ciberespacio y el espacio
físico.
COMPUTACIóN + CONSTRUCCIóN
«La computación y la materialidad ahora parecen
inseparables en todo nivel, desde lo macro hasta
lo micro y los niveles nanoscópicos» Antoine Picon
(2010: 98).
El alto modernismo prestó poca atención a las fórmulas
genéricas y algo abstractas de los temas sociales. Su
traslado al contexto norteamericano trajo consigo una
especial mezcla de idealismo y pragmatismo. Un método
distintivo de la educación moderna, el de la Bauhaus,
tenía como objetivo fusionar la enseñanza del oficio y el
diseño con una práctica artística de vanguardia. Al hacer
eso, la metodología Bauhaus de aprender haciendo
relacionaba a menudo la educación experiencial con la
agenda social de la arquitectura moderna y la experimentación
tecnológica (Bergdoll & Dickerman, 2009).
Esta pedagogía cultivaba una cultura de hacer a través
de una enseñanza basada en talleres —uno de cuyos
objetivos era entrenar diseñadores para la producción
industrial y la construcción—. Estos lugares de trabajo
colaborativo se convirtieron en los estudios de diseño
y construcción que actualmente usan herramientas digitales
(Ockman, 2012). El de diseño/construcción es un
modelo único de enseñanza de la arquitectura basado
en el aprendizaje a través de proyectos que capacitan a
los estudiantes para construir sus diseños en colaboración
con las comunidades locales. La fabricación digital
da ventajas a las tecnologías computacionales de diseño
y construcción, integrando herramientas de las industrias
aeroespaciales, automotoras y de construcción
naviera. Ha cambiado la manera en que se conciben los
edificios y se construyen. La combinación de estas disciplinas
permite una integración directa de la práctica con
las tecnologías establecidas y desafía a los estudiantes
para que exploren metodologías que tengan un impacto
innovador en el futuro de la enseñanza y la profesión de
la arquitectura.
Las preguntas que surgen de las condiciones de la práctica
contemporánea y de su continua introducción de
nuevas tecnologías exigen una arquitectura que explora
formas de mover las fronteras de los mundos físicos y
electrónicos. A medida que la pedagogía y la práctica de
la arquitectura se dedican cada vez más a la enseñanza
de métodos computacionales, la práctica de la construcción
nunca había sido un contrapunto tan importante.
Los ejemplos incluyen el aumento de grupos de investigación
interdisciplinaria (y anti-disciplinaria) de diseño,
como el MIT Media Lab, que existen al unirse la tecnología,
los multimedios, la ciencia, el arte y el diseño.
Más que el renacimiento del proyecto social del modernismo,
esta investigación considera maneras en que los
arquitectos, trabajando en la cultura digital, puedan ser
diseñadores de sistemas constructivos y proporcionen la
base de una nueva cultura tectónica.
Ejemplos de este nuevo giro incluyen las metodologías
usadas en arquitectura, los laboratorios de investigación
y los programas de postgrado que confían en la llegada,
a los departamentos de arquitectura, de talleres de
fabricación digital, así como en el surgimiento de nuevos
programas exploratorios de diseño/construcción.
Estos enfoques educacionales invierten el espacio entre
la enseñanza y la práctica profesional introduciendo un
control directo de la producción, el oficio digital, los proyectos
especulativos y los métodos para volver a centrar
el rol del arquitecto en el acto de construir más que en
la coordinación.
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LA ARQUITECTURA COMO INTERFAZ
Un ejemplo de la combinación de la computación y la
construcción es el Pabellón 80/35. El proyecto, una instalación
diseñada y construida por estudiantes para
el Festival 80/35 de Des Moines, Iowa, EE.UU., es una
estructura reactiva a la luz que brilla en respuesta a la
música que hay a su alrededor y aumenta el ambiente
festivo del evento. Como parte de un estudio optativo
interdisciplinario de cuatro meses, dieciséis estudiantes
que se especializaban en arquitectura, diseño industrial y
diseño interior, desarrollaron y fabricaron el pabellón de 3
x 6 metros, atrayendo visualmente al público y proporcionando
sombra, un lugar para sentarse y una experiencia
sensorial que combinaba diseño, música y color. El diseño
solamente exige de sus usuarios documentación, discusión
y comunicación.
El Festival 80/35 incluye un escenario para bandas nacionales
itinerantes y varias plataformas más pequeñas para
presentaciones regionales y locales. Además de música,
hay casetas para organizaciones locales, arte interactivo,
venta de comida y bebidas y lugares para descansar. El
festival ha estado atrayendo un público anual de aproximadamente
30.000 personas desde 2008. Una mezcla de
plataformas pagadas y otras libres de pago, con la colaboración
de empresas locales, organizaciones sin fines
de lucro y otras agrupaciones sociales hace del evento
una fuente de gran valor para la economía y la cultura de
Iowa. El festival tiene una presencia nacional e internacional
a través de una activa circulación medial y social y una
cobertura externa de medios de comunicación.
El festival proporcionaba un lugar ideal para un proyecto
de diseño experimental y colaborativo. Hecho de cajas
modulares construidas con paneles de madera terciada
envueltos en membranas de polietileno de alta densidad
(Tyvek), el pabellón usa software de programación para
coordinar la instalación de 6.500 piezas diferentes cortadas
con un router CNC. Cintas de LEDs (diodos emisores
de luz, por sus siglas en inglés) instaladas dentro de los
módulos fueron programadas por microcontroladores
para responder a los sonidos del festival. Cada módulo es
geométricamente único, pero representa una idea tectónica
unificada. El módulo sirve como unidad estructural y
como píxel de luz, representando tanto una idea arquitectónica
como una respuesta digital interactiva.
El proyecto fue construido en los estudios de la
Universidad Estatal de Iowa, desarmado y luego vuelto
a construir en el lugar del festival de música, que duraba
dos días. Sin embargo, el proyecto actúa como catalizador
de los medios sociales y de comunicación y su
impacto se extendió gracias a estas funciones. Después
del festival, el pabellón fue desarmado y algunos módulos
escogidos serán distribuidos junto con los microprocesadores
entre estudiantes de educación secundaria,
transfiriendo así a un público mayor el conocimiento
contenido en el proyecto.
Si el formalismo de la arquitectura puede ser fácilmente
descartado por su autoría fetichista, su activismo es a
menudo víctima de la misma tentación, aun cuando sus
intenciones son más políticas que formales (Culpers,
2014). El proyecto presentado aquí no se escapa de esta
crítica. No se propone resolver un problema o dar una
solución, sino presentar a la arquitectura como una interfaz
entre el sistema digital y el físico. El estudio, financiado
por una firma de arquitectos y sin un programa motivado
por la necesidad, consigue producir compromiso público
al ser ubicado en el ámbito público y tener amplia circulación
a través de los medios sociales.
CONCLUSIóN
Los mundos digitales no deberían ser vistos como alternativos
o sustitutos del mundo construido, sino como
una dimensión adicional que permite a los arquitectos
una nueva libertad de movimiento en el mundo físico. En
otras palabras, la trascendencia de lo físico en el mundo
digital permite a los arquitectos extender su acción en el
mundo físico (Carpo, 2012). El marco teórico presentado
aquí saca las herramientas de lo paramétrico (la computación)
y las emplea como métodos de construcción más
que para producir imágenes. Combinando la computación
y la construcción, la arquitectura materializa lo digital y funciona
como un medio participativo y social, rechazando la
AGRADECIMIENTOS
El Pabellón 80/35 fue diseñado y producido por los siguientes estudiantes
bajo la dirección del autor: Alexandra Abreu, Rahul Attraya, Cole
Davis, Shaohua Dong, Donald Hull, Kaitlin Izer, Bryan Johnson, Joshua
Neff, Nate Peters, Kelsie Stopak y Coralis Rodríguez-Torres (Licenciados
en Arquitectura); Kyle Vansice (Master en Arquitectura); Nicole Behnke,
Hannah Greenfield, Makaela Jimmerson (Licenciadas en Diseño Interior);
Tom Bos (Master en Diseño Industrial). El mayor financiamiento del proyecto
fue proporcionado por OPN Architects. Apoyo adicional fue proporcionado
por donaciones de las siguientes entidades: Fieldstead &
Company Endowment for Community Enhancement, Stan G. Thurston
Professorship in Design Build, Iowa State University College of Design,
Iowa State University Department of Architecture y Des Moines Music
Coalition 80/35 Music Festival.
REFERENCIAS
ALLEN, S. (2003). Artificial Ecologies. En V. Patteeuw (Ed.), Reading MVRDV (págs.
82-87). Róterdam, Holanda: Nai.
AURELI, P. V. (2011). The Possibility of an Absolute Architecture. Cambridge, MA,
EE.UU: MIT Press.
BERGDOLL, B., & DICKERMAN, L. (2009). Bauhaus: 1919-1933 Workshops for
Modernity. Nueva York, NY, EE.UU.: Museum of Modern Art.
CARPO, M. (2012). The Digital Turn in Architecture 1992-2012. Chichester, Inglaterra:
Wiley.
COLEMAN, N. (2015). The Myth of Autonomy. Architecture Philosophy, 1(2), 157-178.
CULPERS, K. (2014). The Social Project: Housing Postwar France. Minneapolis, MN,
EE.UU.: University of Minnesota Press.
GIBSON, W. (1982). Burning Chrome. Omni.
GIBSON, W. (1984). Neuromancer. Nueva York, NY, EE.UU.: Ace Books.
HAYS, K. M. (1998). Oppositions Reader: Selected Essays 1973-1984. Princeton, NJ,
EE.UU.: Princeton Architectural Press.
HAYS, K. M. (2010). Architecture's Desire: Reading the Late Avant-Garde. Cambridge,
MA, EE.UU.: MIT Press.
LEFEBVRE, H. (1992). The Production of Space. (D. Nicholson-Smith, Trad.) Nueva
York, NY, EE.UU.: Wiley-Blackwell.
MCCULLOUGH, M. (1996). Abstracting Craft: The Practiced Digital Hand.
Cambridge, MA, EE.UU.: MIT Press.
NEGROPONTE, N. (1995). Being Digital. Nueva York, NY, EE.UU.: Knopf.
OCKMAN, J. (2012). Architecture School: Three Centuries of Education Architects in
North America. Cambridge, MA, EE.UU.: MIT Press.
PICON, A. (2010). Digital Culture in Architecture: An Introduction for the Design
Professions. Basel, Suiza: Birkhauser.
RANCIERE, J. (2004). The Philosopher and His Poor. Durham, NC, EE.UU.: Duke
University Press.
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ROSSI, A. (1982). The Architecture of the City. Cambridge, MA, EE.UU.: MIT Press.
RUDOFSKY, B. (1965). Architecture Without Architects: A Short Introduction to Non-
Pedigreed Architecture. Nueva York, NY, EE.UU.: Museum of Modern Art.
RUSKIN, J. (1849/1989). The Seven Lamps of Architecture (Revised Edition). Nueva
York, NY, EE.UU.: Dover Publications.
SCARRY, E. (1985). The Body in Pain: The Making and Unmaking of the World. Nueva
York, NY, EE.UU.: Oxford University Press.
SCHUMACHER, P. (2015). Parametricism with Social Parameters. En I. Lazovski,
& Y. Kahlon (Eds.), The Human (Parameter): Parametric Approach in Israeli
Architecture (Online). Tel-Aviv, Israel: Paragroup-Israel.
SCHUMACHER, P. (marzo/abril de 2016). Advancing Social Functionality via Agent
Based Parametric Semiology. Architectural Design, 86(2) (Número especial:
Parametricism 2.0: Rethinking Architecture’s Agenda for the 21st Century; P.
Schumacher, Editor Invitado), 108-113.
SENNET, R. (2008). The Craftsman. New Haven, CT, EE.UU.: Yale University Press.
TAFURI, M. (1979). Architecture and Utopia: Design and Capitalist Development.
Cambridge, MA, EE.UU.: MIT Press.
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Materializing the Digital: Architecture as Interface
Shelby elizabeth Doyle
Department of Architecture, College of
Design, Iowa State University
Ames, Iowa, USA
doyle@iastate.edu
Keywords: Computation, Construction,
Digital, Material, Social
ABSTRACT
Digital technologies have reshaped our
experience of the material world. in this
augmented and hybridized condition,
information (and architecture) has
no social relevance unless circulated,
shared, and integrated into everyday
life through interfaces between the
digital and physical. The ‘more serious
work’ presented here is digital craft as a
method for materializing the digital and
extending the agency of computational
thinking and parametric design into a
new social project for architecture. in an
age of digital social networks, the future
of public spaces will largely depend
on an architecture that navigates the
interface between the material and
the digital.
“That parametricism ‘goes social’ is
not a concession to the prevailing
winds of political correctness (that
divert and dissolve the innovative
thrust of architectural discourse).
Rather, it is a sign of parametricism’s
maturity, confidence and readiness
to take on the full societal tasks
of architecture, i.e. it implies the
inauguration of Parametricism 2.0
(…) After 15 years of muscle flexing it
is high time to put these innovations
to more serious work” Patrik
Schumacher (2015: 1).
iNTRODuCTiON
The search for architectural autonomy
has severed the discipline from its social
project by insisting that architecture can
be reduced to a body of formal elements
and operations separate from the
influences of place, time, socio-cultural
and political concerns (Hays, 2010).
This reliance upon formalism and a
world dominated by late capitalism has
left digital architecture without a clear
political stance. Understood as a form of
resistance to the dominance of capitalist
production, autonomy in architecture is
instead a sidestepping of architectural
engagement of the ‘serious work’ of
the present day, from environmental
degradation to economic inequality.
Parametric design is a method that
employs variable parameters or
algorithms to generate geometries and
objects. Architectural autonomy thus
might be achieved through parametric
design as an internal mechanism of
architectural production, viability, and
justification. The following argues that
the parametric need not be reduced to a
formal project and that it can and should
function as a tool of social engagement
through architectural interfaces.
Ultimately, this is a call for the
development of a more robust theoretical
position about the social application
of advanced parametric design and
how computation and construction can
support architectural agency in the
development of a social project.
ARCHiTeCTuRe AS
COMMuNiCATiON iNTeRFACe
Digital technologies have indelibly
transformed the visual language
of design education and practice,
supplanting traditional hand-made
drawings and models. Digital modeling
and equipment such as Computer
Numerically Controlled (CNC) machines
and three-dimensional (3D) printers
emphasize technical proficiency over
manual skills, causing older notions of
creativity and craft to be reconsidered.
McCullough (1996) and Sennet (2008)
both challenge hand making as a
prerequisite for craft and propose
frameworks for considering the craft of
digitally designed objects.
At the same time, the possibilities
for collaboration and production
opened up by computation remain
threefold for architecture: a
consolidation that reasserts disciplinary
centricity, an expansion that dilutes
architecture’s disciplinary specificity,
or transdisciplinary redefinitions and
reconfigurations that both intensify and
blur architecture’s identity and limits.
Of the three possibilities,
transdisciplinary redefinitions offer
the most promise. Computation is the
foundational language of the digital
and this shared language creates
opportunities for engagement across
and beyond the design disciplines.
In connection with the rise of digital
culture, the contribution of architecture
may very well lie in the domain of
augmented reality, that is, dealing with
the interface between the physical and
the virtual, rather than focusing almost
exclusively on the latter. It is not by
accident that an institution like the MIT
Media Lab works mainly on questions of
interface and is affiliated with a school
of architecture. As Nicholas Negroponte
(1995), former Chair of the MIT Media
Lab once foresaw, interface has become
an architectural problem.
Antoine Picon describes in Digital
Culture (2010) that the development of
digital technologies has reshaped our
experience of the physical world. In this
augmented and hybridized condition,
information (and architecture) has
no social relevance unless circulated,
shared, and integrated into everyday
life through interfaces between the
digital and physical. Interface requires
architecture to materialize the digital in
new and unforeseen ways.
CONTeMPORARy SOCiAl PROJeCT,
CAPiTAliSM, AND THe DOMiNANT
ClASS
“In a certain sense there is no such
thing as buildings that are politically
‘opposed’, since the ones that are
realized are always those of the
dominant class” Aldo Rossi (1982:
113).
The contemporary architectural social
project is divorced from socialism as a
political structure, the social sciences
as a data structure, and Modernism
as a theoretical structure. Tafuri
(1979) Lefebvre (1992) and even Aureli
(2011) express reservations about the
mythologies of the architect as expert, or
advocate, or guardian of some abstract
“communal imaginary” (Coleman,
2015). Such views are difficult to sustain
when countered by arguments such
as Architecture without Architects
(Rudofsky, 1965).
Summarizing Tafuri, Hays notes:
When architecture resists, when
it attempts to reassert its own
disruptive voice, capitalism
simply withdraws it from service,
relegates it to the boudoir, so that
demonstrations by architects of their
works’ autonomy and distance from
degraded life become redundant and
trivialized in advance (1998: xiv).
For Tafuri, the “return to pure
architecture,” that capitalism
necessitates, is little more than a return,
“to form without utopia (...) to sublime
uselessness” (as cited in Hays, 1998,
p. xiii).
The contemporary social project of
architecture resides to a large extent in
its communicative capacity both digital
and material. “The built environment
orders social processes through its
pattern of spatial separations and
connections that in turn facilitates
a desired pattern of separate and
connected social events. This is social
organization via spatial organization”
(Schumacher, 2016: 109).
Architecture has the potential to be
a giant navigable, information-rich
interface of interaction reflected by the
growing importance of occurrences,
events, and scenarios.
ARCHiTeCTuRAl vAlue AND
ARCHiTeCTuRAl KNOwleDge
A discipline is autonomous when it
can be carried out independently of
other disciplines. A discipline that lacks
autonomy is one that depends on other
theoretical domains for its investigation,
such as architecture’s reliance upon
frameworks from disciplines such
as philosophy and biology. The
search for architectural autonomy
is a symptom of lost confidence in
the possibility of a truly buildable
and simultaneously culturally valid
architecture. Additionally, architecture
as a built project is presented as
inevitably compromised. Architecture
as a critique, rather than architecture
as construction, frees architecture
from the ‘burden of utility and reality’.
Utopia as a no-place is unattainable and
perfection is reserved for the unknown
or unknowable, or is achievable only
when the problem is so reduced, or the
aims set low enough, that they can be
attained (Coleman, 2015).
A primary issue is the evaluation of
intent rather than effect or impact.
The social has been diminished by
the language of naiveté, do-gooder,
localized colonialism or the mistaken
methods of expedited gentrification.
Additionally, the ethics of designers
experimenting upon populations in need
typically requires a more traditional
and/or known outcome which is
counter to a radical project. Despite
substance, these projects often demand
a conservative approach as architecture
cannot doubly fail those who are
already disadvantaged (Ranciere, 2004)
Architecture’s attempt to extricate itself
from the burdens of ethics led to the
search for an autonomy that might allow
architecture to be judged in relation
to itself rather than relative to the
world it constructs. It’s a delightful and
reassuring myth but a myth all the same.
CRAFT
Architect and theorist Stan Allen notes
in his article “Artificial Ecologies” that
the practice of architecture has always
been in the paradoxical position of
being invested in the production of real,
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concrete matter yet working with tools
of abstract representation (drawings,
models, computer simulations and so
forth). The paradox charges the question:
does thinking (and its associated
abstractions) or making (and its concrete
matter) give architecture its agency?
(Allen, 2003).
The capacity to craft, to think through
making, instills architecture with an
explicit agency to engage outside
of the academy and the discipline.
The introduction of digital craft into
contemporary practice extends, rather
than limits, this agency in the social (or
political) project of architecture. The
process of thinking through making and
the accompanying non-linear methods
position architects to identify pathways
of thought into contemporary issues, and
make visible that which remains unseen
to other disciplines. Craft encourages
imagination and through imagination
the architect enters into the spheres of
life, which are not immediate to personal
experience: the social (or political)
project of architecture. This imagination
is a powerful agent as well (Scarry,
1985). The ability to imagine a better
world equipped with the capacity to act,
is to craft an object with intentionality
and purpose. As the discipline continues
to struggle with self-identity and the
direction of its fragmented authority,
craft remains the most valuable tool at
the architect’s disposal. Craft positions
the architect as an agent of social and
political change and digital craft is an
extension of this agency.
Is the digital realm an extension of the
imaginary space or a replacement for
physical space? And does this cyberspace
extend architectural agency or limit it?
Digital walls do not keep out physical
rain, or as McCullough states, there
is “the seeming paradox of intangible
craft” (1996: 22). Indeed, we may now be
entering an age of the master-buildercraftsman
or architect-craftsman that
John Ruskin (1849/1989) sought to
revive, but getting there in a way Ruskin
could not have anticipated. Issues of
dimension, heft, tactility, and materiality
remain essential to architecture as built
environment, no matter how tantalizing
the pixilated world may be. Digital
fabrication and its associated tools
provide a tactile counterpoint to the
image-based environment otherwise
prevalent in digital work.
DigiTAl CRAFT
“The best way to appreciate the
merits and consequences of being
digital is to reflect on the differences
between bits and atoms” Nicholas
Negroponte (1995: 11).
For the purpose of this paper, the
digital turn in architecture occurred in
the early 1990s and is defined as the
computerization of design, construction,
and fabrication processes. This is
marked by a transition from designs
based upon a Cartesian grid to those
constructed from a digital field condition
abstracted within computational
space. Specifically, the introduction
of continuous computational splines
that are variable within defined limits
and can be notated as parametric
functions or mathematical relationship
between parts (Carpo, 2012). Digital
craft emerges from computational
thinking, digital fabrication and robotic
construction, processes that allow the
full participation of architects in the
production of buildings and thereby
extend architecture’s agency to engage
in a larger social and political project.
Therefore, how might digital craft
re-engage the best aspects of craft,
thinking through making, and the power
of the digital realm? First, digital craft
must embrace the spatial conditions of
the computer environment. The term
‘cyberspace’ first appeared in William
Gibson’s 1982 story Burning Chrome
and was subsequently popularized by his
1984 novel Neuromancer. The concept of
‘other’ space is woven throughout history,
appearing in literature and cultural
commentary from Plato’s Allegory of
the Cave to Descartes’ Evil Demon.
However, the concept of cyberspace is
unique in that it offers not just a space
of representation and communication
but also provides a social setting within
which these activities can exist. In
digital culture, there is a new continuity
between subject and the architectural
object, with no void between them, as
if the distance of vision was abolished
by tactility. Craft and its inherent
materiality will create the interactive
corollaries between cyber and physical
spaces.
COMPuTATiON + CONSTRuCTiON
“Computation and materiality now
seem inseparable at every level,
from the macro- to the micro and
nanoscales” Antoine Picon (2010: 98).
High modernism paid remote attention
to generic and somewhat abstract
formulations of social issues. Its
translation to the North American
context brought with it a particularly
American blend of idealism with
pragmatism. A hallmark of modernist
education, the Bauhaus, aimed to fuse
craft and design education with avantgarde
artistic practice. In doing so,
the Bauhaus methods of architectural
learning-by-doing often linked
experiential education with both the
social agenda of modern architecture
and technological experimentation
(Bergdoll & Dickerman, 2009). This
pedagogy cultivated a culture of making
through workshop-based teaching –
one of the goals of which was to train
designers for industrial production
and construction. These collaborative
work-sites evolved into the digital
tooled design/build studios of present
day (Ockman, 2012). Design/Build is a
unique architectural education model of
project-based learning that empowers
students to construct their designs in
collaboration with local communities.
Digital Fabrication leverages computeraided
design/manufacturing technologies
and integrates tools from the aerospace,
automotive, and shipbuilding industries.
It has altered both the way buildings
are conceived and manufactured. The
combination of these disciplines allows
for direct, hands-on engagement with
technology and challenges students to
explore methodologies poised to have an
innovative impact on the future of the
architectural academy and profession.
The questions raised by the conditions
of contemporary practice and its
continuous introduction of new
technologies demand an architecture
that explores shifting boundaries
between the physical and electronic
worlds. As architecture education
and practice becomes increasingly
invested in the teaching and methods
of computation, the act of construction
has never before been a more important
counterpoint. Examples include the rise
of interdisciplinary (anti-disciplinary)
design research groups such as the
MIT Media Lab which exist at the
convergence of technology, multimedia,
science, art, and design. Rather than
a resuscitation of Modernism’s social
project, this research considers ways in
which architects, operating in a digital
culture, can be designers of constructive
systems and provide the foundation of a
new tectonic culture.
Examples of this new turn include
architectural pedagogies, research
labs, and degree programs that rely
upon the arrival of digital fabrication
shops in architectural departments
and the emergence of new and
exploratory design/build programs.
These educational approaches invert the
gap between teaching and professional
practice by introducing direct production
control, digital craft, speculative
projects, and methods for re-centering
the architect’s role around the act of
construction rather than coordination.
ARCHiTeCTuRe AS iNTeRFACe
An example of combining computation
and construction is the 80/35 Pavilion.
The project, a student designed and
constructed installation for the 80/35
Festival in Des Moines, Iowa, USA, is
a light-reactive structure that glows in
response to the surrounding music and
augments the festival atmosphere. As
part of a four-month interdisciplinary
option studio, sixteen students majoring
in architecture, industrial design and
interior design developed and fabricated
the 3-by-6-meter pavilion, visually
engaging the crowd and providing
shade, seating and a sensory experience
that blends design, music, light and
color. Documentation, discussion, and
communication are the only demands
the design makes upon its users.
The 80/35 Festival includes a stage
for national touring bands and several
smaller stages featuring regional and
local supporting acts. In addition
to music, there are booths for local
organizations, interactive art, food and
beverage sales, and resting places. The
festival brings an estimated attendance
of approximately 30,000 people annually
since 2008. A combination of free and
paid stages, as well as collaboration
with local businesses, nonprofits, and
other community builders makes the
event a source of great value for central
Iowa’s economy and culture. The
festival has a national and international
presence through its active social media
circulation and external media coverage.
The festival provided an ideal site for
collaboration and an experimental
design project. Made from panelized
plywood constructed into modular boxes
and enclosed with flash spun highdensity
polyethylene (Tyvek) membrane,
the pavilion utilizes scripting and
coding platforms to coordinate 6,500
unique CNC routed parts for hand
assembly. Light emitting diode (LED)
strips installed within the modules are
programmed by microcontrollers set to
respond to the sounds of the festival.
Each module is geometrically unique,
but represents a unified tectonic idea.
The module serves as both a structural
unit and a light pixel, embodying both
an architectural idea and a digital
interactive response.
The project was constructed in the Iowa
State University studios, deconstructed,
and reassembled on site for the two-day
music festival. However, the project
existed both as the catalyst for social
media and communication and its
impact extended by these modes.
After the festival, the pavilion was
disassembled and selected modules are
to be distributed to local high-school
students along with microprocessors,
thereby transferring the knowledge
embedded in this project to a
larger audience.
If architectural formalism can be easily
dismissed for its fetishized authorship,
architectural activism often falls victim
to the same temptation, even if the
intentions are political rather than
formal (Culpers, 2014). The project
presented here does not escape this
112
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Shelby Elizabeth Doyle | 105
MATERIA ARQUITECTURA #13
Dossier
critique. It does not aim to solve a
problem or provide a solution but rather
presents architecture as an interface
between digital and physical systems.
The studio funded by an architecture
firm and without a program driven of
necessity produces public engagement
through placement in the public
realm and wide circulation through
social media.
CONCluSiON
Digital worlds should not be seen as
alternatives or substitutes for the built
world, but rather as an additional
dimension which allows architects a new
freedom of movement in the physical
world. In other words, the transcendence
of physicality in the digital world
allows architects to extend their agency
in the physical world (Carpo, 2012).
The theoretical framework presented
here takes the tools of the parametric
(computation) and harnesses them
as methods of construction rather
than image making. By combining
computation and construction,
architecture materializes the digital and
functions as both a participatory and
social medium, rejecting autonomy and
seeking public engagement. m
Acknowledgments
The 80/35 Pavilion was designed and
produced by the following students under
the guidance of the author: Alexandra Abreu,
Rahul Attraya, Cole Davis, Shaohua Dong,
Donald Hull, Kaitlin Izer, Bryan Johnson,
Joshua Neff, Nate Peters, Kelsie Stopak,
and Coralis Rodríguez-Torres (Bachelors
of Architecture); Kyle Vansice (Master
of Architecture); Nicole Behnke, Hannah
Greenfield, Makaela Jimmerson (Bachelors
of Interior Design); Tom Bos (Master of
Industrial Design). Primary funding for the
studio was provided by OPN Architects.
Additional support was provided by a
studio outreach grant from the Fieldstead
& Company Endowment for Community
Enhancement, the Stan G. Thurston
Professorship in Design Build, the Iowa State
University College of Design, the Iowa State
University Department of Architecture and
the Des Moines Music Coalition 80/35 Music
Festival.
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http://averyreview.com/issues/25/fabricating-architecture
Fabricating Architecture: Digital Craft as Feminist Practice
Shelby Doyle and Leslie Forehand
I would rather be a cyborg than a goddess. —Donna Haraway, A Manifesto for Cyborgs 1
relationships between feminism, architecture, and technology. 2 We propose a framework that relies upon
intellectual traditions of feminism and deliberately focuses on developing technologies as a locus of
power and influence in architecture. Architecture has been slow to fully acknowledge, incorporate, and
integrate women into its practices. 3 Within the building profession, digital technology has emerged—and
in many ways, is still emerging—as a site of architectural influence: those who control the process of
design through technology control architecture. CNC fabrication and robotic construction are cultivating
new cultures of digital craft, and in searching for future opportunities, we would do well to recall the long
history that links craft and feminine labor. By looking again at the often-neglected contributions of Ada
Lovelace and the Jacquard loom to computation and digital fabrication in the nineteenth century or a more
recent project such as the Elytra Filament Pavilion, we might see how this digital moment has been
framed by feminist craft rather than the more familiar origin stories that surround computation.
Advanced parametric design and fabrication rely upon historical methods typically associated
with domestic labor, such as weaving, ceramics, and embroidery. This can be seen in the rise of digital
practices such as woven pavilions, 3-D-printed ceramics, and sewn electric circuits. Architecture can
learn much from this shadow history, and the figure of the cyborg is central to this narrative. According to
[FIG 01: Ada Lovelace’s notes from Sketch of the Analytical Engine Invented by Charles Babbage by
Luigi Menabrea (London: Richard and John Taylor, 1843). Diagram of an algorithm for the Analytical
Engine for the computation of Bernoulli numbers.]
[FIG 02: Lynn Randolph, Cyborg, 1989. The painting, which was the product of collaboration with
Donna Haraway, became the cover art for several editions of Haraway’s Simians, Cyborgs, and Women,
1991. Courtesy of Lynn Randolph.]
This is a call for the development of a more robust theoretical position about the gender implications of
advanced parametric design and the use of machines to design and fabricate architecture. As digital
fabrication has made material the network conditions of cyberfeminism, it is time to revisit the
Donna Haraway, a cyborg is a hybrid creature composed of organism and machine. Defying easy
categorization, cyborgs occupy a speculative part of our cultural imagination and are vital participants in
the history of technology. 4 They are witnesses to crucial moments in what Manuel De Landa defines as
the “migration of control” from human hands to software systems—or in the cases looked at in this essay,
the migration of control from female and domestic craft to the masculine and industrial digital
production. 5 The cyborg embodies Donna Haraway’s “ironic dream of a common language for women in
2 Cyberfeminism was coined in 1994 by Sadie Plant to describe the intersection of feminism and new media technologies such as the Internet and
cyberspace.
3 Lian Chikako Chang, “Where Are the Women? Measuring Progress on Gender in Architecture,” Association of Collegiate Schools of
Architecture (October 2014), http://www.acsa-arch.org/resources/data-resources/women.
4 For a sense of the depth of thought that cyborgs have invited, see Fiona Hovenden, Linda Janes, Gill Kirkup, and Kathryn Woodward, eds., The
Gendered Cyborg: A Reader (New York: Routledge, 2000), 110.
1 Donna Haraway, “A Manifesto for Cyborgs: Science, Technology, and Socialist Feminism in the 1980s,” The Haraway Reader (New York:
Routledge, 2004), 39.
5 The context for the phrase is “the long process of migration of control, which Jacquard started by effecting a transfer from the human body to
the machine…” Manuel De Landa, War in the Age of Intelligent Machines (New York: Zone Books, 1991), 164.
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Shelby Elizabeth Doyle | 109
the integrated circuit” a phrase borrowed from Rachel Grossman and referring to women in a world
fundamentally restructured through the social relations of science and technology. 6 Grossman’s world is
biomimicry, robotics, and science. Uncovering cyborg and cyberfeminist histories of technology offers
new ways of thinking about digital production, the sites of its labor, and the modes of its fabrication.
not reliant upon technological determinism but rather presents historical systems—and a contemporary
milieu—dependent upon structured relations between people and technology. 7 Not always visible or
legitimized, cyborgs are present within current and past technologies providing “spaces for disguise,
concealment, and masquerade.” 8 Making their contributions evident is a subversive, disruptive, and
powerful force in architecture: skills required for survival under increasingly techno-human conditions. 9
What is at stake is nothing less than the continuation—or the undoing—of past hierarchies enforced by
the ownership of both technology and technology’s narratives. In defiance, the cyborg (woman-astechnologist)
must reveal her history, build her technology, code her world, write her scripts, distribute
her tools, and methodically disrupt the systems of those constructing, documenting, and disseminating
technology.
Cyborg practices and histories are both/and—resisting binaries that fail to exhaust the full
gradient of possibilities, binaries that are limiting to the very conception of innovation. Cyborg practices
may not be easily recognized as cyborgs, and therefore it is necessary to seek out and recategorize many
practices mislabeled or mispresented as merely digital. To be clear, cyborg practices are not necessarily
female practices; though projects such as Neri Oxman’s Silk Pavilion and Jenny Sabin’s Lumen are
cyborg, it is not due to the gender of their authors but instead the legacy of their methods. Therefore,
cyborg practices also include Achim Menges’s research pavilions and Joshua Stein’s Data Clay, which
rely upon domestic traditions of filament winding and ceramics as much as they rely upon narratives of
The Digital Turn
Women in the United States are historically underrepresented in architecture (15 to 18 percent),
engineering (4.5 to 13.7 percent), and construction (2.6 percent), although increasing numbers of women
trained as architects during the twentieth century. 10 The discourse of digital craft is one of the most vital
frontiers in the ongoing imbalances of the field. However, technology is not self-correcting, without
challenging the incumbent social structures the imbalances will remain the same. The year 1992 marked
what Mario Carpo called the “digital turn” in architecture, a moment when computation became more
integrated into architectural design. 11 Twenty-five years after this turn, architecture has been transformed
by technologies that offer many new potentials for material practice, presenting opportunities to subvert
current power structures—just as they can also help calcify them—and providing tools for a feminist
practice of the present and future.
As architecture was making its supposed digital turn, new theories of feminism were emerging,
among them cyberfeminism and feminist technoscience, which were engaged in theorizing, critiquing,
and exploiting the Internet, cyberspace, and new-media technologies. Judy Wajcman’s book
TechnoFeminism was particularly influential in these discourses. 12 According to Wajcman, women have
always been designers and manipulators of technology, as their role as laborers—harvesters, weavers,
potters, and caretakers of the domestic economy—placed them into an early and intimate relationship
with technology. 13 During the Industrial Revolution, however, the meaning of technology transformed
6 Grossman writes that new technologies are mediated by social forces and that if we learn to read these webs of power, we might learn new
couplings and coalitions. Rachael Grossman, Women’s Place in the Integrated Circuit (Somerville, MA: New England Free Press, 1980).
7 Plant explores the relationship between women and machines and documents the networks and connections implicit in nonlinear systems and
digital machines. Sadie Plant, Zeroes + Ones: Digital Women + the New Technoculture (New York: Doubleday, 1997).
8 The phrase “spaces for disguise, concealment, and masquerade” is taken from a discussion of Plant’s work in
“Cyberspace/Cyberbodies/Cyberpunk: Cultures of Technological Embodiment,” Peter Fitting’s introduction to Zeroes + One, 163–165.
9 Sandoval asserts that “the colonized peoples of the Americas have already developed the cyborg skills required for domination under techno
human conditions as a requisite for survival under domination for the last three hundred years.” Chela Sandoval, “Re-entering Cyberspace:
Sciences of Resistance,” Dispositio/n, vol. 19, no. 46 (1994): 76.
from including “useful or domestic arts”—such as needlework, metalwork, weaving—to a more limited
10 “Built by Women (BxW),” Beverly Mills Architecture Foundation, http://www.bwaf.org/campaign/built-by-women/.
11 Mario Carpo, The Digital Turn in Architecture 1992–2012 (Chichester, UK: Wiley, 2012).
12 Judy Wajcman, TechnoFeminism (Cambridge, UK: Polity, 2004), 15.
13 Judy Wajcman, Feminism Confronts Technology (Cambridge, UK: Polity Press, 2000).
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definition of applied science. 14 Despite women’s continued contributions to technology, “a series of
competing images of the true objects of technology emerged,” as Ruth Oldenziel puts it in Making
Technology Masculine, dividing “female fabrics” from “male machines.” 15 The so-called Information
Revolution may well be poised to repeat the subjugations of the Industrial Revolution. Current digital
craft accounts deny the cyborg and suppress the narrative of woman-as-technologist: the resulting fight
for recognition can be seen in the narrative of who is an “architect.”
bind for women in architecture: declaring oneself ‘woman’ or ‘feminist architect’ is to accept marginality
within the profession and give tacit validity to the binary opposition of architect vs. woman architect.” 18
The 1990s saw a number of important books that brought feminist and queer discourse into an
explicitly architectural milieu and presented theories of “otherness.” Seminal works such as Beatriz
Colomina and Jennifer Bloomer’s Sexuality & Space (1992), Diana Agrest’s Sex and Architecture (1996),
Joel Sanders Queer Space: Architecture and Same-Sex Desire (1997), and Joel Sander’s Stud:
Architectures of Masculinity (1996) provided much needed theoretical frameworks for architecturally
The Other: Architect vs. the Woman Architect
In The Architect: Reconstructing Her Practice, Francesca Hughes argues that women, due to their
exclusion from the core of practice, were more likely to invent a practice in architecture. 16 The spirit of
her assertion is that women create a way into architecture by developing alternative practices, for
example, careers in theory, community outreach, and education rather than traditional “building”
careers. 17 However, the metrics of the profession still fall short of equity and prompt a difficult question:
should architecture’s definition shift to incorporate existing “female” practice, or should these forms of
practice be absorbed into existing definitions, thereby abandoning their status as “other”?
In the introduction to her edited volume The Social and the Poetic: Feminist Practices in
Architecture, 1970–2000, Patricia Morton explains, “almost all of the essays in this book identify,
explicitly or implicitly, the female as ‘other,’ and it is from this marginalized position that women writing
on architecture today are exploring history, the uses of public space, consumerism, and the role of
domesticity in search of ‘ways into’ architecture, often through alternative forms of practice and
specific discourses on gender. 19 Frameworks introduced included third-wave feminism and post-feminism
discourses introduced queer theory, intersectionality, and the experience of non-white women to feminist
discourse, as well as the claim that gender equality has already been achieved via the first two waves of
feminism. The 1990s were a pivotal moment in architectural gendered discourse; however, much in
society and architecture’s understanding of gender have changed in the twenty-five years since these ideas
were presented. There remains ample room for revisiting, rethinking, and identifying relationships
between gender and space hidden within everyday practice. 20
In 1979, the poet Adrienne Rich identified the conundrum facing women who seek acceptance
and equality within dominant power relations:
There’s a false power which masculine society offers to a few women who “think like
men” on the condition that they use it to maintain things as they are. This is the
meaning of female tokenism: that power withheld from the vast majority of women is
offered to few, so that it may appear that any truly qualified woman can gain access to
leadership, recognition, and reward… 21
education.” She goes on to write, with reference to frameworks of otherness offered by feminist thinkers
such as Simone de Beauvoir and Judith Butler, that “otherness” in regard to feminism “produces a double
14 Jutta Weber, “From Science and Technology to Feminist Technoscience,” in Handbook of Gender and Women’s Studies, ed. Kathy
Davis, Mary Evans, and Judith Lorber (London: SAGE Publications Ltd., 2006), 397–414.
15 Ruth Oldenziel, Making Technology Masculine: Men, Women, and Modern Machines in America, 1870–1945 (Amsterdam: Amsterdam
University Press, 1999), 26.
16 Francesca Hughes, The Architect: Reconstructing Her Practice (Cambridge, MA: MIT Press, 1998), xvii.
17 Catherine Ingraham, “Losing It in Architecture: Object Lament,” in Hughes, The Architect, 151.
18 Patricia Morton, “The Social and the Poetic Feminist Practices in Architecture, 1970–2000,” in the Feminism and Visual Culture
Reader (2003): 277.
19 Diana Agrest, Patricia Conway, and Leslie Kanes Weisman, The Sex of Architecture (New York: Harry N. Abrams, 1996), 15. Also see,
Beatriz Colomina and Jennifer Bloomer, Sexuality and Space (New York: Princeton Architectural Press, 1996); Aaron Betsky, Queer Space:
Architecture and Same-Sex Desire (New York: William Morrow & Company, 1997); Joel Sanders, ed., Stud: Architectures of Masculinity (New
York: Princeton Architectural Press, 1996).
20 Contemporary examples include James Benedict Brown, Harriet Harriss, Ruth Morrow, and James Soane, A Gendered Profession (London:
RIBA Publishing, 2016); and the forthcoming special section of Log edited by Jaffer Kolb, “Queering Architecture,” Log 41 (fall 2017),
https://www.anycorp.com/log/about/.
21 Adrienne Rich, Ms. (September 1979): 43.
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Within this construct many women shy away from identifying themselves as “feminist architects,”
preferring to conform to the profession’s masculine norms rather than be further marginalized as feminine
or female architects. Rethinking these binaries creates possibilities for women as simultaneously
architects and technologists—cyborgs—identifying new forms of architectural practice and defining new
areas of discipline that occupy the periphery and, from this position, influence or displace the center. The
role of technologist is a viable strategy for subverting traditional notions of the profession: no longer
dependent upon wealth as a precursor for professional standing, technology can serve as a disciplinary
entry point not reliant upon institutional structures, even though currently institutions are often the
powerbrokers of nascent technology.
The history of the professionalization of the architect provides insight into where evolution may
occur. For example, the Royal Institute of British Architects (RIBA) rooted its values in public interest,
encouraging a profession that rejected traditions of craft and tradesmen. On the assumption that no client
could trust the trades, the architect became an independent consultant who ensured fair dealing between
craftsmen and clients. In 1834, at the formation of the RIBA, the question of gender diversity was
nonexistent, a direct reflection of prevailing attitudes in the construction industry. The model of the
architect’s office was a domestic household, with the architect as master and toiling designers as domestic
servants—a model that still exists to this day in a climate of underpaying and nearly nonexistent overtime
pay. These traditions of the professionalization have excluded women architects. For instance, man-toman
privileges were culturally necessary to successfully solicit and retain clients and contractors,
eliminating a woman’s ability to network and thrive. 22 This was the climate of the profession of
architecture 180 years ago, and many of these stereotypes endure still.
As a subset of architecture, technology has been categorically overlooked in studies on gender diversity in
architecture. While research in gender equity often champions progressive ideas of who can be an
architect, existing research tends to harbor conservative conceptions of what being an architect entails.
Technology is still typically dismissed as infrastructure, which means that organizations such as Equity
by Design [EQxD], Parlour, and Architexx tend to overlook its professional presence in favor of more
conventional metrics: licensure, salaries, and awards. Because technology is so important to the future
practice of architecture, its reflection of (and possible role in promoting) gender inequality within the
profession must be critically examined.
In the nearly three decades since the digital turn, the number of women in the profession of
architecture has increased, though the number of women entering the field of design technology remains
disproportionately small. In 2014, statistics released by the Association of Collegiate Schools of
Architecture noted that women make up slightly more than 40 percent of architectural graduates in 2013
(up from 25 percent in 1985); 25 percent of designers in the profession; and 18 percent of major design
awardees in the 2010s (up from 3 percent in the 1980s). 23 Despite these advances, only 5 percent of
technology directors at North American architecture firms are women, according to Zweig White’s 2013
information technology survey. 24
In some respect, the lack of women specializing in design technology is unsurprising given that
the practice combines fields that have historically been lacking in gender equity: management,
information technology, computer science, and architecture. 25 At the moment, control over computeraided
design—who develops the tools and who administrates them within the profession—rests
overwhelmingly with men. This creates a situation where inequalities can become institutionalized, even
as other aspects of the profession become more diverse. While technology presents an opportunity for
Does Technology Have a Gender?
23 Chang, “Where Are Women Now?” http://www.acsa-arch.org/resources/data-resources/women.
22 Paul Finch, “Prisoner of Gender of the Equality of Uncertainty,” in Desiring Practices: Architecture, Gender, and the Interdisciplinary, ed.
Katerina Rüedi, Sarah Wigglesworth, and Duncan McCorquodale (London: Black Dog Publishing Ltd, 1996), 36.
24 Daniel Davis, “Where Gender Inequity Persists in Architecture: The Technology Sector,” Architect, October 28, 2014,
http://www.architectmagazine.com/practice/where-gender-inequity-persists-in-architecture-the-technology-sector_o.
25 Davis, “Where Gender Inequity Persists in Architecture,” http://www.architectmagazine.com/practice/where-gender-inequity-persists-inarchitecture-the-technology-sector_o.
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women to challenge stereotypes and privileges, its implementation is not gender neutral. Technology, as
object, subject, and network, can either challenge or reinforce existing gender structures. Now that
technology dominates the design process, the technologist occupies a crucial position from which to
define how the profession works and who works within it.
Moreover, the frequent omission of women from computer science history perpetuates the
misconception that women neither historically contributed nor are contemporarily interested in the field. 28
Much of the computation work done in architecture is inherited from computer science, and with this
inheritance comes not only knowledge but also bias. Forgotten, for instance, is the fact that the computer
programming, perceived today as masculine work, originated as feminized clerical labor—De Landa’s
“migration of control” was from the physical labor of female “computers” to the intellectual labor of male
“programmers.” 29
A similar evolution occurred in textiles. When weaving moved out of the household and into the
marketplace, men took over the loom, and it became associated with industrial, not domestic, production.
In “The Future Looms,” Sadie Plant asserts that “the computer emerges out of the history of weaving, the
process so often said to be the quintessence of women’s work. The loom is the vanguard site of software
[FIG 03: The binary principle embodied in the punched-card operation of the Jacquard loom was
inspiration for the data processing machines to come.]
[FIG 04: The use of replaceable Jacquard punched cards to control a sequence of operations is an
important step in the history of computing hardware. Courtesy of Douglas W. Jones, University of Iowa.]
Unforgetting ADA and Cyborg Looms
In her article “Unforgetting Women Architects: From the Pritzker to Wikipedia,” Despina
Stratigakos writes, “Forgetting women architects has also been imbedded in the very models we use for
writing architectural history.” 26 Recently, gender discussions in architecture have been reenergized by the
denied petition to the Pritzker Architecture Prize in 2013 demanding recognition for Denise Scott Brown
as an equal in her work with Robert Venturi—the Pritzker decision reiterated that structures of power in
development.” 30 Nowhere is this association more visible than in the connection between the Jacquard
Loom and the Analytical Engine of Charles Babbage and Ada Lovelace. The structure of the mechanical
Analytical Engine is essentially the same as the computer design of the electronic era: arithmetic logic,
conditional branching and loops, and integrated memory: a system of data-manipulation rules that can be
termed “Turing complete” or computationally universal. 31 Lovelace wrote, “We may say most aptly that
the Analytical Engine weaves algebraic patterns just as the Jacquard loom weaves flowers and leaves.” In
the Jacquard loom, replaceable punched cards controlled a sequence of weaving operations as the ability
to alter a pattern correlated to changing cards: computation as physical labor. Serving as a conceptual
precursor to the development of programming and data entry, the Analytical Engine drew from these
logics.
architecture remain slow to acknowledge women’s contributions to the profession. 27
28 Jennifer S. Light, “When Computers Were Women,” Technology and Culture, vol. 40, no. 3 (July 1999): 455–483.
26 Despina Stratigakos, “Unforgetting Women Architects: From the Pritzker to Wikipedia,” Places Journal, April 2016,
https://placesjournal.org/article/unforgetting-women-architects-from-the-pritzker-to-wikipedia/.
27 Women in Design petition, “The Pritzker Architecture Prize Committee: Recognize Denise Scott Brown for Her Work in Robert Venturi's
1991,” Change.org, https://www.change.org/p/the-pritzker-architecture-prize-committee-recognize-denise-scott-brown-for-her-work-in-robertventuri-s-1991-prize.
s
29 Steve Henn, “Episode 576: When Women Stopped Coding,” Planet Money, October 17, 2014, podcast,
http://www.npr.org/sections/money/2014/10/17/356944145/episode-576-when-women-stopped-coding.
30 Sadie Plant, “The Future Looms: Weaving Women and Cybernetics,” in Cybersexualities: A Reader in Feminist Theory, Cyborgs, and
Cyberspace, ed. Jenny Wolmark (Edinburgh, UK: Edinburgh University Press, 1999): 46.
31 For additional information on Turing’s work, see Andrew Hodges, Alan Turing: The Enigma (New York: Random House, 2012).
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Shelby Elizabeth Doyle | 117
In 1842, Louis Menabrea, an Italian military engineer wrote Sketch of the Analytical Engine
Invented by Charles Babbage. Lovelace’s English translation of this text was published in 1843, along
with her notes, which exceeded the length of the original book and illuminated its foundation in the
Jacquard loom. Ada Lovelace's notes were labelled alphabetically from A to G. In note G, she describes
an algorithm for the Analytical Engine to compute Bernoulli numbers. It is considered by some the first
published algorithm ever specifically tailored for implementation on a computer, and consequently Ada
Lovelace has often been cited as the first computer programmer. More than one-hundred years passed
until the Analytical Engine was put to use—a lag that inspired William Gibson and Bruce Sterling to
write The Difference Engine, a steampunk tale set in the mid-1850s in which the software designed was
already running. This shadow history, one of possibilities lost, makes us question what digital futures in
the present are being made invisible. 32 Over 100 years after her published algorithm, the United States
Department of Defense created the computer language ADA, acknowledging Lovelace’s often forgotten
legacy. She lives on in the software that carries her name “secreted in the software of the military
machine”; a cyborg haunting the innards of a technology which long denied her contributions. 33
[FIG 05: The Elytra Filament Pavilion at London’s V&A museum was robotically fabricated through a
filament-winding technique. The project was designed and constructed by a team of architects and
engineers at the University of Stuttgart's Institute of Computational Design. © Victoria and Albert
Museum, London.]
[FIG 06: Engraving of Emma Lady Hamilton (1761–1815), mistress of Lord Horatio Nelson, as “The
Spinster.” Courtesy of Alamy Stock Photo.]
The Elytra Pavilion as a Spinster
The spinster is another cyborg, one that exists in advanced computational construction projects such as
the Elytra Filament Pavilion. The pavilion is celebrated as “the first architectural-scale load-bearing
structure to be produced entirely through a robotic coreless filament winding process.” 34 If we accept the
premise that computational work and digital craft can also be read through the legacy of domestic and
feminist labor then an alternative reading of the Elytra Pavilion is revealed.
The Pavilion is widely recognized within the architectural technology community as a site of
innovation that showcases the impact of emerging technologies at the intersection of robotics,
architectural design, engineering, and manufacturing. The University of Stuttgart Institute for
Computation Design (ICD) authored the project and the Victoria and Albert Museum (V&A) hosted the
installation in 2016. 35 Promotional material from both the ICD and V&A emphasizes the design and
engineering innovation of the structure: “it will highlight the importance of engineering in our daily lives
and consider engineers as the “unsung heroes” of design, who play a vital and creative role in the creation
of our built environment.” 36 The glass and carbon fiber canopy is inspired by the structures of the
forewing shells of flying beetles, known as elytra, and it was fabricated using an innovative robotic
winding technique. It is not surprising then, that it is typically discussed through frameworks of
biomimicry, computation, robotics, and fabrication.
34 Jan Knippers, Riccardo La Magna, Achim Menges, Steffen Reichert, Tobias Schwinn, and Frédéric Waimer, “ICD/ITKE Research Pavilion
2012: Coreless Filament Winding Based on the Morphological Principles of an Arthropod Exoskeleton,” Architectural Design vol. 85, no. 5
(September 2015): 53.
35 The preliminary research and design process are well-documented in international journals, presented at conferences (Advances in
Architectural Geometry, Fabricate, Association for Computer Aided Design in Architecture), and disseminated via popular design media
(Dezeen, Design Boom, and ArchDaily).
32 William Gibson and Bruce Sterling, The Difference Engine (London: Victor Gollancz Ltd, 1990).
33 Mike Featherstone and Roger Burrows, eds., Cyberspace/Cyberbodies/Cyberpunk: Cultures of Technological Embodiment (London: SAGE
Publications, Ltd., 2000), 163–165.
36 “V&A Engineering Season,” Victoria and Albert Museum, https://www.vam.ac.uk/info/engineering-season; and Thomas Auer, Moritz
Dörstelmann, Achim Menges, and Jan Knippers, “Elytra: Filament Pavilion,” Institute for Computational Design and Construction, http://icd.unistuttgart.de/?p=15826.
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Filament winding is a technique of combining filaments (reinforcements) with resins (matrices)
wrapped around a mandrel or shell to produce solid vessels with high strength-weight ratios ranging from
rockets to golf club handles. Filament winding, a direct descendent of weaving, “has depended largely on
equipment from textile engineers and designers. Tensioning devices are adapted from the textile industry.
Adjustable bars, spring-loaded clamps, camel backs, and brakes on the wrapped warp for tension control
during filament winding have long been used by knitters and weavers. The equipment to control the angle
of winding with its traversing mechanism was originally developed for winding or roving on tubs or
warps of yarn on cones. Even some of the rotating mechanisms for filament winding owe their concepts
to the textile industry. Thus, the new and unique filament-winding industry has made full use of the
pertinent historical techniques developed by the textile industry.” 37
occupational term “spinner”; to the colloquial “unmarried woman” was likely in reference to economic
status. During the late Middle Ages, married tradeswomen had greater access to raw materials and the
market (through their husbands) than unmarried woman did, and therefore unmarried women ended up
with lower-status, lower-income jobs such as combing, carding, and spinning wool. 42 These jobs did not
require access to expensive tools like looms and could be done at home. Spinsters are among Haraway’s
cyborgs, the “illegitimate child” of every binary: dominant society and oppositional social movements,
users and used, human and machine, subject and object, “First” and “Third” Worlds, male and female. 43
When understood as a cyborg—a figure mutating social norms—the historic spinster is, perhaps, not a
marginalized technician but rather a historic figment of our future, where robots emulate her work and
build in her legacy.
Weaving and fiber manipulation have often been dismissed as women’s work, only to be
industrialized as tools of power for commercial gain. 38 The omission of the gendered history of fiber
winding and spinning has multiple implications: it preferences the historic value of industry over craft,
and is symptomatic of the push for interdisciplinary design research that aligns with engineering and
science professions. 39 What is at risk is another dismissal of female technological contribution: much like
Lovelace’s often invisible legacy in the creation of the computer.
Rather than the Silicon Valley bros (or what Deamer calls “stereotypical hipsters” 40 ) of
parametric conferences, perhaps the Elytra Pavilion’s owes more to the spinster, a term that originally
meant a spinner of thread and a job typically done by unmarried women. 41 The migration from the
Shelby Elizabeth Doyle, AIA, is an assistant professor of architecture and Daniel J. Huberty faculty
fellow at the Iowa State University College of Design. Her scholarship is broadly focused on the
intersection of computation and construction and specifically on the role of digital craft as both a social
and political project. She holds a master of architecture degree from the Harvard Graduate School of
Design and a bachelor of science in architecture from the University of Virginia.
Leslie Forehand is a lecturer in architecture at the Iowa State University College of Design and an
internationally experienced architect/designer and researcher. Her research seeks to find new solutions in
the digital processes, specifically advancing the materiality of additive manufacturing. Leslie holds a
master of architecture from Pratt Institute and a bachelor of science in architecture from the University of
Virginia. Her personal and student work has been exhibited and published worldwide.
Forehand and Doyle co-founded the ISU Computation + Construction Lab with their colleague Nick
Senske: http://ccl.design.iastate.edu/.
37 Dominick V. Rosato and Cornelius Sherman Grove, Filament Winding: Its Development, Manufacture, Applications, and Design (New York:
Interscience Publishers, 1964), 7.
38 Eric Broudy, The Book of Looms: A History of the Handloom from Ancient times to the Present (New York: Van Nostrand Reinhold, 1979),
123.
39 Charles Babbage, “On the Economy of Machinery and Manufactures,” Philosophical Magazine, series 3, vol. 1, no. 3 (1832), 208-13.
40 In a lecture to CalArts on November 16, 2003, titled “Parametric Schizophrenia,” Deamer states: “When I go to parametric conferences, I see a
world of young hipsters dressed in black, showing images of the screens they have fabricated, talking about the labs they’re working in.” The
original text can be found in Peggy Deamer, “Parametric Schizophrenia,” in The Politics of Parametricism: Digital Technologies in Architecture,
ed. Manuel Shvartzberg and Matthew Poole (London: Bloomsbury Academic, 2015); the lecture can be read here,
http://peggydeamer.com/images/parametrics.pdf.
41 For the transition from spinner to spinster, see Naomi Braun Rosenthal, Spinster Tales and Womanly Possibilities (Albany: State University of
New York Press, 2002), 10; and Jacqueline K. Dirks, “Spinster Tales and Womanly Possibilities. By Naomi Braun Rosenthal,” Journal of
American History, vol. 90, no. 2 (September 2003): 671–672.
42 For additional context regarding the type of work relegated to single women, see Claudia Goldin, “The Work and Wages of Single Women,
1870–1920,” the Journal of Economic History, vol. 40, no. 1 (March 1980): 81–88; and Jackie M. Blount, “Spinsters, Bachelors, and Other
Gender Transgressors in School Employment, 1850–1990,” Review of Educational Research, vol. 70, no. 1 (March 2000): 83–101.
43 The original text reads “Haraway’s cyborg is the ‘illegitimate’ child of dominant society and oppositional social movement, of science and
technology, of the human and the machine, of ‘First’ and ‘Third’ worlds, of male and female, indeed of every binary.” Chela Sandoval, “New
Sciences: Cyborg Feminism and the Methodology of the Oppressed,” The Cybercultures Reader, ed. David Bell and Barbara Kennedy (London:
Routledge, 2000): 377.
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Disrupt/Displace:
Translating Territory
Figure 1. Disrupt/
Displace. Installed at
Iowa State University
(ISU).
Shelby Doyle
Iowa State University
Leslie Forehand
Iowa State University
Disrupt/Displace was both a Venice Architectural
Biennale session and a “Report from the Front”
on the Dakota Access Pipeline: simultaneously a
critique, a performance, and a proposal presented
in four parts: AQ1 PART 1: Searching for the
Front (Iowa), PART 2: Constructing the Front
(Iowa), PART 3: Reporting the Front (Venice),
PART 4: Assessing the Front (Venice). Alejandro
Aravena’s curatorial statement for the 2016 Venice
Architecture Biennale, “Reporting from the
Front,” provided context for Disrupt/Displace, which
emerged from doubts about the possibility of
political resistance in the practice of architecture.1
As a project Disrupt/Displace serves as a tool for
understanding both architecture’s complicity in
perpetuating spatial forms of political oppression
and as a method that enables architects to resist
disciplinary nihilism and defensiveness when
confronted with intractable political issues.
Alejandro Aravena’s concept for
the Venice Architecture Biennale,
“Reporting from the Front,”
provided both the inspiration and
methodological framework for
Disrupt/Displace. At the project’s
inception, thirty Iowa State
University (ISU) architecture
students were challenged with
establishing a front as defined by
Aravena:
There are several battles that need
to be won and several frontiers
that need to be expanded in order
to improve the quality of the built
environment and consequently
people’s quality of life. More and
more people in the planet are in
search for a decent place to live
and the conditions to achieve
it are becoming tougher and
tougher by the hour. Any attempt
to go beyond business as usual
encounters huge resistance in the
inertia of reality and any effort
to tackle relevant issues has to
overcome the increasing complexity
of the world. . . .
REPORTING FROM THE
FRONT . . . [is] about bringing
to a broader audience, what it is
like to improve the quality of life
while working on the margins,
under tough circumstances, facing
pressing challenges.2
Over the span of two months, a
project emerged from a series of
conversations, design proposals,
and map-making culminating in a
Biennale Session—an invitation
from the Venice Biennale for
educational institutions to propose
and present a three-day workshop.3
Students from ISU identified a front
in the American Midwest: the Dakota
Access Pipeline (DAPL), which
transports crude oil from the Bakken
production areas in North Dakota
to a storage hub outside Dakota,
Illinois.
In this project, the DAPL
is a tool for understanding
architecture’s complicity in perpetuating
spatial forms of oppression,
specifically the disruption and
displacement of the environment
and indigenous populations caused
by energy infrastructure. Disrupt/
Displace establishes a method for
resisting disciplinary skepticism
and defensiveness that might
naturally emerge from this complicity,
favoring instead the pursuit of
dissident practices as a countervailing
force to accepted ways of
planning and executing projects
(Figure 1).
The following “report,” or
search for a project, is a record of a
two-month dialogue about the DAPL
as a means to draw out the complexities
and complicities of architecture’s
relationship to the norms and
conventions associated with those
who wield political and economic
power. Most tellingly for Aravena’s
challenge, what emerged from this
dialogue were intense doubts, shared
by students, faculty, and reviewers
alike, about architectural practice as
an effective means of maintaining—
to say nothing of improving—quality
of life in the face of a powerful and
relentless combination of political
and economic interests represented
by the DAPL.
When conventional political
routes are unavailable to architects,
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“whether corrupted by corporate,
illegitimate, or anti-democratic
influence,” practitioners must look
for indirect means to establish an
architectural front.4 Disrupt/Displace
took a circuitous route characterized
by a protracted debate that was
initially confined to this 30-person
group of ISU students but ultimately
extended to a wider community
of interest. This debate involved
intense discussion coupled with
design ideas presented, altered,
reconsidered, dismissed, abandoned,
and then reintroduced for a
myriad of reasons—too colonial,
too academic, too colloquial, too
radical, too political, too careful,
too pessimistic, too optimistic—
and their inverses (“not ____
enough”). A synthesis finally emerged
that the DAPL exposes a uniquely
American narrative of measuring,
distributing, and owning land in the
United States. The project served
as a tool for thinking about an
intractable front (DAPL) as well as
a process for translating the results
of that thinking into an architectural
language that, to effect change,
must be accessible to a wide array of
professional and lay audiences.
Translation
The project prompted consideration
and discussion of an intractable
front—the Dakota Access
Pipeline—and necessitated the
abstraction of the resulting dialogue
into an architectural language to be
understood by different audiences
in different locations. Ultimately,
research was translated into architectural
abstractions—grid, line, unit,
text, drawing, photo, and video—
that then were presented in diverse
geographic locales (Ames, Iowa, and
Venice, Italy) and to various audiences
in both public and academic venues.
The challenge in effective translation
lies in achieving the appropriate
balance between imprecision and
precision, past and present, absolute
and abstract when answering
the question “how can architecture
‘speak’ on behalf of a person,
population, or construct such as the
environment?”
For Elaine Scarry, the epistemological
(and empathic) challenge,
examined through the context
of understanding another’s pain,
happens via the act of imagining:
Imagining may entail a revolution
of the entire order of things,
the eclipse of the given by a
total reinvention of the world,
an artifact (a relocated piece of
coal, a sentence, a cup, a piece
of lace) is a fragment of world
alteration. Imagining a city, the
human being “makes” a house;
imagining a political utopia, he
or she instead helps to build a
country; imagining the elimination
of suffering from the world,
the person instead nurses a friend
back to health.5
In Scarry’s universe, imagination is
the prime force. Nevertheless, objects
produced by imagination have their
own power; “through tools and acts
of making, human beings become
implicated in each other’s sentience.”6
In short, imagination is a necessary
but not a sufficient condition for
altering reality (the front). Imagination
conjoined with an engaged material
consciousness affords us knowledge
of the aspects of the world that we can
change, inspiring the effort to find
the appropriate language in which to
express the object of change and the
means to achieve it.
In this vein, the project authors
struggled with the irreconcilable
position of being “both/and”: simultaneously
inheriting a legacy of Native
American oppression while condemning
the annexation of land for the
Dakota Access Pipeline, and participating
in the global energy economy
while criticizing the climate crisis
that the DAPL signifies. Despite and
because of this friction, the decision
was made to take this issue, the
Dakota Access Pipeline, to Venice and
present it among the country pavilions
of the Arsenale, thus making space for
a Native American and midwestern
front.
Figure 2A. (series) Opposite page, top:These
sections show the construction conditions of the
pipeline. The axonometric diagrams demonstrate
how that condition relates to the design installation.
Figure 2B. (series) Opposite page, middle: Pieces
are removed in a diagonal, “cut” from their location
in the grid, mirroring the removal of land for the
pipeline’s construction.
Figure 2C. (series) Opposite page: middle: The
disruption of the land is simulated by a diagonal cut
through the constructed grid.
Figure 2D. (series) Opposite page, bottom: A
permanent easement of 50 feet remains on either
side of the pipeline, a mark on the landscape.
Figure 3. Opposite page, bottom: Cornfields near
Ames, Iowa, are plowed to make room for the
Dakota Access Pipeline.
PART 1: Searching for the Front (Iowa)
The DAPL, constructed by Dakota
Access, LLC, a subsidiary of Energy
Transfer Partners, LP, transports
crude oil from the Bakken shale
fields in North Dakota to Illinois,
stretching 1,175 miles across the
American Midwest. Completed in
June 2017, the $3.7 billion pipeline
joined an existing network of 72,000
miles of crude oil pipeline.7 Though
the pipeline is only 30 inches in
diameter, it legibly marks the
midwestern landscape. There is a
permanent easement of 50 feet on
either side of the pipeline, and 150
feet on either side of the pipeline
is systematically and permanently
cleared of foliage and buildings
(Figures 2A–D, 3).
The DAPL demonstrates
Aravena’s appeal that the front
must bring “a broader audience
to recognize the imperative to
improve the quality of life while
working on the margins, under
tough circumstances, facing pressing
challenges.”8 Iowa takes its name
from the Ioway people, one of the
many Native American tribes that once
inhabited the land (Figures 4, 5). The
DAPL cuts diagonally across Iowa
from its northwestern corner to its
southeastern corner, dividing the
landscape.
As disruptive infrastructure,
the DAPL has also succeeded in
superseding the historic geopolitical
organizational principles and
democratizing objectives manifest
A
B
C
D
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Figure 5. Above: A satellite image of Ames, Iowa,
where ISU is located, 2016. (From Google Earth.)
Below: Map of Native American land cessions:
1824, 1830, 1832, 1836, 1837, 1842, 1846, and 1851.
Iowa was home to seventeen different tribes; the
United States government began the relocation of
Native Americans from Iowa in 1830 and the last
tribe to relinquish its lands, the Santee Sioux, left in
1851. (From Dorothy Schwieder, Iowa: The Middle
Land [Iowa City: University of Iowa Press, 1996],12;
redrawn by authors.)
Figure 4. Prior to European colonization, over
500 distinct Native American tribes populated the
United States, with settlements characteristically
established adjacent to riverways or situated
within productive ecologic contexts. Through a
series of treaties, tribal lands were ceded and
occupants displaced as Europeans settled and
moved westward. The land area of the lower 48
states is approximately 1.9 billion acres. Today,
approximately 10 million acres or 0.5 percent of
land remains in the control of the Bureau of Indian
Affairs. Left: The colonization of Native American
lands from 1776 to the present day. Native American
lands indicated in green (From Carol Hardy Vincent,
Laura A. Hanson, and Carla N. Argueta. “Federal
Land Ownership: Overview and Data,” March 3, 2017,
https://fas.org/sgp/crs/misc/R42346.pdf (accessed
July 30, 2017). Right: A map locating the Dakota
Access Pipeline.
in the Jeffersonian Grid. In keeping
with the Land Ordinance of 1785
and motivated by transcontinental
expansion following the Louisiana
Purchase in 1803, Jefferson promoted
an approach to land ownership
that divided the land into regularized
portions scaled for individual
production and consumption.9 The
grid is a geometric system applied
without consideration for culture,
environment, or occupation. The
largest units of the nested grids
were townships, decreasing in size
through sections to quarter sections
to checks and, finally, to individual
plots of land.10 The Jeffersonian
Grid, a tool of government control, is
now displaced by the DAPL, a tool of
the energy economy (Figure 6).
In ways all too familiar in
America’s history of Native American
relations, the DAPL has underscored
once again the ongoing marginalization
of Native American peoples.
Its construction incited protests
from Native Americans, challenging
the pipeline’s planned route that
crossed native burial grounds and the
Missouri River in two locations.11
In 2016, the Standing Rock Sioux
Tribe halted construction of the
pipeline, and protests, gathered
under the hashtag #NoDAPL (No
Dakota Access Pipeline), captured
widespread media attention.12 The
tribe sued the US Army Corps of
Engineers to stop construction,
arguing that the pipeline would
pollute its water and desecrate sacred
burial grounds.
Two students visited a DAPL
construction site near Story County,
where ISU is located, and conducted
interviews with numerous residents.
These students reported on the local
residents’ concerns, which included
contamination of water and soil and
the disruption of Native American
burial grounds. In addition, there
are lingering questions regarding
the legitimacy of eminent domain to
displace residents from their homes
and land for the financial benefit of
a private company (Figure 7). These
interviews served as a reminder that
this undertaking is not an abstraction
but rather a process resulting
from multiple decisions that have
far-reaching consequences for
the area’s current residents and
future generations. These human
consequences are inextricably tied
to spatial disruptions associated
with the DAPL as a piece of physical
infrastructure (Figure 8).
Demonstrating the connections
between the real-world disruptions
of the landscape and the abstraction
of that condition in the installation
was central to discussion of
whether infrastructure can and
should displace a population. As the
construction of the pipeline began
in Iowa a few miles southeast of
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Figure 6. Left, above: The Jeffersonian Grid is
clear from a satellite image of Iowa. (From Google
Earth). Right, above: The project’s representation
of the grid. Middle: The Jeffersonian Grid, a tool for
spreading American Democracy by displacing Native
Americans from their lands, dividing territory into a
sequence of nested grids. Below: The Jeffersonian
Grid abstracted into aggregated units, representing
the subdivided landscape.
the university, students ventured
into the landscape to document
the process, which begins with the
removal of land to make room for the
pipeline and the necessary construction
equipment. When construction
is finished, a void remains in
the landscape. The void marks
the pipeline’s presence beneath
the surface and is reflected by a
permanent easement where nothing
can be planted, developed, or grown.
PART 2: Constructing the Front (Iowa)
In Disrupt/Displace, each section of
the Jeffersonian Grid was translated
to the size of a single unit that is
aggregated as a representation of
the subdivided landscape. While
the Jeffersonian Grid is primarily a
convention seen in plan as a construction
of lines, this project represented
the landscape in three dimensions,
abstracted into a field of folded, spiral
extrusions (Figures 6, 9).
The performance of the installation
took place twice: once in Ames
at ISU and then again in Venice at the
Biennale. Each time the process of
the installation was the same: arrangement
of the grid, disruption of the
grid, and then displacement of the
grid (Figure 10).
The grid was constructed and
represented through a transportable,
repeatable, cardboard unit.
Dimensions for each unit were
determined by the material
constraints of a 24-by-36-inch
cardboard sheet. The unit was crafted
in three sections with multidirectional
scores, creating a piece
that twisted into a self-supporting
three-dimensional form and then
unfolded flat for transportation. On
completion of the installation in
Ames, the pieces were disassembled
and readied for transport to Venice.
Units were packed into carry-on
suitcases and carried across the
Atlantic. Each of the thirty students
who traveled to Venice from Iowa
transported 25 to 50 pieces for a
total of approximately 900 units for
the final installation. Therefore, the
quantity of territory constructed in
Venice was defined corporeally rather
than conceptually; we took with us
as much territory as we could carry.
The physical assembly and disassembly
processes were necessitated
by bringing the debate elsewhere
(Venice).
PART 3: Reporting the Front (Venice)
In Venice, the installation was
a three-part movement: first,
construction of the units and grid;
second, destruction of the grid;
third, presentation of the final
report. On arrival in Venice the thirty
ISU students were joined by twenty
students from Roma Tre and ISU’s
Rome program. Their first combined
action was to remove the flat packed
units from their carry-on suitcases
and to fold the cardboard into
three-dimensional forms. Students
purposefully sat in a line across the
Figure 7. Left, top: A trailer becomes a billboard
protesting against the use of eminent domain to make
room for the Dakota Access Pipeline.
Figure 8. Left, bottom: Protesters rally against the
Dakota Access Pipeline, Boone, Iowa, September 2016.
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length of the gallery passing units
down the line once completed.
The ISU students explained to
their new collaborators how to fold
the cardboard units, discussed the
goals of the project, and described
reasons they selected the DAPL as a
front. As each piece was completed
it was collected in a pile of finished
grid units. Once the units were
completed the gridded territory was
reconstructed in the gallery space
(Figures 11–13).
The deconstruction of the
translated landscape took place as
two members of the group removed,
Figure 9. Left: The grid pattern is signified in
three dimensions by cardboard that is flat packed,
transported, and then assembled at the exhibition.
The result is a twisted geometric unit that combines
the regularity of the Jeffersonian Grid with the
twisting growth pattern of Iowa’s cornfields.
Figure 10. Opposite page, top: Students move
through the gridded field, performing the
destruction of the land by the construction of the
Dakota Access Pipeline.
Figure 11. Opposite page, bottom: Carry-on luggage
filled with flat-packed exhibition pieces arrives in
Venice, Italy, for transport to the Biennale Sessions
installation site. Students pass the pieces to the end
of the room as completed.
dismantled, and flattened a diagonal
cut through the constructed grid. To
encourage visitors to engage with the
space and complete the disturbance
within the boundaries of the grid,
the entire group marched over the
void, further flattening the pieces
and reinforcing the void. Interaction
with the remaining grid was almost
immediate, with visitors walking
through the diagonal void for the
duration of the exhibition (Figure 14).
PART 4: Assessing the Front (Venice)
Disrupt/Displace concluded with a
presentation, review, and colloquium
on the topic of architectural
agency—whether the architect
can and should function as expert
on, advocate for, or guardian of
an abstract (or specific) communal
imaginary. The discussion focused
on architecture’s relationship to
deprivation—physical, emotional,
or intellectual—recalling Aravena’s
invitation to display an architecture
of pressing needs such as poverty,
segregation, and inequality.
The disruption of land and the
displacement of people as a result
of energy infrastructure construction
is a global issue. While we only
examined the direct implications
of the pipeline in Iowa, it is crucial
to understand the spatial effects of
these types of displacements.
The aggregation and disruption of
the simple cardboard units reflects
the consequences of the DAPL,
provoking a larger discussion about
architecture’s role in displacement—not
only of people and space,
but also of the intangible dimensions
89 Disrupt/Displace: Translating Territory
Doyle and Forehand
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Shelby Elizabeth Doyle | 131
91 Disrupt/Displace: Translating Territory
Figure 12. Opposite page, top left: Collection of
completed grid units.
Figure 13. Opposite page, top right: Students
installed the grid across the Biennale Sessions
exhibit space located between the Irish and
Macedonian Pavilions in the Arsenale.
Figure 14. Opposite page, bottom: Performing the
destruction of the grid in Venice.
of social, political, economic, and
environmental conditions. Although
architecture might inherit the
consequences of federal planning
and infrastructure, architecture is
not exempt from challenging and
questioning this inheritance.
Recall Scarry’s remark that “through
tools and acts of making, human
beings become implicated in each
other’s sentience.”14 The project
presented the grid as a tool and act
of making: a spatial abstraction, a
translation of territory, a performed
construction, a means to convey
narratives, an embodied discussion,
and a mechanism to generate
discussion and resist disciplinary
nihilism. In keeping with Scarry’s
observation, a consciousness of
things cannot be independent
of the things themselves: folding
cardboard, making space, meditating
upon a difficult and pressing issue.
Disrupt/Displace was a “Report from
the Front” on the Dakota Access
Pipeline, simultaneously a critique,
performance, and proposal. It was
also a search for an architectural
language for the spatial disruption
and displacement of energy
infrastructure and its impact on
the environment and indigenous
populations. Through Scarry’s
“engaged material consciousness”
the project made room and
fabricated territory for #NoDAPL, a
critical and urgent front.
Project Credits
Instructors
Shelby Doyle, Assistant Professor,
Department of Architecture, ISU
Leslie Forehand, Lecturer,
Department of Architecture, ISU
Graduate Assistant
Andrew Meyer
ISU Architecture Students
Rahul Attraya, Nicole Becker,
Sanjukta Chatterji, Jessyka Colon,
David Cordaro, Daniel Cowden,
Ian Dillon, Tara Follon, Kaihong
Gao, Connor Gatzke, Evan Giles,
Jinqu Giu, Taylor Hess, Austin Hurt,
Erin Hunt, Bethanie Jones, Paavan
Joshi, Joshua Kurnia, James Lieven,
Kerrick McCann, Hayden Moffitt,
Rachel Morrow, Jacob Murphy,
Makayla Natrop, Alonso Ortega,
Justin Pagorek, Kale Paulsen, Alicia
Pierce, Nicholas Raap, Sirina Reed,
Samuel Rezac-Contreras, Madeline
Schmidt, Sarah Schneider, Rebecca
Schodin, Aaron Shadlow, Alba
Stoyanova, Andrew Suiter, Wanting
Sun, Cale Unzicker, Sonia Trujillo,
Elizabeth Walling, Hanchen Zhang,
Wentao Zhong
ISU Interior Design Students
Xiomar Banks, Elizabeth Bixenman,
Cyrena Golden-Poole, Abigail
Hinchley, Maria Lombardi, Austin
Olesen, Hannah Peterson, Collin
Powell, Tanya Rome, Caitlin
Swenson, Kayley Tuchek
Roma Tre Architecture Students
Hady Sanad, Marco Smeraglia,
Edoardo Pasquali, Nicolò Santini,
Francesca Guadagno
Photos
Unless otherwise noted, photographs
were taken by Alicia Pierce, Bethanie
Jones, Nicole Becker.
Biennale Sessions Colloquium
Moderator
Deborah Hauptmann, Professor and
Chair, Department of Architecture, ISU
Workshop Review
Jim Cramer, Chairman and
Cofounder, DesignIntelligence,
Norcross, GA; Reinier de
Graaf, OMA Partner, Director
AMO, Rotterdam, NL; Anna
Fairbank, Fairbank and Lau PL,
Melbourne, AU; Curt Fentress,
Fentress Architects, Denver, CO;
David Goodman, Director of
Undergraduate Architecture, IE
Madrid; Luis Rico-Gutierrez, Dean,
ISU College of Design, Ames, IA
Colloquium Speakers
Reinier de Graaf, Anna Fairbank,
David Goodman
Sponsors and Student Travel
Support
ISU Department of Architecture;
Daniel J. Huberty Faculty
Fellowship; ISU College of Design;
Karol J. Kocimski Scholarship
Fund; Steve Rohrbach, Rohrbach
Associates, Iowa City, IA; Durrant
Foundation Fund
Acknowledgments
Thank you to the above sponsors
for financial support, and many
thanks to the following who made
this project possible: In Rome, Pia
Schneider and the administrative
staff at the ISU College of Design
Rome facility; ISU Rome program
faculty: Karen Bermann and
Simone Capra (Architecture), Jody
Patterson and Simone Bove (Interior
Design). In Ames, the staff of the
College of Design and Department
of Architecture, particularly Jen
Hogan, Director of International
Programs. In Venice: Elisabetta
Fiorese, Education and Promotion
Coordinator, Venice Architectural
Biennal.
Author Biographies
Shelby Elizabeth Doyle is an
assistant professor of architecture
and Daniel J. Huberty Faculty Fellow
at the ISU College of Design. Her
scholarship broadly focuses on the
intersection of computation and
construction, specifically on the
role of digital craft as both a social
and political project. Doyle was
hired under the ISU president’s
High Impact Hires Initiative to
combine digital fabrication and
design/build at ISU. This led to the
founding of the ISU Computation +
Construction Lab with Nick Senske
and Leslie Forehand. Doyle holds
a MArch from Harvard University
Doyle and Forehand
JAE 72:1
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Shelby Elizabeth Doyle | 133
Graduate School of Design and
a BSArch from the University of
Virginia.
Leslie Forehand is a lecturer in
architecture at the ISU College
of Design and an internationally
experienced architect/designer. Her
research explores new solutions
in the digital processes, specifically
advancing the materiality of
additive manufacturing. Forehand
holds a MArch from Pratt Institute
and a BSArch from the University of
Virginia. Her personal and student
work has been exhibited and
published worldwide.
Notes
1 Alejandro Aravena in “Venice Biennale
Announces Theme for 2016 Event: ‘Reporting
From the Front,’” ArchDaily, August 31,
2015, https://www.archdaily.com/772776/
venice-biennale-announces-theme-for-2016-
event-reporting-from-the-front (accessed July
26, 2017).
2 Ibid.
3 “Biennale Arte 2017,” La Biennale di Venezia,
October 24, 2017, http://www.labiennale.org/en/
art/2017 (accessed October 26, 2017).
4 “The Great Transition: The Arts and Radical
System Change,” in The Great Transition: The Arts
and Radical System Change, e-flux Architecture,
http://www.e-flux.com/architecture/
accumulation/122305/the-great-transition-thearts-and-radical-system-change/
(accessed July
30, 2017).
5 Elaine Scarry, The Body in Pain: The Making
and Unmaking of the World (New York: Oxford
University Press, 1985), 151.
6 Ibid., 176.
7 Robinson Meyer, “Oil Is Flowing Through the
Dakota Access Pipeline,” The Atlantic, June 9,
2017, https://www.theatlantic.com/science/
archive/2017/06/oil-is-flowing-through-thedakota-access-pipeline/529707/
(accessed July
26, 2017).
8 Aravena in “Venice Biennale Announces Theme
for 2016 Event.”
9 “About this Collection—Louisiana:
European Explorations and the Louisiana
Purchase,” Library of Congress, https://
www.loc.gov/collections/louisiana-europeanexplorations-and-the-louisiana-purchase/
about-this-collection/ (accessed October 26,
2017).
10 Jerome S. Higgins, Subdivisions of The Public
Lands: Described and Illustrated with Diagrams and
Maps (Higgins & Co, 1887).
11 Carol Hardy Vincent, Laura A. Hanson, and
Carla N. Argueta, Federal Land Ownership:
Overview and Data, Report no. R42346,
Congressional Research Service, March 3,
2017, https://fas.org/sgp/crs/misc/R42346.pdf
(accessed July 26, 2017).
12 “The Standing Rock Sioux ‘Know What
They’re Doing’ in North Dakota,” Public
Radio International, https://www.pri.org/
stories/2016-09-12/standing-rock-sioux-knowwhat-theyre-doing-north-dakota
(accessed
October 26, 2017).
13 Scarry, 176.
93 Disrupt/Displace: Translating Territory
Shelby Elizabeth Doyle | 135
Digital technologies, such as computational
design and digital fabrication, have
transformed the design and construction of
contemporary architecture. However, the
understanding of how to teach digital
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Charrette
the Journal of the Association of Architectural Educators
Essay: Between Design and
Digital: Bridging the Gaps in
Architectural Education
Shelby Doyle and Nick Senske
Iowa State University
ABSTRACT This essay brings accepted educational research into the discussion of digital design’s
relationship to architecture and architectural education. Digital technologies, such as computational
design and digital fabrication, have transformed the design and construction of contemporary
architecture. However, a lack of educational theory among instructors and widespread belief in
pedagogical myths, such as the ‘digital native,’ have made it difficult for architecture schools to
establish teaching methods for effectively integrating technology. In response to this situation, the
authors present two proposals that attempt to address this issue at both the tactical (instructional
methods) and strategic (curricular) levels. Respectively, the first proposal describes the teaching of
soft skills for digital design and the second uses Bloom’s Taxonomy as a method of developing
learning objectives for digital design instruction. These proposals represent two examples of how
educators can bridge the gaps that commonly exist between design teaching and technology teaching.
KEYWORDS digital, design, pedagogy, technology, education
Introduction
technology as an essential design skill has not
kept pace with these rapid changes, as
evidenced by uneven educational distribution
of digital technology. Design education and
digital technology education continue to be
seen as separate loci of learning, with
pedagogical gaps preventing meaningful
1
alignment. In the interest of helping to bridge
these gaps, this essay presents a pedagogical
agenda for digital design in architectural
education by debunking myths such as the
‘digital native’ and applying proven
educational research to the pursuit of digital
design.
Between Design and Digital
Over the past three decades, Computer-Aided
Drafting and Design (CADD) technologies
have become commonplace in architectural
practice as tools of efficiency and production.
For these very reasons the introduction of
CADD in early architectural curricula has been
fraught with anxieties along a continuum: from
the undoing of creativity through positivist and
reductionist logic 1 to a firm belief that these
technologies will revolutionize the way
architects practice and think about design. 2 The
presence of these anxieties and biases often
leads to gaps in architectural pedagogy, as
digital tools are misunderstood and
misappropriated by students and teachers alike.
Digital design is a term in common use,
however, its definition is unclear. On one
hand, there is very little architectural work
today which does not use the computer in
some capacity, and yet there are also designs
which consciously engage in digital
formalisms and processes. The latter is digital
in aesthetic, but the former could still be
considered digital by method. The very
existence of the category of digital design is
problematic because it implies two cultural
silos in architecture: those who are digital and
those who are not. These two cultures are part
of the gap between design and digital that
exists in education.
For the purposes of this essay, digital design
refers to the use of the computer and
computer-driven tools (such as CNC machines,
robots, etc.) when one designs architecture.
The key is not what is designed, but rather
whether the computer is employed, or not, as a
tool in architectural work. This essay interprets
digital design as a broad and teachable skillset
that should be available to all students, rather
than niche specialization. This is the
foundation of an inclusive theory for education
that bridges between design and the digital.
The Myth of the Digital Native
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The introduction of the computer in
architecture changes both what and how
architects design. It introduces both new
capabilities and new sources of bias and error.
Therefore, it is necessary for architectural
education to address and teach specific ways of
designing with the computer – not how to use
software or operate machines, but how to
design digitally.
Unfortunately, the distinction between using
and designing with a computer and the need to
explicitly teach digital design are not
commonly held beliefs among architectural
educators. Some assume that students can and
should teach themselves software outside of
the classroom while classroom instruction
should be devoted to teaching design. The
myth that students, as ‘digital natives,’ who are
self-regulating and superior to their instructors
when it comes to learning and using
technology is harmful and untrue.
The term digital native derives from a series of
articles written by the technologist Marc
Prensky during the early 2000s. Prensky
describes the generation of young people born
since 1980 as “digital natives” due to what he
perceives as an innate confidence and intuitive
ability in using new technologies such as the
internet, videogames, mobile telephones and
‘all the other toys and tools of the digital age.’ 3
Enrique Dans counters Prensky’s claims:
‘Simply being born into the internet age does
not endow one with special powers. Learning
how to use technology properly requires
learning and training, regardless of one’s age.’
Although scholars have similarly debunked the
claims of Prensky and others 4 5 , the myth of
the digital native, and the failure to recognize
the importance of high-quality technology
instruction, persists.
While students are often considered digital
natives, they tend to be digital orphans, who
are lacking in any behavioral models to copy
or criteria for understanding digital tools. 6
Beyond basic fluency, architectural instructors
are uniquely positioned to model substantive
content creation and healthy critical thinking
about these technologies. By perpetuating the
myth of the digital native, architectural
education is missing the opportunity to
establish strong pedagogical foundations from
which future designs and digital advancements
will emerge.
2
Shelby Elizabeth Doyle | 137
The what, when, and why of architectural
education is intrinsically relevant to the
discipline and practice of architecture. Digital
media and technology are inseparable from
contemporary design today and therefore must
be more articulately discussed as an
educational agenda. The way digital design is
taught (and not taught) has ramifications upon
the discipline and practice of architecture: how
buildings are designed, documented, and
disseminated. Therefore, teaching methods
should not be dismissed as pedagogic issues
but rather discussed as essential questions of
the discipline.
The authors present two proposals that attempt
to address these issues at both the tactical
(instructional methods) and strategic
(curricular) levels. Respectively, the first
proposal describes the teaching of soft skills
for digital design and the second uses Bloom’s
Taxonomy as a method of developing learning
objectives for digital design instruction. These
proposals represent two examples of how
educators can bridge the gaps that commonly
exist between design teaching and technology
teaching.
Soft Skills and Fostering Learning
Habits
An important step in advancing the discipline
of digital design is to define digital skills
which are learnable rather than innate. One
way to encourage more critical thinking about
technology is to teach generalizable skills that
apply across a range of technologies and to
train students to recognize when to apply them.
This stands in direct contrast to other forms of
digital technology instruction which tend to
emphasize skills with a specific piece of
software or machine.
Computer use in architecture is often discussed
and taught as a series of technical or ‘hard (as
in absolute)’ skills. In contrast, ‘soft’ skills are
related to emotional intelligence, attitudes,
habits, and interpersonal relationships. An
example of a soft skill is resourcefulness:
being inclined and able to find alternate
solutions to a problem, rather than giving up or
deferring responsibility. In this manner, soft
skills influence the ways that an individual
applies technical skills to achieve goals, such
as a design. Learning soft skills has been
related to improved employment outlook and
better job performance. 7 8 Professions such as
business and information services have cited
employees’ lack of soft skills as one of the
primary reasons why projects fail. 9 Thus, for
students, developing soft skills is equally as
important, if not more important, than learning
technical skills. This is because soft skills can
be reapplied to changing technology, whereas
hard skills may fall away as technology
changes It is the re-application of these skills
that makes them relevant beyond the beginning
education of architects and deeply important to
the discipline.
The influential Boyer report on architectural
education concluded that: ‘[A]rchitectural
education is really about fostering the learning
habits needed for the discovery, integration,
application, and sharing of knowledge over a
lifetime. 10’ Soft skills are the learning habits
Boyer references and as such must be taught
rather than assumed to be pre-existing skills.
This also extends to those soft skills which
relate to digital design in architecture.
Fig. 1 Knowing how to operate a smartphone
does not necessarily make one an effective
computer user. Photograph by authors.
While technology has rapidly become more
accessible to more people, its benefits are not
evenly shared. Architectural education must
recognize that university students are not
comprehensively or consistently trained in
digital technologies when they arrive on
campus. This is exacerbated when less
privileged students arrive less digitally skilled
than students from economically privileged
backgrounds. By not addressing these
inequalities, architecture schools end up
perpetuating disparities through education.
Digital Soft Skills
While traditional soft skills such as
conscientiousness and empathy are helpful for
architects, digital soft skills – introduced in
this section – apply specifically to the tools
and processes used in digital design. Digital
soft skills support students as they are learning
digital design and, later, help students apply
technical skills successfully and with
sophistication and to adapt to a rapidly
changing technologic landscape.
Digital soft skills differ from traditional soft
skills because they take into account the
particular challenges of computing and digital
machinery. The special attributes of digital
tools that make them powerful: symbolic logic,
abstraction, and automation, can invite
cognitive biases when designers operate those
tools simplistically, at face-value (i.e. using a
computer like a cell phone, a pencil, or a
typewriter). To best leverage the unique
characteristics of the digital, architects must
adapt their thinking, expectations, and habits,
as analog inclinations can interfere with
working effectively with digital tools. 11 Even
those who work with digital tools frequently
need to learn digital soft skills, as they may
have developed bad habits and misconceptions
over time. Merely using digital tools is not
enough to cultivate a mindfulness of the
limitations and opportunities of the medium
and one’s responses to it.
To cite an example: digital tools are often
‘black boxes’ with complex layers of
interrelated procedures that make it difficult
for users to be aware of what they are doing
and how their software operates. Users expect
simple cause-and-effect relationships between
their operations and the results on a screen,
when the reality is that many ‘hidden’
processes are at work and can affect the
outcome of an interaction. 12
Students who lack the digital soft skills to
understand and respond to seemingly opaque
technologies often have a poor attitude when
faced with computer problems and may spend
their time in unproductive ways trying to
‘hack’ solutions to technical problems. 13 This
affects not only the quality of their final
designs, but their outlook on technology in
general.
Digital soft skills are similar to traditional soft
skills in the way they affect how students
apply technical skills. They are the bridge
across the gap that often exists between design
Fig. 2 The top diagram demonstrates a
curriculum where design (architecture) and
hard skills (technology) are typically taught in
parallel. The bottom diagram demonstrates
that soft skills (learning habits) create the
bridge between design (architecture) and hard
skills (technology). Over time these skills
become mutually supportive. Diagram by
authors.
skills and technical (hard) skills like digital
methodologies. However, very little time, if
any, is given in architectural curricula to the
explicit cultivation of digital soft skills.
Samples of Digital Soft Skills
The following list is a representative sample of
digital soft skills which support digital
pedagogy: communication skills, adaptability,
time management, and digital hygiene.
1. Communications Skills
Communicating clearly with others is a critical
set of soft skills for architects, particularly
when using digital tools. For instance, many
students have never been explicitly taught how
to ask a question via email: to provide
necessary information and files upfront,
anticipate follow-up questions, and to
communicate their expectations for resolution.
This is important not only professionally, but
especially when trying to learn or fix
something like a new piece of software.
Collaboration - The ability to work with
others digitally, particularly at a distance.
Some examples of this include establishing
and maintaining representational standards and
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version control for files.
Fig. 3 Example of a downloaded Grasshopper
definition. Working digitally demands
questions of authorship and intellectual
property be discussed with students.
Authorship - This is the ability to understand
digital intellectual property and to distinguish
between resourcefulness and plagiarism. This
notion of authorship becomes increasingly
important when the line between programmer
and designer is blurred by the use of digital
tools. Of particular note is the downloading of
code or Grasshopper definitions which are then
deployed as design generators.
Support - Architects should be able to seek,
locate, and pursue support for software and
technical issues, many of which might exceed
the abilities of the instructor or the support
offered by an academic institution. These skills
include asking fellow students, contacting the
software maker directly, and using the Internet
as a resource.
2. Adaptability
Adaptability is resiliency in response to
imperfect tools and a field constantly in
change. Digital designers should work with the
understanding that failures are to be expected,
while being empowered to seek alternatives.
They must also update their skills and abilities
often while remaining critical users of
technology.
Autodidacticism – The ability and inclination
to teach oneself (quickly) is a valuable skill for
designers. This includes planning and
scheduling regular time to learn and a
recognition of common concepts and methods
shared between tools, which can make learning
more efficient.
Conversion – An effective strategy for error
recovery is knowing how to share data
between several types of files and programs. It
is important to also note that many computer
programs are able to convert various file
formats and often have similar procedures.
Fig. 4 Example of a response to a large print
which failed. Soft skills encourage students to
anticipate such failures and to develop
alternatives, such as printing on smaller
paper, creating analog versions, and using a
projector. Photograph by authors.
3. Time Management
Digital design projects in architecture are often
complex, involving many different programs
and machines, as well as human team
members. Some of these elements can be
hands-off (such as rendering) or very hands-on
(supervising CNC fabrication). Part of
completing them successfully is knowing the
workflows involved and having a sense of their
coordination and time requirements.
Fig. 5 Example of a time management and
workflow issue common in digital production.
It must be reiterated that the computer is not
automatic nor is digital production in and of
itself ‘fast.’ A tedious laser file will become a
tedious model to assemble. Photograph by
authors.
Estimation - There is a common
misconception that technology makes design
faster and easier. It takes experience and skill
to determine the full amount of time needed to
complete a digital task or processes (e.g.
milling, printing, rendering).
Sourcing - The ability to identify the most
effective tool and process for the development
of the idea and in relation to the time available
for production. This requires understanding the
different elements of digital production such as
the difference between a raster and a vector.
Preparation - Plan for contingencies and
alternatives. Assume some things will
inevitably not go as expected and know the
options available.
Scheduling - Develop internal deadlines,
realistic calendars, and skills for planning and
implementing a multi-step process. For
instance: development of a digital file for
fabrication, then fabrication, then postproduction.
4. Digital hygiene
Digital hygiene refers to the good habits of
caring for equipment, computer hardware and
software as well as preventing and recovering
from errors.
Fig. 6 Example of a backup protocol. Soft
skills enable students to feel confident that
computers will fail and that they are
empowered to seek alternatives. Photograph
by authors.
Organization - Maintain files in a structure
which is both navigable and searchable by
users.
Backups - Create a backup routine that is an
embedded part of the digital process (cloud,
physical media, & storage). This also includes
knowledge and use of software auto-backup
and recovery. Keep at least one physical
backup off-site.
Clean-up – Regularly sort, store, and purge
project files to manage storage and make
important files easier to locate.
Teaching Digital Soft Skills
Successful students may demonstrate
behaviors and habits similar to those presented
in the last section. Therefore, it is often
assumed that soft skills are character traits
rather than teachable attributes. However, this
is not representative of how the majority of
students approach digital design. The very
notion of ‘soft skills’ implies that these
behaviors and habits can be taught to students
who need them. 14
Another common argument is that soft skills
are best learned in the workplace. While the
workplace presents a professional context, it
does not offer the same opportunities for
focused learning as design school. Moreover,
one of the reasons for learning soft skills is to
make one more competitive in finding
employment. Students should have a sense of
how these skills translate into practice before
they enter the market or transition into related
fields where soft skills are still applicable.
Supporting a new habit which a student does
not create themselves requires helping them
understand its meaningfulness. It can be easy
to dismiss soft skills out of hand because they
might seem to be obvious or less interesting
than learning technical skills. However, soft
skills precede the development of technical
skills. For this reason, it is important for the
instructor to communicate why new strategies
and habits support design development. 15
Investment begins by identifying the soft skills
in question and explaining to students the
value of the skills within design and
production workflows. To be most effective,
those values should be immediate and goaloriented.
Although it is true that developing
soft skills can help a student get a job in the
future, explaining to a student (for example)
how organizing their files saves them time and
reduces errors on their current project is less
abstract and applies to their current situation.
To give context to this time-saving practice,
file structures should be discussed as integral
to design processes rather than tangential.
Helping students understand the gaps in their
present abilities and how learning soft skills
can help close those gaps and improve designs
is the first step toward effective habituation.
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At the same time, teaching soft skills is most
effective when integrated with hard skills
teaching and preferably in the context of a
design project. 16 An instructor can introduce
soft skills where they naturally occur within
design and production processes. For example,
using an error that students commonly
encounter to teach search, problem-solving,
and communications skills. Relevant material
like this helps focus student attention while a
legitimate context helps them retain and access
what they have learned later.
Demonstrations can be more effective when
they are supported by teaching materials that
help organize knowledge for students. 17 A
simple check-list, for example, can help
students remember how to organize a digital
group project. Once students have mastered the
soft skills involved, the student will not need
the scaffolding provided by the list. However,
if the student makes a mistake or needs to
refresh their learning later, the list provides a
useful reference and a prompt for activating
digital soft skills. Externalizing implicit
practices and helping students focus on
relevant information and methods improves the
effectiveness of soft skills teaching and
integrate these skills into the design process.
Delivering soft skills in class benefits from a
coaching approach. Because the goal is to
change student attitudes over time, rather than
delivering information or procedures, a ‘one
and done’ demonstration is not an appropriate
teaching style. 18 19 With coaching, the
instructor discusses the advantages of a skill
(creating investment), then models the
behavior while explaining to the student what
they are doing and why. This last step is
important because students need to understand
when to apply a skill as much as they need to
20 21
know the technical operations involved.
Next, students demonstrate the skill and
receive feedback from the instructor on their
performance. This is followed by more
practice and feedback over time and in concert
with other skills to approximate holistic design
activities. The goal of coaching is to cultivate
not just practice but deliberate practice over
time – making the student aware of their own
actions and motivating retention and
refinement. 22 This creates deep and lasting
learning: the ‘learning habits’ championed by
Boyer.
Formative assessment techniques, which
encourage personal reflection, timely feedback,
and student response are useful support for the
‘coaching’. 23 Many courses emphasize the
final artifact and never look at the files
involved. The studio or classroom offers the
opportunity to do just that. Reviewing files is
critical so the instructor can observe attributes
such as organization, efficiency, and other
procedural nuances.
Lastly, in order to properly cultivate habits,
soft skills should be reinforced in the studio
and lab even when they are not being formally
taught. Instructors should be mindful and
consistent in their own habits, demonstrating
modeled behaviors in their personal actions.
For example, an instructor’s demonstration
files should be well-organized to set a good
example for the students. Student interactions
should also emphasize consistent behavior. If a
student asks for help with a tool, for instance,
the instructor should evaluate how the student
asks questions and replay the scenario with
them while making explicit the strategies
involved. Learning should be embedded in the
classroom experience and design process. It
must be an iterative and continuous practice,
not merely an exercise.
Pedagogical Alignment and the Value of
Digital Design
Although digital soft skills bridge an important
gap in how students learn digital design,
effective teaching must also provide a
framework for how students approach learning
and apply their skills. Digital design
instruction in higher education is often
misunderstood as merely teaching technical
skills. However, in order to be used
successfully, those technical skills must be
supported by knowledge and sound judgement.
The issue facing architectural education is that
the goals of learning digital design are often
too superficial and ill-defined. Merely
acquiring skills is not enough. By reflecting
upon the nature of learning itself, architecture
education can re-align its pedagogy and
understand the value of digital design.
Towards this end, one of the most significant
advances made by educational research in the
past 20 years has been to redefine the goals of
learning. Decades ago, before the development
of contemporary learning theories, schools
emphasized developing core skills such as
reading and memorizing information such as
dates and facts in a history class. The implicit
assumption was that this level of learning was
sufficient for students to write reports, solve
problems, and produce other sophisticated
applications of literacy. However, while many
students could demonstrate ability at, for
instance, providing the correct solution for a
specific type of word problem, educational
researchers found that students rarely
understood what they had learned, nor could
they easily apply their skills and strategies to
new contexts. 24 The students knew their
lessons by rote and adapted to succeed at their
instructor’s tests, but they had a superficial
understanding of the material. Today, although
educational models and expectations have
evolved, digital technology is often relegated
to this type of learning.
While skills and facts remain important to
learn, the goal of education today has been
restated: to provide students with a foundation
of deep learning and the intellectual tools to
ask and address meaningful questions. 25 In
contrast to superficial learning of facts and
procedures, deep learning entails knowledge of
the underlying principles, domain structure,
and strategies to activate skills and knowledge
and apply them flexibly in a variety of
conditions – particularly conditions which are
different from the ones where learning
originally occurred, such as the translation of
design thinking from an academic to
professional context. Deep learning is what
most instructors would recognize as productive
and transferable learning yet few courses
actually achieve this new standard.
Architectural studios are examples of a deep
learning environment.
However, in contrast to architectural studios,
the current state of digital design instruction in
architecture tends to follow an educational
model which does not support deep learning.
Presently, much of what students learn is by
rote: sequences of commands and procedures
intended to produce reliable results. While
students can operate software and other tools
with what appears to be great fluency, a
majority do not have a deep understanding of
computing or digital media principles. 26 As a
result, their work tends to be inefficient and
derivative. Like the school teachers in the
earlier example, digital design instructors
emphasize core skills for using digital tools
and then expect students to apply them towards
design projects. This is the reason a learning
gap exists: first, students do not learn the tools
with significant guidance to develop depth and
rigor; second, they are not taught explicit
strategies for applying digital methods to
design tasks. Students often fail to develop an
understanding of digital design methods
because the pedagogy is not aligned with the
goal of deep learning. This leads to a
frequently cited criticism of digital design:
work which is repetitive or uninventive
because students are grappling with technology
rather than controlling it. In this case
technology controls the learner, not vice versa.
Here we assume that such a goal is recognized
in the first place. Learning digital tools is often
seen – by students and faculty alike – as mere
technical skilling rather than a way of thinking
about design. The organization governing
professional architectural accreditation
(NAAB) in American schools uses a set of
learning criteria that specify Ability and
Understanding. 27 However, this set of criteria
does not address digital design with any
specificity. There is no agreement upon the
value or content of a digital design education,
and so student abilities can vary widely from
school to school, and within academic units.
The educational model of the design studio is
unique in its approach because it has many
elements which contribute to the production of
deep learning, such as opportunities for
synthetic learning, active learning, complex
problem solving, and self-reflection and
critique. This is precisely the kind of approach
that would benefit digital design education.
Unfortunately, the architectural design studio
is often seen as one type of learning, while
digital design, which is thought of as mere
technology, is seen as another. This
disconnection is due to a misunderstanding
about digital design due to a lack of clearlydefined
and shared pedagogical goals. The
present situation in education has come about
because the implied goal of digital design
education is mere tool operation (which does
not require deep learning) when the expected
outcome should be increased agency and
sophistication of design ability. One way to
address the problem of pedagogical
misalignment is to develop learning objectives
for digital design. Learning objectives have the
benefit of being a structured, well-understood,
and research-based approach to curricular
development. This method informs clarity and
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Shelby Elizabeth Doyle | 143
represents an explicit way to connect the goal
of deep learning with pedagogical execution.
Bloom’s Taxonomy
A useful tool for developing better learning
objectives and thereby digital education is
Bloom’s taxonomy. The taxonomy is a
hierarchical framework intended to help
instructors coordinate their planning and
assessment using a common language. 28 It
represents the process of learning from
acquiring simpler to more sophisticated
thinking skills. The general idea of Bloom’s
taxonomy is that lower levels of cognition
support higher levels. For instance, one must
understand the difference between different
methods of digitally constructing a 3D surface
(comprehending) before choosing which kind
of 3D surface to use (applying).
In its revised form, Bloom’s taxonomy lists six
levels of cognitive processes:
1. Knowing: memorization and factual recall
2. Comprehending: understanding the
meaning of facts and information
3. Applying: selection and correct use of
facts, rules, or ideas
4. Analyzing: breaking down information
into component parts
5. Evaluating: judging or forming an
opinion about the information
6. Creating: combination of facts, ideas, or
information to make a new whole
A more recent addition to the discussion of the
taxonomy is the inclusion of types of
knowledge. Anderson and Krathwohl
addressed criticisms of the taxonomy by
recognizing that not all knowledge is equal in
complexity and that knowledge tends to be
developed from concrete (facts and concepts)
to abstract (procedural) and finally to
knowledge of one’s own cognition
(metacognitive). 29 In concert with cognitive
processes, the knowledge dimension of the
revised taxonomy enables a more nuanced
discussion of learning objectives. For instance,
under the newer version, the taxonomy does
not progress and stop with creating, but also
includes reflective feedback loops between
making and learning. Many of these processes
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can already be found within the studio teaching
model.
Bloom’s taxonomy is not a prescription for
every course to follow. However, it is used
here to move forward a conversation about
how to structure the digital education of
architects. For example, one could design a
course with at least one learning objective
from each cognitive level. Depending upon the
skills required, some levels may need
additional objectives. Students with different
abilities may be able to begin learning at
higher levels. The value of the taxonomy is not
that it represents exactly how learning works
or that it tells instructors how to teach, but
rather in how it helps to organize and align
pedagogical thinking.
Educational frameworks like Bloom’s
taxonomy are not in common use in
architectural education. The reason for this is
unclear. However, for those developing or
revising architectural curricula, having access
to a set of learning objectives that uses a
shared taxonomy can enable a dialog within
the discipline. Furthermore, because Bloom’s
taxonomy is recognized outside of
architecture, it can help produce
interdisciplinary connections with other
educational researchers.
Fig. 7 Bloom’s taxonomy was first introduced
in 1956 and since then has seen widespread
9
use in instructional design. A revised version
was issued in 2001, which changed the levels
from nouns into active verbs, added the
knowledge dimension, and placed creation
(synthesis) at the top of the hierarchy of
cognitive process. 31 More recently, Churches
created a ‘digital’ version of Bloom’s
taxonomy that updates many its application to
computing activities. 32 Diagram by authors.
Bloom’s taxonomy helps support the goal of
developing deep understanding in digital
design instruction. One way it accomplishes
this is by establishing the basic cognitive
processes involved in learning to design
thoughtfully. To see these processes organized
and consider them with respect to digital
design is to shed light on what is often an
opaque practice. The taxonomy makes it clear
that one does not just use or not use various
tools, but one must understand them, choose
from them, and evaluate those choices as part
of a design process. In this manner, an
advantage of learning objectives developed
through Bloom’s taxonomy is that they
promote student outcomes of greater
complexity and iterative feedback loops. 30 For
example, without the proper outcomes
articulated, a student might submit what
appears to be an original design, but was
merely applying a procedure. Bloom’s
taxonomy makes it clear that creation depends
as much on understanding one’s decisions (the
‘why’) as knowing the correct commands (the
‘how’ – which is often students’ focus). For
can help clarify that the goal of digital design
instruction is not only to learn how to use
digital tools, but to apply them towards better
designs and more sophisticated design
thinking.
With regards to teaching methodology, the
clarity of learning objectives derived from
Bloom’s taxonomy can help motivate qualities
of student performance which are often lacking
in digital design courses, such as innovative
solutions and well-crafted, thoughtful
representation. As mentioned in the previous
section, many learning objectives are not
specific enough, sufficiently measurable, or
targeted to student’s learning level. Bloom’s
taxonomy can help ensure that students are
practicing the skills that they should be
learning in their activities and at an appropriate
level of cognition. This enables the
pedagogical gap between learning digital
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methods and creating designs to be filled with
deliberate (or mindful) practice.
Deliberate practice is another element which is
often missing in digital design education. It is a
recognized process through which individuals
train themselves to high levels of performance.
Like digital soft skills, some students do this
intuitively, but it can also be taught. Research
has shown that learning complex skills is most
effective when students engage with tasks that
are appropriately challenging, with clear
performance goals and feedback, and
sufficiently frequent opportunities for
practice. 31 The difference between merely
making and deliberate practice is that a student
monitors their progress towards a specific goal
and changes their performance in response to
feedback. Learning objectives assist students
in deliberate practice by creating specific and
appropriate performance goals which they can
use to monitor their progress. This guidance
directly supports the development of abilities
on the highest (metacognitive) level of the
taxonomy, which are crucial for sophisticated
work and achieving transfer of skills and
knowledge to other domains. 32 Thus, the
notion of deliberate practice stands in contrast
to the disengaged ways that many students
learn and use digital tools, which is often
oriented towards production for its own sake
rather than for quality or thoughtfulness.
Introducing deliberate practice is one way for
schools to motivate deep understanding and to
bring craft back into discussions about digital
representation.
Towards Learning Objectives for Digital
Design
Learning objectives, supported by Bloom’s
Taxonomy, provide valuable insight into the
how and why of teaching. They promote a
common language of naming educational
concepts which define and enrich the
discipline of digital design. The idea of a
learning objective is straightforward, but often
misapplied or misunderstood as bureaucratic
syllabus fodder. A learning objective is a
specific statement which describes what a
student will know (knowledge) and be able to
do (skills) as a result of engaging in a learning
activity. A learning objective must have three
parts: a measurable verb associated with the
intended cognitive process, the necessary
condition (if any) under which the
performance is to occur, and the criteria for
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Shelby Elizabeth Doyle | 145
measuring acceptable performance (this is
often implied). A simplistic example of a
learning objective that fits this pattern is:
‘Given a set of contours the student will be
able to generate a topographic model.’ The
condition is having a set of contours and the
implied measurement is an acceptable model.
Learning objectives are focused solely on
student outcomes and do not specify methods
or other expectations for the teacher. They are
not an attempt to create uniform classroom
procedures or hinder instructor creativity
through standardization. Learning objectives
are useful because they help instructors with
course planning and the creation of content.
Furthermore, the explicitness of properlyconstructed
learning objectives establishes a
basis for student assessment as well as the
evaluation of teaching and curricula. 33 A
primary challenge of digital architecture
evaluation is the lack of criteria and therefore a
lack of agreed upon traits for which to evaluate
whether digitally produced code, drawings or
images are successful.
In this manner, learning objectives support
better learning and provide a common
framework for schools to organize their efforts
at improving education. For this reason, many
North American universities, such as
Vanderbilt 34 and Carnegie Mellon 35 , have
standardized their syllabus policies to address
learning objectives. The use of learning
objectives may seem obvious or unnecessary if
one is only considering their use in one’s own
syllabi, but in terms of disciplinary alignment,
digital design instruction could benefit from
the additional clarity offered.
The real issue is not that learning objectives do
not exist for digital design courses, but rather
that they are not often used correctly, in
response to the findings of educational
research. First, many stated learning objectives
do not take into account the learning process
for developing complex skills and thinking. As
mentioned earlier, traditional digital design
pedagogy tends to emphasize learning through
design tasks. The tacit learning objective of
most activities, ostensibly, is to design
something via digital methods. However, this
does not acknowledge the steps involved to
prepare students for design, such as learning
about the tools, practicing methods, comparing
and selecting methods, etc. These skills and
knowledge are implied by the goal of
designing. However, by not stating this
explicitly and assuming that students will learn
on their own, the instructor might neglect
teaching and assessing the constituent skills
and knowledge that students need.
When developing learning objectives, it is
important for digital design instructors to
acknowledge how learning occurs as a
developmental process. Creativity and
autonomy, abilities exercised in design work,
are higher order thinking skills. Higher order
thinking is dependent upon requisite technical
skills and other cognitive resources. 36 As such,
these activities may not be beneficial learning
experiences for beginner and intermediate
students. Research shows the importance of
matching learning objectives to student level. 37
Novices benefit from direct guidance in basic
skills and knowledge, while objectives for
advanced students should emphasize synthesis
and independence.
Second, many learning objectives for digital
design instruction conflate activities and goals
with learning outcomes. A goal is a statement
of the overall intended outcome of a learning
activity or course. Learning objectives are
specific achievements which contribute to the
goal. 38 For example, a course description that
says ‘students will be exposed to digital
fabrication technologies’ has presented a goal,
but not stated a specific, measurable outcome.
Likewise, a statement like ‘students will
fabricate a small-scale physical model’
describes an activity, but does not provide
enough information to discern what students
are supposed to learn from the activity or what
determines successful learning from the
activity. A learning objective that addresses
these issues would be: ‘students will use GIS
data to generate a small-scale physical model
using appropriate digital fabrication
techniques.’ This objective presents a
condition (GIS data), an outcome (the model),
and assessment criteria (are the techniques
appropriate? / is the model correct?).
Understanding the learning objective helps
define the cognitive skill level of the activity
and the appropriate assessment. For instance, if
the objective was to learn about computing
concepts, issuing a quiz with questions about
procedures would not be a helpful
measurement. To facilitate effective
instruction, goals, activities, and learning
objectives must be aligned with one another.
Discussion of Learning Objectives
The challenge of making claims about design
pedagogy interventions, such as soft skills, is
proving their effectiveness. In educational
research the difficulties of empirical
measurement in traditional subjects like math
and reading are well-known 39 40 but the
challenges of demonstrating the impact of an
intervention upon design outcomes – which are
not easily measured or quantified – make this
task even more burdensome and its
conclusions unreliable. For this reason, there is
no accepted model for proving the
effectiveness of design pedagogy. What is
more important and perhaps easier to ‘prove’ is
that well-articulated digital soft skills create a
framework and a platform where technology
can be used expansively and in unique ways
rather than reductively and repetitively. The
value of digital soft skills is to suggest a
replicable model which remains relevant and
useful for students as technology changes.
With regards to learning objectives, their
greatest value is not necessarily what they add
to a syllabus, but rather how they prompt a
larger conversation about educational and
professional values and standards – a
conversation which is necessary for
establishing a discipline and then moving it
forward. Creating learning objectives for
digital design in architecture exposes many
implicit assumptions about what faculty
believe about learning and the role of
computing in the studio. At the same time,
discussing learning objectives is a provocation
towards architecture schools to consider digital
design as more than merely learning to operate
tools and software (activities which are not
themselves valid learning objectives) and to
instead connect these practices to design
thinking and the development of architectural
designs.
Bloom’s taxonomy assists in framing a more
constructive discussion about learning to
design digitally by offering a structure of
cognitive accomplishments for students. This
helps move architectural educators away from
frameworks derived from intuitions about
pedagogy and towards established theories and
research into educational psychology and
learning cognition. Instead of teaching and
learning digital skills and knowledge through a
hierarchy of the tool’s features or increasing
complexity, Bloom’s taxonomy foregrounds
processes of remembering, thinking, and
judgment. These objectives are more closely
aligned with deeper understanding and
integrative mastery. This type of learning is
precisely the antidote to the kind of superficial
engagement one often finds in architecture
schools that prompts negativity towards the
use of computing in design. In the future,
educational theory in architecture could benefit
from a more specific taxonomic model, but at
the moment, Bloom’s taxonomy offers a useful
framework for envisioning and discussing
alternatives to traditional digital design
instruction.
The purpose of reflecting upon learning
objectives for digital design in architecture is
not to produce a definitive list of what students
ought to learn. Learning objectives are written
for specific curricula, student needs, and
faculty interests. They are useful because they
provide a clear definition of expected
outcomes and which becomes a point of
dialogue. In order to evaluate something, it
first must be named. Through evaluation and
discussion, a discipline develops. When Bloom
created the learning taxonomy, this was the
goal. Not to explain or lay claim to how
students must learn, but to provide a shared
structure so educators could compare their
approaches. In a similar manner, creating and
sharing learning objectives for digital design
instruction can produce a more organized
dialogue about how to align the use of digital
tools with the core values of architectural
education and the development of the
discipline itself. In doing so, it may be possible
to move away from strictly hierarchical models
(such as Bloom) and into more networked or
non-linear theories of learning. Nevertheless,
the development of a more coherent set of
evaluation criteria in digital education will
increase the rigor of conversations about the
future of digital design in architecture.
Conclusion
While digital design skills are critical for 21 st
century designers, architectural education must
also recognize and deliver more than technical
proficiency. Working creatively and
effectively with computers, digital fabrication
machines, and other devices requires a new set
of workflows and adaptations to professional
behaviors. Traditional learning habits and
educational goals have not been updated in
response to these changes in technology. 41 We
propose that research-based educational
methods, such as soft skills and learning
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objectives for digital design, can help schools
to bridge these gaps.
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The proposals and critical reflections shared in
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cultivation of knowledge, abilities, attitudes,
and habits tied to technology and architectural
education. Contemporary architectural
pedagogy and curricula must address the
difference between teaching students to merely
use technology and teaching students to design
with technology.
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Assessment in Education, 5(1), (1998), 7-74.
40 Lorrie A. Shepard, “The Role of Assessment
in a Learning Culture.” Educational
Researcher, 29(7), (2000), 4-14.
41 Ernest L Boyer and Lee D. Mitgang.
Building Community: A New Future for
Architecture Education and Practice: A
special report. (Jossey-Bass Inc: 1996),
Preface xvi.
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Shelby Elizabeth Doyle | 151
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Book
Chapters
Back to Table
of Contents
They impatiently wait for their turn in the architectural canon: their history to be written, their contributions to
be recognized, and their power to be emancipated.
This is a call for the development of a more robust theoretical position about the gender implications of
advanced parametric design and the use of machines to design and fabricate architecture. As digital
fabrication has made material the network conditions of cyberfeminism it is time to revisit the relationships
between feminism, architecture, and technology. We propose a framework that relies upon intellectual
traditions of feminism and deliberately focuses on developing technologies as a locus of power and influence
in architecture. It is well established that architecture has been slow to fully acknowledge, incorporate, and
integrate women into its architectural practices. 5 Within the building profession, digital technology is an
emerging site of architectural influence: those who control the process of design through technology control
architecture. Technologies such as digital fabrication and robotic construction cultivate a new culture of
digital craft, which simultaneously recalls a long history of craft and feminine labor and presents future
opportunities. Acknowledging these contributions and revealing their influence upon current digital practices
is a means for subverting existing architectural origin stories.
Advanced parametric design and fabrication recall historical methods typically associated with domestic
labor, such as weaving, ceramics, and embroidery. Architecture can learn much from this shadow history. 6
The cyborg is central to this narrative, once considered a fictional entity occupying a visionary part of our
cultural imagination, cyborgs are revived as vital participants in the history of technology: 7 witnesses to
crucial moments in what Manuel DeLanda defines as the “migration of control” from human hands to
software systems or in this case the migration of control from female and domestic craft to the masculine
and industrial digital. 8 The cyborg embodies Haraway’s "ironic dream of a common language for women in
the integrated circuit”: Rachel Grossman’s image of women in a world fundamentally restructured through
the social relations of science and technology. 9 10 Not always visible or legitimized, cyborgs are present
within current and past technologies providing “spaces for disguise, concealment, and masquerade”. 11
Making their contributions evident is a subversive, disruptive, and powerful force in architecture: skills
Searching for Cyborgs
Shelby Doyle and Leslie Forehand, Iowa State University
1 In the LCC between Technology and Women are 2543.T68 Tourism and 2543.W37 War. Retrieved January 2017 from
https://www.loc.gov/aba/publications/FreeLCC/freelcc.html
2 Donna Haraway. A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century. New York: Routledge, 1991.
3 Chela Sandoval. "NEW SCIENCES Cyborg Feminism and the Methodology of the Oppressed." The Cybercultures Reader, 2000.
4 Peg Rawes. Spinoza’s Geometric and Ecological Ratios. The Politics of Parametricism: Digital Technologies in Architecture. Bloomsbury, 2015.
5 Chang, L. C. (2014). Where Are the Women? Measuring Progress on Gender in Architecture. Association of Collegiate Schools of Architecture. Retrieved
February 01, 2017, from http://www.acsa-arch.org/resources/data-resources/women
6 Patricia Morton. The Social and Poetic: Feminist Practices in Architecture, 1970-2000 in Feminism and Visual Culture Reader. Edited by Amelia Jones. 2003.
7 Fiona Hovenden, Linda Janes, Gill Kirkup, and Kathryn Woodward, eds. The Gendered Cyborg: A Reader. Routledge, 2013.
8 Manuel De Landa. "War in the Age of intelligent machines." 1992.
9 Morton, 2003.
10 Haraway, 1971.
11 Plant, Sadie. "Zeroes and Ones: Digital Women and the New Technoculture." (1997).
One of the impossibilities of library categorization is the premise of fixing knowledge in place by naming and
stabilizing ideas, then locating them in space. The lower level of Parks Library at Iowa State University
houses ‘Architecture’ (NA1-9428) - the annotated photo on the previous pages is of the shelf where
‘Technology’ (NA2543.T43) and ‘Women’ (NA2543.W65) coexist. If we accept the premise that the library is
a codification of knowledge then, there is a gap, physically and theoretically, between ‘Technology’ and
‘Women’. 1 The space in-between has a name – cyborg – though not a call number to locate it. Cyborgs defy
easy categorization, they are hybrid creatures, composed of organism and machine. Simultaneously
gendered and genderless, cyborgs have a legacy of destabilizing the great Western evolutionary,
technological, and biological narratives, and embody the ambiguities of ‘nature’ and ‘experience’. 2 In Donna
Haraway’s A Cyborg Manifesto the cyborg is the ‘illegitimate child’ of every binary: dominant society and
oppositional social movements, users and used, human and machine, subject and object, ‘first’ and ‘third’
worlds, male and female. 3 Cyborgs, like other nonhuman subjectivities (or zoes), already exist, but are not
legitimized by neoliberal society. They are named but they do not have space ‘on the shelf’ or in our culture. 4
They impatiently wait for their turn in the architectural canon: their history to be written, their contributions to
be recognized, and their power to be emancipated.
This is a call for the development of a more robust theoretical position about the gender implications of
advanced parametric design and the use of machines to design and fabricate architecture. As digital
fabrication has made material the network conditions of cyberfeminism it is time to revisit the relationships
between feminism, architecture, and technology. We propose a framework that relies upon intellectual
traditions of feminism and deliberately focuses on developing technologies as a locus of power and influence
in architecture. It is well established that architecture has been slow to fully acknowledge, incorporate, and
integrate women into its architectural practices. 5 Within the building profession, digital technology is an
emerging site of architectural influence: those who control the process of design through technology control
architecture. Technologies such as digital fabrication and robotic construction cultivate a new culture of
digital craft, which simultaneously recalls a long history of craft and feminine labor and presents future
opportunities. Acknowledging these contributions and revealing their influence upon current digital practices
Shelby Elizabeth Doyle | 155
ARCHITECTURE + DATA | AIA HANDBOOK
INTRODUCTION
Why should architects care about data? What opportunities does data offer design practitioners?
And how does a firm engage a data approach that demonstrates its values, supports its people,
and cultivates new ideas? Data and digital tools are integrated into contemporary building
design and construction processes, leading to an increasingly complex landscape of possibilities
for thinking about, designing, managing, building, and operating with data. Whether consciously
or not, most architecture firms are already handling a huge amount of data: such as using Excel,
entering data into BIM models, or tracking financial data. This article argues that fostering
innovative data strategies is not really about buying, teaching, and learning software or even
about technology, it is about defining values and asking questions important to society, to
architecture, to a firm, and to a project. The following establishes the importance and urgency of
creating data strategies for a firm, describes a selection of existing and emerging data
applications in architecture, and offers frameworks for rethinking data strategies.
WHAT IS DATA?
In 1946 the word "data" was first used to mean "transmissible and storable computer
information". Within the discipline of architecture, data and its associated computational
technologies are established sites of influence: those who control the process of design through
the development of software, hardware, and their outputs exert enormous control over
architectural processes and production and, by proxy, many aspects of the built environment.
Data’s countless relationships to architecture are important because these intersections are
imbued with values and ideas that both reflect and exert tremendous influence over the patterns
and quality of our daily lives.
For these reasons, data is most powerful to architects when discussions about data are not
restricted to technical solutions but rather are used as frameworks for a studio or firm to
explicitly state its values and to expand upon the talents of its people. Emerging data
practices offer enormous leadership potential to architects. The profession, or a firm, can choose
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to lead the integration of data into design and construction, or to yield this opportunity to other
stakeholders in the process: such as owners, contractors, and consultants, leaving architects to
follow. There are real business and market implications for firms that do not adopt a datasupported
approach to practice. These include limitations to the scope, type, speed,
complexity, and locations of future projects, as well as the ability to recruit and retain
emerging talent.
WHAT IS ARCHITECTURAL DATA?
In 2019 about 2.5 quintillion bytes of data were created each day, a pace that is increasing with
the growth of the Internet of Things (IoT), development of machine learning, adoption of
automation, and expansion of artificial intelligence. Much of this data collection occurs outside
of the immediate purview of architecture but still has profound implications for the built
environment and the experiential qualities of everyday life. Data is being captured on everything
from how many steps we take each day, to what we eat, where we drive, how long we spend e-
mailing, how productive we are at work, or how often we post to social media. The data we, as
a discipline, choose to collect and use, tell us something about what we value and what we
are willing to measure about ourselves, our work, and our environment.
The word data is derived from Latin datum (“that is given”), an etymology that implies a
neutrality or ‘givenness’. There are many forms of data and data collection and architecture
typically relies upon a combination of quantitative and qualitative data. The great hope of datadriven-design
is that it will create ‘facts’ on which designers can act upon with confidence to
create ‘better’ outcomes. However, it is imperative to consider that any collected data is neither
neutral, impartial, nor unbiased. The questions asked to produce the data are constructed by
humans: individuals, governments, and organizations that capitalize, originate, manipulate,
frame, and adopt data. By recognizing data as a form of design narrative and storytelling rather
than an unassailable absolute, architects are able to develop robust attitudes regarding data’s role
in the practice of design and construction. To take data as ‘given’ is to cede agency to those
who build the tools and systems which produce and manage the data around us.
Figure 1: Examples of common data types in architecture.
Tool building is also not neutral. Therefore, it is important to understand the tools available to
architects, as well as the motives and intents of those who create the digital tools which process
data. As researchers, practitioners, and educators, it is essential that we are cognizant of the ways
that data is used and the limits of what can be computed. Central to implementing data is the
development of a data strategy.
DATA IS NOT ABOUT SOFTWARE WORKFLOWS
The goal of a data strategy is to create a design workflow that is separate from specific software
applications and instead addresses the values and needs of a specific project and project team or
which spans multiple projects. Rather than appearing all at once a data strategy should occur
piece-by-piece, showing value at each step. This approach gives a design team time to learn and
iterate upon a workflow rather than changing everything they do at the same time.
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Most architects will not become programmers, but rather will be software end-users. Much time
and energy has been devoted to conversations in architecture regarding which software or suite
of software a designer or firm should use. The diagrams in Figure 2 demonstrate a possible
arrangement between dozens of software, hardware, and processes. Each arrow designates a
moment of exchange between people and / or file type. This is not to advocate for this specific
arrangement but rather to encourage anyone using an array of software solutions to map their
current practices as a way to discuss and speculate upon future practices. The following
encourages inserting a step prior to software selection which we will call ‘data strategy’. Data
strategy involves defining questions, ideas, and workflows that are not specific to software but
rather are a framework for designing with data. Considering architecture and data as a
‘software problem’ limits the ability of firms to retool and recalibrate their practice due to
the financial cost of procuring software licenses and training staff. For example, developing
a building information model (BIM) approach for a design team is a data strategy, whereas
Autodesk Revit is a software which can be used to develop a BIM model or BIM content.
Additionally, a ‘software forward’ model excludes those who are not well versed in the specifics
of a software program.
In addition to clarifying goals, data use in architecture is about establishing particular workflows
for each aspect of the design process. Possibly more important than any specific knowledge is
the ability to work across and between people, platforms, software, and types of data.
Interoperability is not only a question of workflows between software or file types, rather it is
about how data is managed and communicated between team members. Communication and
cross platform translation could be covered at the beginning of a project with a BIM Execution
Plan (BEP) or similar document. Central to this idea is mapping how data moves across a project
and between people, which is also impacted by the rules, roles, and responsibilities associated
with and unique to each project. There may also be matters of liability, insurance, contract
deliverables, and other legal frameworks to consider. Or there are specific workflows that are
preferred by a client or project collaborators.
Figure 2: The top diagram is of a draft data strategy and the bottom diagram applies specific hardware and
software to that strategy.
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Figure 3: A data strategy, shown on the left precedes decisions and serves as a filter for making decisions
regarding software, hardware and workflows, shown on the right.
DEVELOPING A DATA STRATEGY
The following describes how to develop a data strategy around four primary categories: 1) Data
and Culture, 2) Data and Infrastructure, 3) Data and Applications and 4) Data and Geometry.
1 DATA AND CULTURE
Developing a data strategy begins by evaluating a firm’s current successes and shortcoming
around data use. Models such as the Big Data & Analytics Maturity Model shown in Figure 4
help organizations assess their current capabilities to generate value from data investments and
support strategic business initiatives. The model requires a considered assessment of the desired
target state, identifying gaps, and then developing steps required to realize a goal. In this chart an
organization has self-identified as achieving a “Foundational” model and is aspiring to achieve a
“Differentiating” model. A well-defined data strategy can move a firm from one column to
another. Shifting culture is extremely important to any progress as can be seen in the
‘Foundational column: “The organization’s culture is highly resistant.” Addressing the cultural
barriers of data implementation is imperative to employing new practices.
Figure 4: This diagram is adapted from the Big Data & Analytics Maturity Model developed by Niall Betteridge,
executive IT architect at IBM Australia, and Chris Nott Client Technical Leader for UK Public Sector, IBM UK
Ltd. The original chart can be found here: https://www.ibmbigdatahub.com/blog/big-data-analytics-maturitymodel
1A DEFINE GOALS
Beginning discussions about data with people and firm culture starts by aligning data and
technology with the values and priorities of a team or project. What is the goal of using data in a
project? Speed? Accuracy? Social good? By explicitly defining and clearly communicating the
‘why’ of data designers can filter, critique, evaluate, and be accountable to their data use. For
example, not only the goal of data use but also its output and impacts on the people who design,
construct, or occupy a space. For instance, material efficiency might be a goal of a school design,
but that goal is clearer when coupled with a designed impact such as: Material efficiency in
pursuit of reduced carbon emissions in school design. Which is defined in this project by
comparing current carbon emissions with those of previous schools designed by this firm. This
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goal can then be paired with people, data, and software and then specifically evaluated for
achievability; this specific goal would require that the firm collected data regarding carbon
emissions for previous projects in order to conduct a comparative analysis. If that data does not
exist, then the goal would need to be adapted accordingly. Perhaps: Material efficiency in pursuit
of reduced carbon emissions by sourcing all materials from within a 300-mile radius of the job
site as measured by distance the material is trucked rather than actual carbon emissions. This is
an example of a design process that begins with ideas and value propositions that are then
supported by data.
1B FOSTER INNOVATION
Innovation in technology has become culturally synonymous with notions of radical newness and
forward thinking. Defining what innovation means to a team is important to communicating
when something innovative has been achieved or charting a course toward a specifically
‘innovative outcome’. With this in mind data strategy in architecture should begin with fostering
a culture of innovation among those who will use technology. However, it is imperative that
firms treat innovation as an investment rather than an expense, specifically as an
investment in people and education, not software.
This begins by acknowledging the innovation and knowledge that already exists within a group
of people: a firm, a project team, a lab. Fostering innovative data strategies is not really about
buying, teaching, and learning software or even about technology, it is about defining values and
asking questions important to architecture, to a firm, and to a project. For example, as digital
strategy firm Proving Ground writes: “Technology-based ‘differentiators’ have less to do with
the tools and data alone than the ability to position the capabilities on a bedrock of clear
organizational value systems and accountability.” Part of this accountability involves a
commitment to understanding the ‘why’ of data (values and priorities) use as well as the ‘how’
(applications and methods). Data and digital tools are already used into today’s building design
and construction process. With this in mind it is important to foster a culture where
technology is not treated as a rarefied form of knowledge segregated in a certain group
within an organization. Truly innovative data practices require vertical and horizontal
integration of technological knowledge and priorities among the people employing the
technologies.
1C EDUCATE: INTERNALLY
One strategy to facilitate to data integration is to focus on internal education by cultivating
computational and data education within firm and teams, vertically and horizontally. Another is
to hire recent graduates and treat their understanding of technology as a valid form of knowledge
and listen to their opinions and experiences with technologies. Recruiting and expecting
students trained in X software is antithetical to innovative processes as X software will
certainly not exist in its current form five or ten years from now. Education that privileges
software skills will be unable to compete with forms of education that encourage students to
design their own tools and to understand the underpinnings of computational thinking. To create
a foundation for the next generation of innovative data practices, the focus of education should
be to teach students and practitioners how to boldly experiment with, question, and break digital
tools rather than accepting those tools which are readily available. This notion can also be
applied to those currently working within a firm who are interested in learning how to better
engage with data.
1D SEEK EXPERTISE: EXTERNAL
A second strategy is to acknowledge the limitations of internal knowledge and to hire expert
consultants. As the landscape of data practices becomes increasingly complex architects should
look to consultancies that build project specific tools and databases to manage the quickly
changing digital design environment. External expertise can facilitate internal development of
knowledge, help guide the development of data strategies, foster a culture of innovation, as well
as influence the development of ideas and methods not currently in practice.
2 DATA + INFRASTRUCTURE
Once a set of goals has been determined and a team brought together to move forward with a
data strategy the next step is to evaluate existing infrastructure for communicating and
collaborating. This involves documenting and reviewing current hardware, software and
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protocols of how designers are collecting, using, and storing data. An advantage to consider is
that effective data strategies also have a real impact on workload and how resources are
conserved or “freed-up”.
2A COLLECTION
Data can be both a problem defining and problem-solving device –it cannot ‘solve’ intractable
systemic issues (poverty) or human problems (bias). However, when appropriately scaled and
critiqued, data-driven-decisions can make incremental progress toward specific architectural
goals. For example, reducing screen glare in an office space through surveying occupants for
light level preference throughout the day then, developing appropriate shading structures.
Experiential data may be purely qualitative or could involve creating numeric rankings (i.e.: 1-
good, 5-bad) to correlate with qualitative responses such as “How does a space make you feel?”
For example, this could include an architect:
• Attempting to capture users’ understanding and enjoyment of a space through surveys.
• Tracking movement through a hospital space to establish use patterns to inform an
upcoming renovation
• Conducting a post-occupancy evaluation of an office design where productivity is tied to
a proxy such as dollars per hour generated per employee
Data attempting to represent a common human experience can quickly become subjective and
while that is not necessarily negative, it is a reality which should acknowledged, documented and
communicated throughout the design process. The science of statistics provides many resources
for understanding data collection, interpretation, margin of error, and validation, as well as
avoiding bias in data collection. Design specific texts include Caroline Criado Perez’s Invisible
Women: Data Bias in a World Designed for Men and Apprich et al.’s Pattern Discrimination.
In Invisible Women Criado Perez writes, “When women are involved in decision-making, in
research, in knowledge production, women do not get forgotten.” The consequences documented
in the book range from annoying to grim. For example, speech-recognition software is trained on
recordings of male voices: Google’s version is 70% more likely to understand men. A more
serious data void involves automobile safety. Crash tests dummies of women did not exist prior
to 2003. The result is that although men are more often in frontal crashes a woman is 47% more
likely to be seriously injured than a man and 17% more likely to die. (Data from the National
Highway Traffic Safety Administration NHTSA)
Pattern Discrimination asks the questions “How do “human” prejudices reemerge in algorithmic
cultures allegedly devised to be blind to them? Algorithmic identity politics reinstate old forms
of social segregation—in a digital world, identity politics is pattern discrimination.” The authors
write that data categorization has achieved cultural momentum and reenergized the need for
digital humanities, algorithmic accountability, and a more critical approach to the analysis of
data and networks. As data becomes a proxy for the physical environment, and its many social
relationships, the algorithms used to navigate theses datasets have acquired social and political
urgency.
These are essential questions for architects when the built environment is represented
through data and then decisions about the built environment are being made using data.
Fostering design teams that are diverse in people, voices, and thoughts can mitigate bias and
blind spots and encourage discussion and critique of the data being used to make architectural
decisions: physical, financial, cultural, or technological.
Additionally, the field of data ethics provides a framework for architects to critically reflect on
their use of data collected from people, whether directly from individuals or broadly from a large
data set. It is worth noting here that several of these frameworks are potentially in opposition to
current legal and contractual frameworks that govern architectural practice.
• Ownership: The concept of data ownership is linked to one's ability to exercise
control over and limit the sharing of their own data.
• Transparency: Algorithm design and intent should be disclosed, and possible biases
acknowledged. Additionally, individuals should be informed of why the data is being
collected, how it is being used, and how long it will be stored.
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• Consent: Data should not be collected without the knowledge and consent of the
individual.
• Privacy: All reasonable efforts need to be made to maintain individual privacy.
• Currency: Questions whether personal data can and should be monetized.
• Openness: Argues that data should be freely available and should not have
restrictions that would prohibit its use
For example, if an architectural project is relying upon a municipal dataset for pedestrian and
traffic flows it is important to ask the questions above regarding the collection of the data and the
impact of these collections upon people’s lives. Or, if a project team for a hospital renovation
relies upon experiential surveys from patients the same questions should be posed. As with any
form of valuation the use of human-centered-data in architecture does not come with any easy or
obvious answers but it remains a space that architects should interrogate in relationship to each
project and project phase.
2A STORING + INDEXING + SECURITY
Once the use of data has been determined, defined, and communicated to the team then the
methods for achieving these goals need to be addressed. As the profession has moved away
from paper to digital files and the costs of data storage decrease architectural documentation has
shifted to cloud storage and introduced a different set of issues: data security practices, back up
protocols, and intellectual property for example. As technologies and platforms continue to
rapidly evolve continued access to data past and present will increase in importance. Over the
last twenty years a design studio may have stored drawing information on: Zip drive, a USB
stick, tapes, disk, external hard drives, or in the cloud. Not only storing but also indexing
thousands, if not millions, of files will become of increasing important to professional and
academic archives. Indexing refers to sorting and cataloging data so that it is retrievable. An
indexical data structure improves the speed of data retrieval operations on a database table at the
cost of additional writes and storage space to maintain the index data structure. For example, a
firm might decide to save models in multiple formats such as .IFC in addition to .RVT. Whereas,
.RVT is a platform specific Revit Project file used by Autodesk and .IFC is a platform neutral,
open file format specification that is not controlled by a single vendor or group of vendors. It is
an object-based file format developed by buildingSMART to facilitate interoperability in
the AEC industry.
Indexing is based upon the metadata of a file or "data that provides information about other
data". Metadata can also be described as "data about data." Many distinct types of metadata exist,
including descriptive metadata, structural metadata, administrative metadata, reference metadata
and statistical metadata. Firms should introduce indexing metadata and indexing protocols for
digital files to facilitate current and future accessibility, as the numbers of files any firm houses
grows exponentially the simple act of finding files is of increasing importance.
2B ETHICS + ATTRIBUTION
Metadata can also play a role in attributing digital work. As digital processes evolve notions of
authorship and attribution in architecture need to be reconsidered and architectural information
ethics refined. Particularly because design and construction processes are guided by many people
and institutions, the discipline needs to establish protocols and positions about how data is
attributed within the architectural process and extended to the full spectrum of AEC + O + FM.
Architects should also establish protocols for the ethics of collecting, managing, distributing
data. For example, ground-truthing the provenance of data sourced and then validating how the
data is specifically biased or limited.
Methods to improve the quality or accuracy of data rely primarily on framing design questions
and routinely questioning data’s validity throughout the design and construction process: What
questions were asked that led to framing the questions that produced the algorithms or
computational operations being put into place: Did those questions underrepresent the experience
of women and minorities? What data was excluded: labor conditions of factory workers
producing solar panels or the distance a product will be shipped to site? Did collecting certain
data mean leaving out other data, and what are the consequences of excluding related data?
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2C COLLABORATION + COMMUNICATION
Collaboration and communication workflows can create clear pathways for attribution and data
flows. The foundation of collaboration is a shared understanding of the channels and workflows
for internal and external communication as well as the protocols for storing, indexing, and
distributing data. This can include where and how is data stored, privacy, shared models, video
conferencing, cloud computing, application-based drawing, e-mail, voice to text, instant
message, ‘Slack channels’, cross platform communications: computer, phone, tablet, etc.
3 DATA APPLICATIONS
Once data infrastructure and strategies are established the next step is to determine which of the
myriad data applications available best support the firm and its work. The following describes a
selection of possibilities for data supported applications.
3A URBAN SCALE DOCUMENTATION
Prior to building design firms often conduct research at the urban scale. Knowledge about and
access to publicly available datasets has grown exponentially as municipalities gather and
distribute increasingly detailed data. Geographic Information Systems (GIS) allow for
geographically referenced data to be layered together from multiple sources to aid policymakers
and designers in understanding the social, environmental, and geographic features of a site. This
could include information such as topography and climate data or infrastructure locations from
bridges and railways to the granularity of each traffic light.
3B BUILDING DOCUMENTATION
In addition to manual collection and inputting of historic data, architects continue to use and
develop methods for translating built work into digital models of existing conditions.
Additionally, 3D Laser Scanning and Imaging can be collected through stand-alone units or
increasingly sophisticated drone mounted cameras. 3D Laser Scanning, can be used to produce
high-resolution models from thousands of points, known as a point clouds, that can be translated
into mesh-based models, which are high resolution but often difficult to edit or integrate into
non-mesh-based modeling platforms.
3C MODELING + REPRESENTATION
There are hundreds of modeling software available to architects, each requiring purchasing,
maintenance, and training costs. Determining what outcomes and processes are important to a
project and developing a strategy first will aid in selecting a series of tools which best support
the values and skills of a project team. This approach releases firms from shopping for
software and instead empowers designers to define which tools they need to conduct their
work. It’s important to also consider collaborators needs as well as whom is the ultimate
recipient of the project data (and in what format do they need it). For example, if a project
involves complex curvature a NURBS (Non-Rational B-Spline) modeler will be more effective
than a modeling platform which relies primarily on closed curve extrusion.
* Inset box
MODELING LANGUAGE + TERMINOLGY
Clarifying the language and terminology across an architectural practice or collaborative team
is imperative to understanding, challenging, and leveraging data in architecture. This is not a
semantic concern but rather it is a matter of technical and intellectual rigor to promote dialog
that considers and debates the definitions of popular terminology.
Building Information Modeling: is a method supported by various tools, technologies and
contracts involving the generation and management of digital representations of physical and
functional characteristics of places.
Computer Aided Drawing: is the use of computers to aid in the creation, modification,
analysis, or optimization of a design.
Generative Design: is an iterative design process that involves a program that will generate a
certain number of outputs that meet certain constraints,
Parametric Design: is a process based on algorithmic thinking that enables the expression of
parameters and rules that, together, define, encode and clarify the relationship
between design intent and design response.
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Non-Uniform Rational Basis Spline (NURBS): is a mathematical model commonly used in
computer graphics for generating and representing curves and surfaces. They can be
efficiently handled by the computer programs and yet allow for easy human interaction.
Polygonal Modeling: in 3D computer graphics is an approach for modeling objects by
representing or approximating their surfaces using polygon meshes. Polygonal modeling is
well suited to scanline rendering and is therefore the method of choice for real-time computer
graphics.
Procedural Modeling: a that uses an explicit instruction set to produce a model outcome.
3D ANALYSIS + SIMULATION
A well-documented, indexed and organized digital model can do multiple things in a design
process that capitalize on the benefits of computational design. Though for true collaboration
this information needs to be externalized from the model via dashboards or viewers.
First the model can provide a representation of given conditions and second it can serve as a
unique project database to simulate and analyze a series of possible outcomes. These include
representational outputs such as renderings and animations. As well as optimization and
refinement protocols for various aspects of architectural considerations from structural
performance, energy performance, and material use. Moreover, the model can become a tool for
producing cost estimation, construction sequencing, and a record of specification. Additionally,
as buildings become further implicated in the Internet of Things (IoT) the opportunity for
advanced supply chain management opens up the possibility of documenting the full life cycle of
a material – from extraction, to assembly, and transportation to usage, operation, maintenance,
de-construction, and re-purposing (Figure 5).
Figure 5: As buildings become further implicated in the Internet of Things (IoT) the opportunity for advanced
supply management opens up the possibility of documenting the full life cycle of a material – from extraction, to
assembly, and transportation.
As data becomes increasingly ubiquitous in architectural practice the forms which it takes are
expanding beyond the limits of desktop computing and blurring what constitutes inputs and
outputs. Mario Carpo writes in The Digital Turn in Architecture 1992-2012 “digital tools for
design and construction are now unmaking the Albertian, humanistic principles of allographic
notation.” Several trends are contributing to this ‘unmaking’: augmented and cross reality, digital
fabrication, artificial intelligence, and machine learning.
3E AUGMENTED / CROSS (MIXED) / VIRTUAL REALITY
Augmented reality (AR) is the layering of digital information upon the physical environment,
typically accessed through heads up displays. This could include assembly instructions for a wall
or the location of an electric panel on an existing wall. It can be used to compare digital models
with as-built conditions. An example is Fologram’s Grasshopper plug-in for the Microsoft
Hololens which provides an augmented reality workflow from Rhino that can project assembly
information into construction space.
Cross reality (XR) or Mixed Reality is the combination of augmented reality with input sensors
that are feeding data back into the augmented reality model. An example is the recently
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renovated Autodesk Portland office where the historic Towne Storage building, a brick building
from 1913 was brought up to code and renovated into a 6-floor office building. Throughout the
process a BIM model was overlaid onto the real space to provide a visual of what has been added
and altered allowing real-time collision detection, systems coordination, quality assurance /
control, and client walkthroughs from those off-site.
AR and XR are unique from the immersive techniques of Virtual Reality (VR), typically
involving a headset that replaces vision of the surroundings with a virtual world that the user can
navigate by moving around an imaginary space. VR can be an effective simulation tool for
experiencing un-built spaces at full scale.
3F AI + MACHINE LEARNING + AUTOMATION
In 2017 McKinsey identified about half the activities people are paid to do globally could
theoretically be automated using currently demonstrated technologies. Very few occupations—
less than 5 percent—consist of activities that can be fully automated. However, in about 60
percent of occupations, at least one-third of the constituent activities could be automated,
implying substantial workplace transformations and changes for all workers. It is imperative that
architects understand the implications of artificial intelligence, machine learning, and automation
upon design and construction practices.
Automation is the technology by which a process or procedure is performed with minimal human
assistance. An example might include model checkers which are designed to evaluate a model
for a given set of rules. These could include spatial requirements for the Americans with
Disabilities Act (ADA) or fire egress code confirmation.
Artificial Intelligence (AI) is the theory and development of computer systems able to perform
tasks that normally require human intelligence, such as visual perception, speech recognition,
decision-making, and translation between languages. An architectural application for AI might
be the development of thousands of possible schematic floor plans or building volumes based
upon a list of inputs such as square feet, height, setbacks, and so forth.
Machine learning is a method of data analysis that automates analytical model building. It is a
branch of artificial intelligence based on the idea that systems can learn from data, identify
patterns and make decisions with minimal human intervention. For machine learning to succeed
in architecture access to robust and well-designed datasets are required. For example, a firm has
designed and constructed dozens of hospitals and wants to employ machine learning to facilitate
future designs. To do so would require the organization and entry into a database of usable data
from the previous projects in order to apply a useful machine learning method to the existing
data.
3G EXECUTION + FABRICATION
Well-crafted digital models can be used to produce GCode, STL, or other direct to fabrication
files which eliminate the intermediate step or producing orthographic drawings. The introduction
of digital fabrication, overseen by architects continues to have profound procedural and legal
implications for the field as it positions architects to control ‘means and methods’ allocated to
contractors in the AIA contracts. Digital fabrication technologies in architecture are broadly
divided into two categories: additive and subtractive manufacturing. Additive manufacturing
typically refers to the increasingly diverse array of materials that can be 3D printed from small
scale plastics models to full scale concrete. Subtractive fabrication includes laser cutting,
computer numerically controlled (CNC) lathes and mills, and an array of robotically controlled
carving and tooling. These are processes that rely upon the geometric data stored and manged in
a digital model.
4 DATA AND GEOMETRY
Although modeling is briefly discussed in the previous section it will be further described in the
following test, since data as a descriptive geometry is one of the most central data practices in
architectural design and construction.
4A COMPUTERIZATION VS COMPUTATION
A primary form of data integration in architecture is the definition and management of geometric
information through modeling and computation. Computer science and its requisite tools and
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methods define the processes by which geometric data is made visible through the design
process. Computation is a term that differs from, but is often confused with, computerization.
This is not a semantic argument; it is important that an architect know whether they are
using computation or computerization in their practice.
Computation is the procedure of calculating, i.e. determining something by mathematical or
logical methods. Whereas computerization is the act of storing information in the computer or
computer system and refers to analog techniques transferred into digital methods: automation,
mechanization, digitization, and conversion. In Computational Design Thinking editors Achim
Menges and Sean Alquist write, “computation is the processing of information and interactions
between elements which constitute a specific environment”.
sequence of typed commands or other inputs, such as clicking icons with a mouse. Early CAD
software is an example of first-order modeling where an architect would ‘draw’ a line by directly
deploying commands in sequence: e.g. Line, from 0,0 to 0,10. Second-order modeling replaces
direct modeling with procedural methods. Rather than directly manipulating geometries, an
architect provides an instruction set that produces design geometries.
For example, in first-order modeling, the curve in the top left of Figure 6 could be produced by
hand using a French curve or input into a CAD program by tracing or directly drawing the curve
as a series of segments. However, this method entails creating a single solution for the curve and
then editing that curve by eliminating previous versions of the curve
Computational design is not distant from the realities of everyday architectural production. The
field of computation relies upon foundational mathematical concepts and geometric relationships
familiar to pre-computer architectural education and practice: point, line, surface, volume, and so
on. It is essential that architects understand the logics of the mathematical relationships
underpinning computational design as way to frame how architecture can operate with these
tools. Computation precedes the development of the computer, therefore understanding
mathematical relationships is separate from whether a designer is a ‘computer person’. In
Essential Mathematics for Computational Design Rajaa Issa introduces design professionals to
the mathematical concepts necessary for effective development of computational methods for 3D
modeling and computer graphics. Additionally, these concepts make visible the computation
already occurring in most architectural work, thereby revealing it to those who would otherwise
consider themselves, or their work, non-computational.
4B FIRST ORDER MODELING VS SECOND ORDER MODELING
The introduction of computational methods into architectural processes allows for a firm to
transition from first order to second-order modeling. First-order modeling is a form of
computerization whereas second-order modeling takes advantage of the calculating power of a
computer. First-order modeling involves producing outcomes, such as drawings, through a
Figure 6: Defining curvature in second-order modeling.
In a second-order model, the curve is described as an interpolation through a series of points as
show in the diagram in Figure 6. In Essential Mathematics for Computational Design Rajaa Issa
describes a similar diagram: “At any point on a curve in the plane, the line best approximating
the curve that passes through this point is the tangent line. We can also find the best
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approximating circle that passes through this point and is tangent to the curve. The reciprocal of
the radius of this circle is the curvature of the curve at this point.”
The instructions described in the previous paragraph are an example of the shift in thinking
necessary to employ procedural techniques which require ‘technology’ but are really about
abstract problem defining in the pursuit of design outcomes. Why is this shift from
computerization (first-order modeling) to computation (second-order modeling) necessary?
Because computerization replicates non-computer-based practices in a digital environment
whereas computation makes use of power and rapid calculation to organize data in ways,
and at speeds, that are distinct from traditional design practices. As Dave Stasiuk writes in
Design Modeling Terminology “rather than directing engaging with the outcome the designer
develops a set of rules and processes that produce an outcome by transforming data from an idea
into the design geometry.”
Although second-order modeling requires a deeper understanding of computation, the resulting
representations are can be more flexible and, possibly economical, for designers. In a second
order (computational) model, the line in Figure 5 is defined by a series of mathematical
relationships such as X1, Y1, R1, Point TAN A, and so on. Once these relationships are defined,
they can be manipulated along a range. For example: X1 could be located from 0 to 200, or R1
might vary from a length of 5 to a length of 20. It is the process of manipulating mathematical
relationships which makes computational modeling powerful through rapid calculations.
Additionally, as shown in Figure 6 procedural modeling allows geometry to be defined
simultaneously in multiple formats such as a points, lines, surfaces, volumes, or variable models.
This is a valuable method of modeling as it is non-destructive, meaning that geometry can be
evaluated at any state and represented along of continuum of possibilities without deleting or
eliminating other possibilities. For example, the cube defined before can be represented as a
‘volume’, a series of ‘lines’, or as its constituent ‘points’. Geometries can be taken apart,
manipulated, and reconstructed using a series of variables or parameters.
device largely divorced from the term’s origins in mathematics in Patrik Schumacher’s
frequently cited Parametricism. For a thorough history, analysis and interpretation see Daniel
Davis’s dissertation chapter “What is Parametric Modeling?”.
4C POINTS IN SPACE
Even the most complex architectural models can be deconstructed into the points which define
its geometry, while the points themselves can also be represented as numerical data. The diagram
in the bottom left of Figure 7 demonstrates scaling a cube in all directions and the bottom right
demonstrates manipulating the position of the six points defining the cube. These points are
defined by their X, Y, Z position within a Cartesian coordinate system which serves as the
representational modeling space of most architectural design software. This is the most common
coordinate system used in computer graphics, computer-aided geometric design, and
other geometry-related data processing. Developed in the 17 th century and attributed to René
Descartes, Cartesian coordinate systems revolutionized mathematics by providing the first
systematic link between Euclidean geometry and algebra. A Cartesian coordinate system is
a coordinate system that specifies each point uniquely in a plane by a set
of numerical coordinates as distance from the origin. It is defined by a series of reference lines of
axes (X, Y). The point where these reference lines intersect is referred to as the origin (0,0). The
principle extends to three-dimensional space by the addition of a Z-axis. Any point in threedimensional
space can be defined by expressing three Cartesian coordinates as the distance from
the origin (X, Y, Z).
“Parametric” modeling is the term which is a disciplinary colloquialism for procedural
modeling. Much has been written about parametric modeling and it has become a rhetorical
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computational methods and strategies is essential to developing a robust data strategy and
communicating goals to those designers employing digital tools. A sense of the processes of
computation can reduce friction between those in managerial positions and those deploying
technologies by creating a common language for describing updates and changes to building
information models or other tools. For example, the consequences of moving a wall and its
relational ripple effects to parametrically connected components and geometries. This is an
example of a computational method described in the inset box.
* Inset box
This list is adapted from Bhavnani, S. K., Frederick A. Peck, and Frederick Reif. "Strategy-
Based Instruction: Lessons Learned in Teaching the Effective and Efficient Use of Computer
Applications." ACM Transactions on Computer-Human Interaction (2008). Bhavnani derived
these terms from cognitive goals analysis of computer users:
Computational methods and strategies
Figure 7: To the left the construction of cube. A diagram of a three-dimensional Cartesian Coordinate system.
Cartesian coordinates provide enlightening geometric interpretations for many other branches of
mathematics, such as linear algebra, complex analysis, differential geometry,
multivariate calculus, group theory and more. These mathematical systems give rise to the
computational relationships that define architecture’s representations models.
Understanding the basics of Cartesian coordinates is valuable for architects because this system
underpins analytic geometry and provides the foundation for a variety of powerful computational
attributes and methods.
4D COMPUTATIONAL METHODS + STRATEGIES
The mathematical concepts and coordinate systems introduced in the previous sections are most
valuable architects when they are deployed through computational methods and strategies (see
inset) that define the high-level applications. Separate from programming languages and
software, these ideas exploit the powerful attributions of computation and should structure an
architectural data strategy. Even if an architect never writes a line of code, knowledge of
Basic logic systems are the application of simple rules, such as Boolean operations (true /
false, etc.) are the foundation of complex algorithms and automation. With logic, one can
create “tests” to evaluate elements within a given design and respond to them appropriately.
Dependencies and propagation are the idea that one can create relationships between
elements, such that if one element changes it affects other elements. Making changes to an
element or elements that “ripple-through” all related elements is known as propagation. This
can be very powerful as it requires little input from the designer in order to update the system.
An example of this would be setting styles in Word or InDesign. If one changes the style, then
all elements with that style will be updated.
Operating on groups is the idea that instead of modifying individual elements, one can
organize them into groups and manipulate this higher-level structure. This can be as simple as
creating a group or placing objects upon a layer. An example of this is a Family in Revit.
Distribution is an extension of “operate on groups.” Distribution is the principle that one can
create structures which are populated by copies and then manipulate the “root” structure.
This can facilitate new workflows in practices. For example, distributing points over a surface
and then using those points to copy geometry. One can edit both the points on the surface as
well as the distributed geometry to create different effects. Another example is to create fields
in a Mail Merge and populate them with data.
Operate on data structures involves elements in a digital file that are not only visual
representations; they are also data. The two are interchangeable, but oftentimes it is easier
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and more powerful to edit data than visual forms. One can exploit the numerical or logical
attributes of an element to make selections, create groups, and generate modifications.
Modify copies is one of the most powerful attributes of computing is that copies are essentially
“free.” A useful strategy to iterate or develop a design is to make relational copies of an
element and modify them. This saves time in recreating an element and, if the parametric
relationship is retained, the copies will update if the original changes.
Scripting is a form of high-level programming that utilizes pre-defined commands within a
given software. Instead of writing programs from scratch, one tells the software what to do –
similar to the way one writes a script for actors in a play. This reduces user effort involved in
creating a program, although one’s options may be limited.
Parametric elements are relationships between a numerical value and some output. For
instance, a box might have parameters for height, depth, and width. Changing the parameters
affects the form and vice versa. Parametric elements are fundamental to the creation of
computational designs.
Variables are any value that can be changed. A parametric relationship between variables
exploits the power of variables so that changes to one element affect another. This is a form of
“dependencies and propagation.”
Repetition and loops involve computers repeating commands until programmed to stop.
Repetitive work can be exploited in many creative ways and will only cease when the program
or operator decides. Looping is a special case, wherein each repetition may change the
variables at play. This is the basis of iterative or recursive strategies.
tools and processes. It is not imperative that architects have the knowledge of software
developers. However, it is important to hire experts, internally or externally, to help
communicate the benefits and restrictions of using certain programming languages since
software is not monolithic. It has many layers of abstraction: from the user interface, to the core
system, various tools, algorithms within these tools, and its data structures. These are often
written in several different programming languages and can be modified by the same. For
example, most design software has an “application programming interface” or API, which allows
developers to more efficiently modify an existing piece of software. Scripts (small programs) can
be written in these languages, and executed by Rhino, to add new plug-in tools or automate
simple tasks. At a higher-level of abstraction, Grasshopper is a visual programming language and
environment that runs within the Rhinoceros 3D computer-aided design application. Instead of
writing code by hand, the benefit of Grasshopper is that it allows end-users to create scripts by
manipulating symbolic “components” that represent code. This system allows designers who
might not otherwise consider themselves programmers to engage in computational design
through the quick, iterative, and visual outputs of Grasshopper. Selecting a tool or programming
language is only one of many choices a designer may consider. The ability to modify software –
whether it is a simple user customization or a full-featured plugin -- is another one the powerful
attributes of computation.
4E PROGRAMMING LANGUAGES
Computational strategies and methods can be deployed using a variety of programming
languages, graphic user interfaces (GUI), and software. Computer programming is the process of
designing and building an executable computer program for accomplishing a specific computing
task. Many programming languages are text-based whereas most computer users perform tasks
with a graphical user interface that facilitates running programs through icons, mouse clicks,
menus, folders, and windows. Between programming and GUI are visual programming
languages such as Grasshopper for Rhinoceros or Dynamo for Revit.
This is relevant to non-programmers because understanding the constraints and limitations of
certain coding languages can facilitate conversation and the development of project-specific
CONCLUSION
This essay provides potential answers to three questions: Why should you care about data? How
could you use data in your firm? How would you go about doing this? The takeaways offered
include that innovative data integration is not only about technology, education, and
democratizing access it is also about establishing values, shifting culture, and investing in
people. Additionally, a digital design strategy should be considered an iterative process much
like any other aspect of a design. It is improved when it occurs step-by-step, showing value at
each step and allowing for course correction if the strategy is not supporting the goals of the firm
or its people. Emerging data practices offer enormous leadership potential to architects to
establish the future of what it means to design with data.
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Biography
Shelby Elizabeth Doyle, AIA Doyle is a registered architect, co-founder of the ISU Computation
& Construction Lab (CCL), and an Assistant Professor of Architecture at Iowa State University
where she teaches design studios and seminars in digital technology. Her education includes a
Master of Architecture from the Harvard Graduate School of Design, a Bachelor of Science in
architecture from the University of Virginia, and a Fulbright Fellowship to Cambodia.
ccl.design.iastate.edu
Saffron, Inga. How Architects KieranTimberlake Turned Their Office Into an “Incubator”
https://www.metropolismag.com/architecture/architects-kierantimberlake-turned-office-intoincubator-new-ways-working/
Metropolis. January 2016.
Stasiuk, Dave. Design Modeling Terminology. Proving Ground. 2018.
Tehrani, Nader, The Pedagogical Ethic: Beyond the Practical Imperative from Architectural
Record’s 2019 Innovation Conference. https://continuingeducation.bnpmedia.com/courses/multiaia/the-pedagogical-ethic-beyond-the-practical-imperative/
FOR MORE INFORMATION
Alquist, Sean and Achim Menges. Computational Design Thinking. AD Reader, 2011.
Apprich, Clemens, Wendy Hui Kyong Chun, Florian Cramer, and Hito Steyer. Pattern
Discrimination. Minnesota University Press, 2019.
Bernstein, Phillip. Architecture, design, data: practice competency in the era of computation.
Birkhauser Architecture. 2018.
Carpo, Mario. The alphabet and the algorithm. MIT Press, 2011.
Carpo, Mario. The Digital Turn in Architecture 1992-2012: AD Reader. Wiley, 2012
Cumincad CumInCAD is a cumulative index of publications about computer aided architectural
design. http://papers.cumincad.org/
Davis, Daniel. 2013. “Modelled on Software Engineering: Flexible Parametric Models in the
Practice of Architecture.” PhD dissertation, RMIT University.
Issa, Rajaa. Essential Mathematics for computational design.
https://developer.rhino3d.com/guides/general/essential-mathematics/
Journal of Technology, Architecture, and Design https://tadjournal.org/
Leah, Neil and Philip F. Yuan. Computational Design. Tongi University Press, 2017.
Marble, Scott, ed. Digital Workflows in Architecture: Design–Assembly–Industry. Walter de
Gruyter, 2012.
Perez, Caroline Criado. Invisible Women: Data Bias in a World Designed for Men. Abrams,
2019.
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Flood Pulse Urbanization: Phnom Penh and the Tonle Sap
Shelby Elizabeth Doyle
“Water does not constitute one object of analysis but rather an intersecting set of
processes, practices, and meanings that cuts across existing disciplinary boundaries.”
Matthew Gandy, The Fabric of Space: Water, Modernity, and the Urban Imagination 1
south respectively. During the wet season the Mekong River flows into the confluence with such
force and volume that the Tonle Sap River reverses flow – returning to the northwest - bringing
water, fish, and sediment into the country’s midlands. The hydrological importance of Chaktomuk
cannot be understated as the wet-season reversal of the Tonlé Sap at Chaktomuk is essential to
the environmental health of Cambodia. At Chaktomuk is located Phnom Penh, the capital of
Cambodia 3 .
Figure 2: Left; Mekong River Basin in blue, adjacent countries in green 4 . Dams (operational, under construction,
proposed) indicated by key. Right: Map of Cambodia’s major rivers and identifying Phnom Penh at the confluence
of the Mekong, Tonlé Sap and Bassac Rivers, known as Chaktomuk, the Four Faces. (Illustrations by author, 2020)
Figure 1: Chaktomuk or the ‘Four Faces”, indicating the four branches of the three rivers or as the French
termed the area the Quatre Bras or “the four arms”.
The fan shaped Chaktomuk Conference Hall 2 marks the confluence of the Bassac, Tonlé Sap, and
Mekong Rivers. Designed by Cambodian modernist Vann Molyvann the arced façade offers a 270-
degree view of the moment where the Mekong River collides into the Tonle Sap River with such
force that the Tonle Sap reverses course, flowing northward into central Cambodia. In Khmer this
intersection is called Chaktomuk or the ‘Four Faces”, indicating the four branches of the three
rivers or as the French termed the area the Quatre Bras or “the four arms”. During the dry season
the Tonlé Sap and Mekong Rivers flow into the confluence from the northwest and north
respectively, then the Mekong and Bassac Rivers flow out of the confluence to the southeast and
Phnom Penh is home to nearly two million people, many of whom live and work along the banks of
the Mekong River. 5 Millions more people are sustained by the basin’s flood cycles and deltaic
system. The result is a topography defined by an intense interdependence between the inhabitants
of the region and its rivers. Stretching from the glaciers of the Tibetan Qinghai Plateau to the South
China Sea, the Mekong descends twenty-seven hundred miles through six countries – China,
Myanmar (Burma), Laos, Thailand, Cambodia and Vietnam. 6 The river is an overlapping series of
infrastructures that provides water, food, irrigation, hydropower, transportation, and commerce to
hundreds of millions of people. 7 Much of the terrain varies no more than three feet in height creating
a flat, dense, illegible landscape. Each rainy season (May-October), monsoon rains and snowmelt
cause the Mekong River to flow into the Tonlé Sap with such force that the latter reverses its flow.
During the dry season the Tonlé Sap is approximately three feet deep; with an area of around
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1,000 square miles, during the wet season the Tonlé Sap swells to nearly five times its dry-season
size volume. 8 Consequently, Phnom Penh and the surrounding region experience a dramatic swing
in flood levels from dry to wet season. Although the floods are destructive, they also support one of
the most delicate and diverse ecosystems in the world. This seasonal flood pulse sustains the
region: fisheries are replenished, floodwater is stored for use in the dry season, flood-deposited
sediments improve soil fertility across the region, and groundwater aquifers are recharged. 9
Conversely, severe flooding results in the loss of life, damage to agriculture, property, and
infrastructure, and it can cause the disruption of social and economic activities throughout the
Lower Mekong Basin. Flood events in Phnom Penh are twofold – almost daily rainy season flood
events and episodic larger scale river flood events. During the rainy season, monsoon rains
inundate low-lying streets, some with nearly three feet of water. 10 According to the Mekong River
Commission the economic benefits of this flood pulse far outweigh its consequences. Average
annual flooding costs range from sixty to seventy million dollars while the benefits of the flood
annually range from eight to ten billion dollars. 11 Therefore, the city must mediate a delicate
balance to preserve the benefits of the flooding while reducing the costs and impacts to life and
property.
This convergence demonstrates the friction between ecology, landscape, infrastructure, economic
development, and political power: the city of Phnom Penh provides evidence of centuries of water
control strategies. The Cambodian urban record began with the twelfth-century Khmer capital of
Angkor and accelerates in the mid-19 th century when Cambodia became a French Protectorate,
followed by a brief period of independence, and, in rapid succession, the Second Indochine War to
the east, a civil war within, the depredations of the Khmer Rouge regime, followed by Vietnamese
occupation, and the present-day autocracy of the Cambodian’s People Party. The legacy of
Cambodia’s numerous political regimes reveals an evolving relationship with water and the politics
of water control through urban design and planning policies. Each of these political evolutions
demanded a simplified model of water management that created an abstracted, administrative
ordering of nature and society, and each these models failed to represent the environment and the
complications of human occupation of that environment. 13
In the context of this book, Phnom Penh provides an example of how architecture, as a detail
scale of urbanization, is intrinsically connected to its watershed, the Mekong River Basin, providing
evidence of the need for a theory and practice of watershed architecture.
Figure 3: Left: Kampong Khleang a floating and stilted village on the Tonlé Sap Lake; dry season, wet season, and
2011 flood levels indicated. Villages, such as this one, are dependent upon the Tonlé Sap flood surge for fishing and
agriculture. Right: Map of a typical wet/dry season Tonlé Sap Flood Surge and the extent of the 2011 floods,
redrawn by author from a United Nations Map 12. (Photo by author, 2012 and illustrations by author, 2020)
Figure 4: Present day Phnom Penh boundaries indicated in white. Left: Dry season, February. Right: Wet season,
October. (Source: USGS Earthshots 14 )
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Today the very existence of the flood pulse is threatened by an expanding number of upstream
hydrologic dams. Mekong damming stems from a proliferation of water management expertise
commenced in the 1950s by US Bureau of Reclamation, an agency of the United States
Department of Interior and continued today by Chinese corporations. The Bureau’s aim was to
transfer technical knowledge of water resources to ‘developing’ regions such as Southeast Asia. In
the context of the Bureau’s efforts in Southeast Asia during the 1960s, the particular
characteristics of the Mekong River basin (the ‘natural resources’ waiting to be ‘developed’) were
calculated and simplified under the impetus of the Bureau’s particular expertise in water resources
and river basin development as well as a means for combatting the spread of communism in the
region. Damming has now become an instrument of Chinese economic expansion. 15 Efforts to turn
upstream Laos into the “Battery of Asia” have created the worst drought conditions in 100 years
monsoon to wet southwest monsoon and their corresponding changes in precipitation. This
condition does not align well with notions of the environment as a consistent and legible condition
interlocking with its architectural counterpart: that which is ‘not architecture’ is environment. The
environment of Cambodia is not a background condition to urbanism; rather it expresses the slow,
viscous matter of the Southeast Asian climate as a resistance to technocratic ambitions.
on the Tonle Sap, threatening the food source and livelihood of millions. 16
In the context of rapidly urbanizing Asian mega-cities, Phnom Penh is a small and often overlooked
topic of study. However, the city presents a unique and relevant record of living and building with
water and more importantly, this history reveals methods for making legible the deep entanglement
of politics and water. From the crisis in Flint 17 to the hurricanes of New Orleans 18 and New York
City 19 to the disappearing Colorado River 20 the scale and complexities of water infrastructure have
never so urgently demanded examination. Reflecting upon Phnom Penh is a method for
contemplating architecture’s contemporary role in water polemics. Cambodia is often referred to in
the parlance of humanitarian development as ‘Third World’, ‘a developing nation’, or more recently
as part of the ‘Global South’. This measurement of its development or ‘modernization’ is often
expressed in relation to its transformation and mastery of water. As Gandy writes ‘infrastructure is
presented as modernity itself’. 21
Modernity as it used here is a concept derived from European experience, codified by the French
colonial project, and relying heavily upon an Enlightenment compulsion to impose universal
technocratic models upon the environment without regard for the cultural, political, and
environmental complexities of non-European urban contexts. Thus, the episodic hydrological cycle
of Cambodia provided a hostile context for the imposition of French and later Modernist urban
planning models antagonistic to the environmental rhythm of Cambodia. The ecological health of
Cambodia relies upon the significant swing of the monsoon season from the dry northeast
Figure 5: Street 51 during an afternoon monsoon. Photo by author. 2012.
Despite efforts to ‘control’ water flood events in Phnom Penh remain twofold – almost daily rainy
season flood events and episodic larger-scale flood plain events. During the rainy season (May-
October) monsoon rains fill low-lying streets, some to nearly four feet deep. The near daily floods
during the rainy season reframe the experience of inhabiting the city, altering its landscape and
blurring the distinction between water and land. Roads become waterways and sidewalks
disappear beneath the muddy waters. Curbs and tree roots are hidden from view, hindering
walking and driving. Businesses unfurl overhangs, open umbrellas, and hang tarps, expanding
available dry space. Traffic slows to a near stop as cars, motos (small motorcycles), and bicycles
navigate the water and intermittently stall out or dip into deep unseen potholes. The population
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anticipates the rains and has adapted to the accompanying flooding and its perceived cleansing
effects. Nonetheless, the floods disrupt the flow of daily business and activity. Additionally, flooded
streets carry potential disease as the storm water mixes with human waste and street drains are
blocked by municipal trash, slowing drainage and posing a possible public health threat. As for
larger scale flood events, Phnom Penh was founded in the alluvial plain of the Mekong River, which
varies upwards of 12 meters (nearly 36 feet) in depth between the dry and wet seasons. The most
devastating flood risk comes from the Mekong River cresting over its natural berm into the city. The
volume of water produced by a Mekong flood could take weeks or even months to recede,
evaporate, or penetrate into the ground. The factors contributing to the potential for increased
flooding in Phnom Penh are deforestation, the unknown impacts of climate change, overbuilding in
catchment areas, the damming and diversion of natural waterways, and the infill of canals and
lakes, combined with no formally accepted or followed master plan. 22
Historically Phnom Penh was surrounded by wetlands which provided catchment areas for flood
water and now are becoming infilled to create developable land. Figure 6 is a representative
section of the edge between the wetlands of Boueng Cheung Ek and the ring road levee in
southern Phnom Penh. As shown in the figure, there is no formal wastewater treatment in the city.
Instead, sewage and other wastewater from households, businesses and industries dump into a
series of covered and open canals that flow through the city and combine with seasonal rainwater
and floods. Wastewater is indicated in pink and potable water in green. This system of sewage and
wastewater removal is shown in the figure, first enclosed in subsurface piping then emptying into
the lake beneath the occupied edge. Boeung Cheung Ek (BCE) Lake is the largest of the water
bodies that receives human waste and industrial effluents. 23 The lake covers thirty-four hundred
hectares of land in an area five kilometers south of the city center. Eighty percent of the
wastewater from the city along including untreated effluent from three thousand small and largescale
industrial enterprises ends up in this body of water. 24 Boeung Cheung Ek Lake is an effective,
low-cost means of biological treatment for the city’s wastewater through its aquatic vegetable
production. 25
Housing and small businesses occupy the edge of the levee connecting the city to a network of
wetlands, streams and ponds into which more than one million cubic meters of the city’s
household wastewater and storm water are discharged daily. These structures perch on the nonprotected
side of the levee creating a three-dimensional grid of inhabited space. This grid mediates
the economic space of the street and the agricultural space of the wetlands. At the left edge of the
illustration dry and wet season wetlands water levels are marked. To the right is the heavily
trafficked ring road levee where cars, motorbikes, and bicycles compete for space. The road is
lined with small shops selling everyday items such as cell phone cards, drinks, and toiletries.
Figure 6: Representative section of the edge between the wetlands and the ring road levee in southern Phnom
Penh. (Photos and illustration by author)
Habitation adapts to the water levels in the adjacent wetlands. Lower grid quadrants are
abandoned during floods for higher space. The structures are built of loose pieces of wood, tarps,
corrugated metal, and construction debris. There is limited access to electricity, spaces are
unconditioned, rainwater is collected for washing, drinking water is boiled or purchased, and
wastewater empties directly into the wetlands. When soaked by rain the structures air-dry and
when destroyed by flooding, they are rebuilt with available debris, creating a patchwork
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architectural sieve at the edge of the city connecting it to the episodic cycles of the monsoon and
the flood pulse of the Mekong and Tonle Sap Rivers.
5
CIA Fact Book Cambodia. Accessed February 23, 2017. https://www.cia.gov/library/publications/the-world-factbook/geos/cb.html
6
About the Mekong River Basin. Accessed February 23, 2017. http://www.mrcmekong.org/about-mrc/
Biography
Shelby Elizabeth Doyle, AIA is an assistant professor of architecture at Iowa State University
College of Design and co-founder of the ISU Computation & Construction Lab. Doyle received a
Fulbright Fellowship to Cambodia where she lived and worked from 2011-13 developing research
titled City of Water: Architecture, Infrastructure, and the Floods of Phnom Penh. She holds a
Master of Architecture from the Harvard Graduate School of Design and a BS in Architecture from
the University of Virginia.
7
Mekong Aquastat Water Report 37 2012. Food and Agriculture Organization of The United Nations. Accessed February 29, 2020
http://www.fao.org/docrep/016/i2809e/i2809e.pdf
8
Chris Berdik. “Of Fish, Monsoons and The Future a Push to Save Cambodia’s Tonle Sap Lake,” The New York Times, June 9, 2014.
http://www.nytimes.com/2014/06/10/science/of-fish-monsoons-and-the-future.html Accessed February 29, 2020
9
Mekong River Commission Lower Mekong River Basin Flood and Drought Data. http://www.mrcmekong.org/topics/flood-and-drought/
Accessed February 29, 2019
10
Interactive Flood Map of Phnom Penh. http://flooddemo.estil-jennyl.com/ Accessed February 29, 2020
11
Mekong Aquastat Water Report, 2012.
12
The United Nations Institute for Training and Research Website. “Flood Waters Over Phnom Penh And Kandal Districts, Cambodia.”
Http://Www.Unitar.Org/Unosat/Node/44/1604 Accessed February 29, 2020
13
See Scott, James C. Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed. New Haven: Yale University
Press, 1998.
14
USGS Earthshots: Satellite Images of Environmental Change Website. Phnom Penh, Cambodia And the Khmer Rouge Canals.
Http://Earthshots.Usgs.Gov/Earthshots/Node/45. Accessed February 29, 2020
Acknowledgments
This research was supported by Khmer Architecture Tours and funded through the 2011-12
United States Fulbright Scholars Program in Phnom Penh, Cambodia. The resulting project City of
Water: Architecture, Infrastructure, and the Floods of Phnom Penh and additional documentation
can be found at: www.cityofwater.wordpress.com. Earlier versions of this chapter can be found in
Phnom Penh: Rescue Archeology: Contemporary Art and Urban Change in Cambodia, Gleeson, E.
(Ed.) and Nakhara Journal of Environmental Design Planning Volume, Kirkwood, N. and
Seeumpornroj, P. (Eds.). A longer analysis of the environmental politics of Phnom Penh’s
urbanization will be available in the forthcoming Genealogy of Bassac, Sereypagna, P. and
McGrath, Brian (Eds.).
References
15
Sneddon, Chris. "The ‘sinew of development’: Cold War geopolitics, technical expertise, and water resource development in Southeast Asia,
1954–1975." Social Studies of Science 42, no. 4 (2012): 564-590.
16
Lovgren, Stefan. Mekong River at its lowest in 100 years, threatening food supply. National Geographic Website.
https://www.nationalgeographic.com/environment/2019/07/mekong-river-lowest-levels-100-years-food-shortages/ Accessed February 29, 2020
17
National Public Radio overview of the Flint, Michigan crisis. http://www.npr.org/sections/thetwo-way/2016/04/20/465545378/lead-lacedwater-in-flint-a-step-by-step-look-at-the-makings-of-a-crisis,
April 20, 2016. February 29, 2020
18
19
Douglas Brinkley The Great Deluge: Hurricane Katrina, New Orleans, and the Mississippi Gulf Coast, 2006
Miles, Kathryn. Superstorm: Nine Days Inside Hurricane Sandy. Penguin, 2014
20
David Ownes. Where the River Runs Dry: The Colorado and America’s water crisis. http://www.newyorker.com/magazine/2015/05/25/thedisappearing-river
May 25, 2015. February 29, 2020.
21
Gandy, 2014. Page 23.
22
MRC, 2012.
23
Khov Kuong And William Leschen And David Little. Food, Incomes and Urban Waste Water Treatment in Phnom Penh, Cambodia.
Aquaculture News 33 / January 2007 Http://Www.Aqua.Stir.Ac.Uk/Public/Aquanews/Downloads/Issue_33/33P8_10.Pdf Accessed November
2012.
25
Van Der Hoek, Wim Et Al. Skin Diseases Among People Using Urban Wastewater in Phnom Penh UA Magazine No. 14 - Urban Aquatic
Production, 2005.
1
Gandy, Matthew. The fabric of space: water, modernity, and the urban imagination. MIT Press, 2014. Page 2.
2
Chaktomuk Conference Hall page on the Vann Molyvann Project Website. http://www.vannmolyvannproject.org/archive#/new-page-1/
Accessed February 29, 2020.
3
For additional information on the architectural and urban history of Phnom Penh see: Vann Molyvann’s Modern Khmer Cities, Helen Grant
Ross and Darryl Leon Collins’ Building Cambodia: ‘New Khmer Architecture’ 1953-1970, and Penny Edwards Cambodge: The Cultivation of a
Nation 1860-1945.
4
The United States Central Intelligence Agency Fact Book: Cambodia. Https://Www.Cia.Gov/Library/Publications/The-World-
Factbook/Geos/Cb.Html / Accessed February 29, 2020
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Chaktomuk: The Hydrology of the Four Faces
reversal of the Tonlé Sap at Chaktomuk is essential to the environmental health of Cambodia.
This convergence demonstrates the friction between ecology, landscape, infrastructure, economic
development, and political power. The following describes Chaktomuk and situates it within the
urban history of Cambodia, defined by water crossing between visible and invisible domains of
urban space.
Watershed Context: Mekong River Basin
Figure 1: Land building equipment on the surface of the water in Chaktomuk during the expansion of the Diamond
Island or Koh Pich in Khmer. 2012, Photo by author.
Introduction
This chapter provides contemporary and historic environmental context for the recently
demolished ‘White Building’ on Samsadach Sothearos Boulevard near the confluence of the
Bassac, Tonlé Sap, and Mekong Rivers, known in Khmer as Chaktomuk or the ‘Four Faces”,
indicating the four branches of the three rivers or as the Frenched termed the area the Quatre
Bras or “the four arms”. During the dry season the Tonlé Sap and Mekong Rivers flow into the
confluence from the northwest and north respectively, then the Mekong and Bassac Rivers flow
out of the confluence to the southeast and south respectively. During the wet season the Mekong
River flows into the confluence with such force and volume that the Tonle Sap River reverses
flow – returning to the northwest - bringing water, fish, and sediment into the country’s
midlands. The hydrological importance of Chaktomuk cannot be understated as the wet-season
Figure 2: The White Building. Phnom Penh. 2012. Photo by author,
Phnom Penh is home to one and one-half million Cambodians, many of whom live and work
along the banks of the Mekong River. 1 Millions more people are sustained by the basin’s flood
cycles and deltaic system. The result is a topography defined by an intense interdependence
between the inhabitants of the region and its rivers. Stretching from the glaciers of the Tibetan
Qinghai Plateau at an elevation of approximately 4,500 meters (m) above mean sea level to the
South China Sea, the Mekong descends twenty-seven hundred miles (4,800 kilometers) through
six countries – China, Myanmar (Burma), Laos, Thailand, Cambodia and Vietnam. 2 The river is
an overlapping series of infrastructures that provides water, food, irrigation, hydropower,
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season, flood-deposited sediments improve soil fertility across the region, and groundwater
aquifers are recharged. 7
Figure 3: Left; Mekong River Basin in blue, adjacent countries in green (CIA Fact Book, Mekong River
Commission)3. Dams (operational, under construction, proposed) indicated by key. Right: Map of Cambodia’s
major rivers and identifying Phnom Penh at the confluence of the Mekong, Tonlé Sap and Bassac Rivers: known as
Chaktomuk, the Four Faces. 4 (Illustrations by author, 2014)
transportation, and commerce to hundreds of millions of people. 5 Each rainy season (May-
October), monsoon rains and snowmelt cause the Mekong River to flow into the Tonlé Sap with
such force that the latter reverses its flow and fills the Tonlé Sap Lake near UNESCO heritage
site Angkor Wat northwest of Phnom Penh. During the dry season the Tonlé Sap is
approximately three feet deep; with an area of around 1,000 square miles, during the wet season
the Tonlé Sap swells to nearly five times its dry-season size volume. 6 During the wet season
Tonlé Sap Lake serves as natural flood-water infrastructure for the Mekong River and the
sediment brought the river reversal supports wetlands, fisheries, and rice-growing areas.
Sedimentation or other alterations at Chaktomuk could alter this unique and important
hydrologic system. The Mekong basin hosts incredible biodiversity; third in the world after the
Congo and Amazon.
Due to the monsoon rains and river reversal, Phnom Penh and the surrounding region experience
a dramatic swing in flood levels from dry to wet season. Although the floods are destructive,
they also support one of the most delicate and diverse ecosystems in the world. This seasonal
flood pulse sustains the region: fisheries are replenished, floodwater is stored for use in the dry
Figure 4: Left: Kampong Khleang a floating and stilted village on the Tonlé Sap Lake; dry season, wet season, and
2011 flood levels indicated. Villages, such as this one, are dependent upon the Tonlé Sap flood surge for fishing and
agriculture. Right: Map of a typical wet/dry season Tonlé Sap Flood Surge and the extent of the 2011 floods,
redrawn by author from a United Nations Map 8. (Photos and illustrations by author, 2012)
Conversely, severe flooding results in the loss of life, damage to agriculture, property, and
infrastructure, and it can cause the disruption of social and economic activities throughout the
Lower Mekong Basin. Flood events in Phnom Penh are twofold – almost daily rainy season
flood events and episodic larger scale river flood events. During the rainy season, monsoon rains
inundate low-lying streets, some with nearly three feet of water. 9 According to the Mekong River
Commission the economic benefits of this flood pulse far outweigh its consequences. Average
annual flooding costs range from sixty to seventy million dollars while the benefits of the flood
annually range from eight to ten billion dollars. 10 Therefore, the city must mediate a delicate
balance to preserve the benefits of the flooding while reducing the costs and impacts to life and
property.
Today the very existence of the flood pulse is threatened by an expanding number of upstream
hydrologic dams. Mekong damming stems from a proliferation of water expertise commenced in
the 1950s by US Bureau of Reclamation, an agency of the Department of Interior. The Bureau’s
aim was to transfer technical knowledge of water resources to ‘developing’ regions such as
Southeast Asia. In the context of the Bureau’s efforts in Southeast Asia during the 1960s, the
particular characteristics of the Mekong River basin (the ‘natural resources’ waiting to be
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‘developed’) were calculated and simplified under the impetus of the Bureau’s particular
expertise in water resources and river basin development as well as a means for combatting the
spread of communism in the region. 11
Floods of Phnom Penh
Figure 5: Street 51 during an afternoon monsoon. Photo by author. 2012.
Figure 5: Present day Phnom Penh boundaries indicated in white. Left: Dry season, February. Right: Wet season,
October. (Source: USGS Earthshots 12)
Flood events in Phnom Penh are twofold – almost daily rainy season flood events and episodic
larger-scale flood plain events. During the rainy season (May-October) monsoon rains fill lowlying
streets, some to nearly four feet deep. The near daily floods during the rainy season reframe
the experience of inhabiting the city, altering its landscape and blurring the distinction between
water and land. Roads become waterways and sidewalks disappear beneath the muddy waters.
Curbs and tree roots are hidden from view, hindering walking and driving. Businesses unfurl
overhangs, open umbrellas, and hang tarps, expanding available dry space. Traffic slows to a
near stop as cars, motos (small motorcycles), and bicycles navigate the water and intermittently
stall out or dip into deep unseen potholes.
The population anticipates the rains and has adapted to the accompanying flooding and its
perceived cleansing effects. Nonetheless, the floods disrupt the flow of daily business and
activity. Additionally, flooded streets carry potential disease as the storm water mixes with
human waste and street drains are blocked by municipal trash, slowing drainage and posing a
possible public health threat.
As for larger scale flood events, Phnom Penh was founded in the alluvial plain of the Mekong
River, which varies upwards of 12 meters (nearly 36 feet) in depth between the dry and wet
seasons. The most devastating flood risk comes from the Mekong River cresting over its natural
berm into the city. The volume of water produced by a Mekong flood could take weeks or even
months to recede, evaporate, or penetrate into the ground. The factors contributing to the
potential for increased flooding in Phnom Penh are deforestation, the unknown impacts of
climate change, overbuilding in catchment areas, the damming and diversion of natural
waterways, and the infill of canals and lakes, combined with no formally accepted or followed
master plan. 13
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Mekong Flux: Documenting Chaktomuk
Figure 7: Mekong Flux. Our City Cambodia Art +
Architecture Festival 2012.
Situating Chaktomuk
Figure 6: Chaktomuk time lapse. Photos by author, 2012.
Mekong Flux is an attempt to document the change of the river from dry to wet season. Through
weekly photos taken of Chaktomuk from a ferry dock, Mekong Flux documented the rise of the
Mekong River for 25 weeks from April to September 2012. The video was coupled with a
sculptural installation which graphed the rise of the water and makes occupiable the 10-meter
depth change of the Mekong River during the Our City: Art and Architecture Festival. By
placing the installation in the city, the volumetric magnitude of the water is understood in
relation to the scale of the surrounding buildings. Seeing the water as an object diagrammed onto
the city reveals the temporal and spatial nature of the city’s relationship to water. This
installation aims to draw attention to how daily and seasonal flood events change viewers
perceptions and interactions with urban space
The confluence of the Mekong, Tonlé Sap and Bassac Rivers is ecologically and economically
important to Cambodia. Chaktomuk provides drinking water for the residents of Phnom Penh,
supplies water to industrial and commercial uses, and absorbs treated and untreated wastewater.
It is also the site of the Phnom Penh Autonomous Port, an international port under the
administration of the Cambodian Ministry of Public Works and Transport and the Ministry of
Economy and Finance. River vessels of various sizes from cargo-ships to ferries to small fishing
boats move goods and people along Cambodia’s waterways. To keep the sea-bound shipping
lanes open the Phnom Penh Autonomous Port continuously dredges Chaktomuk. The resulting
dredge are deposited near the head of the Bassac River and used to create ‘new’ land. 14 The
primary result of this land building project is Koh Pich or Diamond Island. The artificially
expanded island is home to a replica Arc de Triomphe, as well as names taken from prestigious
Western institutions: Princeton Road, Harvard Street, Berkeley Street, Yale Road
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Hydrological Urban History: Between Land to Water
Chaktomuk is an ecological site of unique importance, however creating land from water has a
long, and disruptive history in Cambodia. The following positions how this condition of
transformation from water to land or land to water has long been a tool of economic and political
power, often at the expense of Cambodia’s ecological health. This hydrological urban history is
presented to give context to Chaktomuk, and to hone the stakes of economic development being
prioritized over ecological balance.
Cambodia is often referred to in the parlance of humanitarian development as ‘Third World’, ‘a
developing nation’, or more recently as part of the ‘Global South’. This measurement of its
development or ‘modernization’ is often expressed in relation to its transformation and mastery
of water. As urban theorist Matthew Gandy writes ‘infrastructure is presented as modernity
itself’. 15
Modernity, however, is a concept derived from European experience, codified by the French
colonial project, and relying heavily upon an Enlightenment impulse to impose universal
technocratic models upon the environment without regard for the cultural, political, and
environmental complexities of non-European urban contexts. Thus, the episodic hydrological
cycle of Cambodia provided a hostile context for the imposition of French and later Modernist
urban planning models antagonistic to the environmental rhythm of Cambodia. The ecological
health of Cambodia relies upon the significant swing of the monsoon season from the dry
northeast monsoon to wet southwest monsoon and their corresponding changes in precipitation.
Figure 8: Google Satellite imagery of Koh Pich from 2005, 2012, 2019. The construction of new land from
Mekong River sediment can be seen along the northern edge of the island.
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extent and breakdown of the network was implicated in the demise of Angkor. 17 There is no
consensus among scholars regarding the reasons for Angkor’s collapse, but the Empire’s fall
may have resulted from the economic consequences of substantial man-made modifications to
the landscape in addition to unpredictable events such as high magnitude monsoons, decades of
drought, and warfare: circumstances which resonate with contemporary conditions. 18
French Protectorate: 1863-1954: Gridding the Swamp
Figure 9: Angkor Wat and surround barays. Photo by author. 2012.
Angkor Empire: Hydrologic Traces
The history of Cambodian cities reveals an evolving relationship between governance and water;
these relationships continue to act upon present day Phnom Penh. (Figure 5) (Figure 6) The
urban record begins with the twelfth-century Khmer capital of Angkor. In the mid-19 th century
French naturalist Henri Mouhot reintroduced Angkor Wat to the world and in doing so
purportedly ‘rescued’ it from imminent ruin. Withered by tropical decay and inattention, Angkor
Wat entered the colonial imagination as a possible future for the decline of French civilization.
That Angkor Wat was no longer actively important to Cambodian religious practice was not part
of the French narrative – these subtleties were not legible, and therefore did not exist in their
reports.
In the early 1950s, Bernard-Philippe Groslier of the École Française d'Extrême-Orient became
the first scholar to pay serious attention to the traces of a hydraulic network that was partially
mapped in the first half of the twentieth century. 16 Groslier surmised that it was built for
irrigation, specifically, to ameliorate variations in agricultural output caused by an unpredictable
annual monsoon and to support Angkor’s population of one million. He also argued that the
Following the fall of the Angkor Empire, the Cambodian capital moved first to Phnom Penh
(1432 to 1505) then several times over the centuries between Tuol Basan, Pursat, Longvek,
Lavear Em and Udong. In 1863, Cambodia became a protectorate of France and Phnom Penh
was reinstated as the capital. This was an important change as it not only positioned Phnom Penh
as an international trading hub but also placed the Cambodian capital within the Mekong flood
plain. Simultaneously the ideals of French master planning were introduced to Phnom Penh. 19
Penny Edwards writes in Cambodge: In the early years of the Protectorate, “the city was best
known for its vast tracts of mosquito-infested swampland, the stench of stagnant water and
human waste, and frequent outbreaks of cholera. In the wet season, boat travel was necessary
between different sections of Phnom Penh.” These sections or zones included the deployment of
a Cartesian grid, interlinked canals, and levees along with the infilling of lakes and wetlands.
According to architectural historian Helen Grant Ross, one of the most significant changes
introduced by the French was the authorization of construction only on land. 20 The decision to
move all construction inland had radical implications upon the future development of the city.
The new policy contradicted both Khmer law and tradition, which posited that the King owned
the land and the water was collectively owned. Construction required the monarch’s consent, and
it was typically granted only for palaces, temples and monasteries. Prior to the arrival of the
French, Phnom Penh’s building pattern reflected this tradition. Non-royal or religious structures
were raised on stilts or floated upon the river, and as a result the city grew linearly along the
riverbanks. 21 (Figure 7) This construction model also protected the city from floodwaters by
capitalizing on the riverbank’s natural berm as well as a series of preks - constructed earthworks
that control flooding and produce intentional dry season ponds.
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As in previous royal capitals, wood and thatch housed royalty and peasants alike, while masonry
was generally reserved for temples, reliquary stupas, and funereal monuments. 22 While
craftsmanship and quality of materials – from bamboo to thatch to timber – could indicate status,
it was radial proximity to sacred sites that was a more significant indicator of power and status.
The French were disappointed by the lack of grandeur and immediately began work to rebuild
Phnom Penh to reflect contemporary notions of their image of a capital city and Enlightenment
thinking.
This imposition of French urban planning models on the protectorate’s environment were
promoted internationally as the ‘modernizing’ of Southeast Asia. Colonial space was built upon a
relatively fragile firmament of constructed land, which was incorrectly perceived as more
permanent than pervious conditions. The new infrastructure - roads, railroads, and telegraphs –
floated upon the wet earth, while local space continued to occupy the scale of creeks and
footpaths. 25 Despite the French ambition of a total project there continued to be multiple ‘cities’
within Phnom Penh, spaces and environments, which escaped the panoptic intentions of urban
planning.
Through the 1890’s, the development of French Phnom Penh grew under the direction of
architect and town planner Daniel Fabre (1850-1904) whose work also included several
buildings, most notably the Central Post Office, and the renovation of Wat Phnom. In 1925,
architect and town-planner Ernest Hébrard drew up a plan for the extended urbanization of
Phnom Penh. Thereafter, the Indochina Town Planning Service (Service de l ‘architecture et de
l’urbanisme de l’Indochine, founded by Hébrard two years earlier in Hà Noi) was responsible for
overseeing the systematic development and rationalization of much of Phnom Penh. 23
By the turn of the century, the Hebard and the French bureaucrats were well underway towards
their goal of transforming the riverside village of Phnom Penh into a geometric cityscape that
paid tribute to Rene Descartes’ vision of a “well-ordered town laid out on a vacant plane as suits
[the engineer’s] fancy.” This process advanced by projecting a rectilinear street grid of concrete
and stone onto the marshy wetland, perpendicular to the rivers. During the early years of the
protectorate the colonial administration made various attempts to resolve the recurrent problem
of flooding by filling in several small natural lakes and digging a series of interlinked canals to
provide better drainage. These canals also served to physically segregate Phnom Penh into
quartiers, based primarily on the ethnicity of residents. These comprised a quartier
Cambodgienne, a quartier Annamite, a quartier Chinoise and a quartier Européen. 24 This was
presented as an improvement in water infrastructure but effectively was a tool of discrimination
against non-European citizens.
Figure 10: Chaktomuk Conference Hall. Photo by author 2012.
National Modernism (Sangkum Reastr Niyum (1955–1970)): High Modernist Ambitions
In 1940, the French Vichy government allowed Japanese troops to enter Indochina, which then
became an autonomous province of the Japanese Empire and was eventually annexed by the
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Japanese in 1945. Consequently, H.M. King Norodom Sihanouk declared an end to the French
protectorate. However, with the defeat of Japan and the arrival of allied forces, French colonial
rule was reinstated until November 1953, when Cambodia at last gained its independence. In
1955, Norodom Sihanouk abdicated the throne to his father H.M. King Norodom Suramarit in
order to become Prime Minister, and later Head of State. No longer a monarch, Norodom
Sihanouk began to build his vision of a new nation. He was simultaneously a composer, writer,
elements: the term belies the limitations of an architectonic resolution to structural inequalities
inherent within the European colonial project.” 30
poet and lyricist, filmmaker, interior designer, and a patron of the arts.
Phnom Penh became a physical manifestation of the independent country through the
development of an architecture and urban planning model known as New Khmer Architecture, a
style that blended principles of modern architecture with Cambodian tradition. This short-lived
movement (1953-70) is best known through the designs of Vann Molyvann, a Cambodian
architect educated at the l’Ecole de Beaux Arts. 26 The Vann Molyvann Project, founded in 2009,
to preserve and disseminate his work says of Molyvann: “he adapted a modern vocabulary to
Cambodia’s culture, climate, geography, and its vernacular and ancient architectural traditions,
in particular what we now call ‘green’ technologies – double roofs, cross ventilation, brisesoleils,
indirect lighting, evaporative cooling, use of local materials – into exquisite architectural
form.” 27 An example of this work can be found at the confluence of the rivers Vann Molyvann
designed Chaktomuk Conference Hall. The hall has a quarter-circle plan with three facades – one
street-facing and two-river facing offering 270-degree views onto the crossing of the four
rivers. 28
Though much lauded, the New Khmer Architecture project was a continuation rather than a
break from the colonial project. First, by recalling Angkor Wat as the only true ‘Khmer’
architectural type it selectively edited out hundreds of years of Cambodian culture. Second, the
modernist underpinnings of the redevelopment imported imperialist social order to Phnom Penh
and denied that multiple (non-Cartesian) epistemic forms were already operating in the city. 29
Third, Van Molyvann, educated in France, imported contemporary French master planning back
to Cambodia as it aimed to extricate itself from its colonial past. As Gandy writes: “Terms such
as ‘tropical modernism’ reflect attempts to produce a synthesis of ostensibly contradictory
Figure 13: Khmer Rouge irrigation canals constructed northeast of Phnom Penh 1975-1979. Source USGS
Earthshots
Democratic Kampuchea (1975–1978): Gridding the Countryside
By 1975, Phnom Penh’s population doubled in size to an estimated two million people as rural
Cambodians fled the American bombing campaign in the east and Lon Nol’s civil war in the
countryside (1968-1974). On April 19, 1975, the Khmer Rouge evacuated Phnom Penh as they
waged war upon the city and its population as emblems of capitalism and corruption. Following
the forced evacuation, approximately fifty thousand people remained in Phnom Penh as the new
Khmer Rouge government radically reorganized Cambodia to conform with the ruling cadre’s
utopian vision of a rural, agriculture-based and communal society. 31 Property ownership was
eliminated and the urban development of Phnom Penh ceased. Estimates of the total number of
deaths resulting from Khmer Rouge policies, including disease and starvation, range from 1.7 to
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Page 16 of 21
Shelby Elizabeth Doyle | 211
2.5 million, approximately one quarter of the country’s population of 8 million. In attempting
such a grandiose remaking of society, culture, and the economy, the Khmer Rouge emulated
both the Angkorian Empire and communist China. 32 The regime’s most misguided project was to
reconstruct the countryside into a one-kilometer grid of irrigation canals with the goal of
recreating the hydrologic methods of the Angkorian Empire. (See Figure 4) These projects were
poorly located, sited, and engineered and failed in their intent to increase rice production for the
starving population. 33 Meanwhile the Khmer Rouge remained in Phnom Penh reusing and
repurposing buildings such as Tuol Sleng, a former high school, which became the
short-lived and, in a 1997 coup, Hun Sen seized full control of the government from his co-Prime
Minister Prince Norodom Ranariddh. 38
notorious Security Prison 21 (S-21) site of an estimated 20,000 deaths. 34
Although Vann Molyvann escaped the Khmer Rouge by fleeing to Switzerland, not everyone in
the design community was so fortunate. Nearly ninety percent of artists and academics were
murdered, universities were closed, and libraries destroyed, severing Cambodia from its creative
and intellectual past and creating a lost generation of Cambodians who came of age during the
period during and after Khmer Rouge control. 35 The ramifications of this lost generation have farreaching
and still developing impacts on contemporary architecture and urban design in
Cambodia. Water infrastructure under the Khmer Rouge was an act of violence both upon the
land and its people as they physically labored to re-order the country’s environment, one canal at
a time, into the Khmer’s Rouge’s political vision.
Interlude: People’s Republic of Kampuchea (1979–1989): Controlling the Mekong
On 25 December 1978, Vietnam launched a full-scale invasion of Kampuchea and subsequently
occupied the country and removed the Khmer Rouge government from power. Critics of
Vietnamese actions held that they did not invade Cambodia out of any noble desire to stop the
atrocities committed by Pol Pot's regime but rather to consolidate their domination of Indochina.
The occupation gave Vietnam control of nearly the entire Lower Mekong River basin as well as
all of the associated ports, a powerful asset in the fight to maintain autonomy in a destabilized
Southeast Asia. 36 Occupation continued until peace talks began in Paris in 1989 and culminated
two years later in October of 1991 with a comprehensive peace settlement. The accord was
37
Figure 14: Top left: Google Maps screenshot by author February 2012 Bottom left: Google Maps screenshot by
author October 2011. Right: Photo by author of Boeung Kak Lake infilled with sand and awaiting construction of a
new housing project and shopping center.
NGO Urban Planning: Hun Sen’s State of Cambodia and Kingdom of Cambodia (1993–):
Making Land out of Water
Today Sen remains Prime Minister of Cambodia and leader of the Cambodian People’s Party
(CPP). As of 2017, Sen has been in power for more than twenty-five years making him one of
the longest-serving political leaders in the world. Sen’s rule is known for its draconian human
rights violations and heavy-handed approach to development. 39
During the 1990’s land ownership rights were gradually restored to Cambodians thereby
releasing Phnom Penh from the evolutionary stasis of the previous twenty years. Since 2001,
Cambodian land law prohibits the private ownership of water; all water belongs to the
government. 40 Illegally infilling a body of water redefines that body of water as land. Once this
Page 17 of 21
Page 18 of 21
Shelby Elizabeth Doyle | 213
transformation has been accomplished, no matter that it has been done illegally, the current
regime permits ownership of this new land parcel to be transferred from the government to a
private entity. A recent contentious example is the development of Boeung Kak Lake. A body of
water covering nearly 90 hectares, Sen’s policies allowed the lake to be filled in by Shukaku
Incorporated, owned by Cambodian People’s Party member, Senator Lao Meng Khin, to create a
site for a “multi-purpose living and recreation center.” 41 42 Nearly thirty-five hundred households,
twenty thousand people, on the site have been evicted to make room for the development. 43
5
Mekong Aquastat Water Report 37 2012. Food and Agriculture Organization of The United Nations. Accessed February 23, 2017.
http://www.fao.org/docrep/016/i2809e/i2809e.pdf
6
Chris Berdik. “Of Fish, Monsoons and The Future a Push to Save Cambodia’s Tonle Sap Lake,” The New York Times, June 9, 2014.
http://www.nytimes.com/2014/06/10/science/of-fish-monsoons-and-the-future.html
7
Mekong River Commission Lower Mekong River Basin Flood and Drought Data. Accessed February 23, 2017.
http://www.mrcmekong.org/topics/flood-and-drought/
8
The United Nations Institute for Training and Research Website. “Flood Waters Over Phnom Penh And Kandal Districts, Cambodia.” Accessed
October 2011. Http://Www.Unitar.Org/Unosat/Node/44/1604
9
Interactive Flood Map of Phnom Penh. http://flooddemo.estil-jennyl.com/ Accessed March 2014.
10
Mekong Aquastat Water Report, 2012.
Conclusions
Michel de Certeau argues the very practices of urban planning and governance must also be
understood as a form of discursive mythmaking. 44 These narratives of legibility are powerful
environmental constructs: Phnom Penh is a record of centuries of efforts to create clear and
permanent lines in a terrain that is always moving, slowly and sometimes imperceptibly,
destroying the illusion of the city as stable or permanent. 45 Present day urban policies continue to
deny or reject centuries of knowledge of living and designing with water. Within this context the
future of Chaktomuk is unknown. Despite its ecological importance to the future of Cambodia,
economic development from dams and land infilling might alter the basins hydrology so
significantly that the reversal of flow into the Tonle Sap will cease. The work in the Archaeology
of the Basaac is a testament to the importance of Chaktomuk to the history and future of
Cambodia
Acknowledgments
This research was supported by Khmer Architecture Tours, and funded through the 2011-12
United States Fulbright Scholars Program in Phnom Penh, Cambodia entitled City of Water:
Architecture, Infrastructure, and the Floods of Phnom Penh. Additional documentation can be
found at: www.cityofwater.wordpress.com.
1
CIA Fact Book Cambodia. Accessed February 23, 2017. https://www.cia.gov/library/publications/the-world-factbook/geos/cb.html
2
About the Mekong River Basin. Accessed February 23, 2017. http://www.mrcmekong.org/about-mrc/
3
The United States Central Intelligence Agency Fact Book: Cambodia. Https://Www.Cia.Gov/Library/Publications/The-World-
Factbook/Geos/Cb.Html / Accessed March 17, 2015.
4
Helen Grant Ross and Darryl Leon Collins. Building Cambodia: ‘New Khmer Architecture’ 1953-1970. Bangkok: The Key Publisher, 2006.
11
Sneddon, Chris. "The ‘sinew of development’: Cold War geopolitics, technical expertise, and water resource development in Southeast Asia,
1954–1975." Social Studies of Science 42, no. 4 (2012): 564-590.
12
USGS Earthshots: Satellite Images of Environmental Change Website. Phnom Penh, Cambodia And the Khmer Rouge Canals.
Http://Earthshots.Usgs.Gov/Earthshots/Node/45. Accessed May 2013.
13
MRC, 2012.
14
Dietsch, B.J., Densmore, B.K., and Wilson, R.C., 2014, Hydrographic survey of Chaktomuk, the confluence of the Mekong, Tonlé Sap, and
Bassac Rivers near Phnom Penh, Cambodia, 2012: U.S. Geological Survey Scientific Investigations Report 2014–5227, 23 p.,
http://dx.doi.org/10.3133/sir20145227.
15
Gandy, Matthew. The fabric of space: water, modernity, and the urban imagination. MIT Press, 2014. Page 14
16
Bernard Philippe Groslier. The Arts and Civilization of Angkor. Praeger, 1957.
17
Damian Evans, Christophe Pottier, Roland Fletcher, Scott Hensley, Ian Tapley, Anthony Milne, And Michael Barbetti. A Comprehensive
Archaeological Map of The World's Largest Preindustrial Settlement Complex at Angkor, Cambodia. PNAS 2007 104 (36) 14277-
14282; Published Ahead of Print August 23, 2007, Doi:10.1073/Pnas.0702525104
18
Brendan M. Buckley, Kevin J. Anchukaitis, Daniel Penny, Roland Fletcher, Edward R. Cook, Masaki Sano, Le Canh Nam, Aroonrut
Wichienkeeo, Ton That Minh, and Truong Mai Hong. Climate as A Contributing Factor in The Demise of Angkor, Cambodia.
PNAS 2010 107 (15) 6748-6752; Published Ahead of Print March 29, 2010, Doi:10.1073/Pnas.0910827107
19
Penny Edwards. Cambodge: The Cultivation of a Nation 1860-1945. Honolulu: University of Hawaii Press, 2007.
20
Grant Ross, Helen. 2005. “The South-East Asian Water-Bound Tradition Versus a Colonial Earth-Bound Society.” In the Annals of The
Conference Re-Thinking and Re-Constructing” Modern Asian Architecture Maan – Modern Asian Architecture Network Conference Istanbul
Re-Thinking and Re-Constructing Modern Asian Architecture June 2005: Pg. 283–292
21
Grant Ross, Helen. 2005.
22
Penny Edwards. Cambodge: The Cultivation of a Nation 1860-1945. Honolulu: University of Hawaii Press, 2007. Page 51.
23
Edwards, 2007.
24
Edwards. 2007.
25
Biggs, David. Quagmire: Nation Building in the Mekong Delta. Seattle: University of Washington Press, 2010. Page 129.
26
Grant Ross, Helen And Darryl Leon Collins. Building Cambodia: ‘New Khmer Architecture’ 1953-1970. Bangkok: The Key Publisher, 2006.
27
The Van Molynvann Project, Accessed 2012. Http://Www.Vannmolyvannproject.Org/
28
Chaktomuk Conference Hall from The Vann Molyvann Project Website. http://www.vannmolyvannproject.org/new-page-1
29
See James C. Scott.
30
Gandy, 2014. Page 9.
31
Estimate From Francois Ponchaud Cambodia: Year Zero Henry Holt & Co (August 1978)
32
William T. Vollmann 'Pol Pot': The Killer's Smile The New York Times. February 27, 2005
http://Www.Nytimes.Com/2005/02/27/Books/Review/27vollman.Html. Accessed April 13, 2013.
Page 19 of 21
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33
Chandler, David. (1999) Brother Number One: A Political Biography of Pol Pot. Westview Press; Revised Edition.
34
Chandler, 1999.
35
Gisele Regatao Survivors of Cambodia's War, Now on NY Stages. WNYC. Thursday, April 11, 2013 Http://Www.Wnyc.Org/Story/281667-
Cambodia/
36
For more see Morris, Stephen J. Why Vietnam invaded Cambodia: Political culture and the causes of war. Stanford University Press, 1999
37
Cambodia Paris Peace Agreements 1991. http://www.cambodia.org/facts/?page=1991+Paris+Peace+Agreements Accessed January 2012.
38
Brad Adams. “Cambodia: July 1997: Shock and Aftermath.” Phnom Penh Post. http://www.hrw.org/ja/news/2007/07/27/cambodia-july-1997-
shock-and-aftermath Accessed June 2014.
39
Brad Adams. 10,000 Days of Hun Sen. The New York Times. May 31, 2012. Http://Www.Nytimes.Com/2012/06/01/Opinion/10000-Days-Of-
Hun-Sen.Html
40
Law on Water Resources Management of The Kingdom Of Cambodia: LAW-0607-016-07-Water-Resources- Mgt-E.
Www.Opendevelopmentcambodia.Net. Accessed May 2012.
41
May Titthara. Boeung Kak Villagers Call on PM To Intervene in Land Case. Phnom Penh Post. Thursday March 14, 2010.
Http://Www.Phnompenhpost.Com/National/Boeung-Kak-Villagers-Call-Pm-Intervene-Land-Case Accessed June 2013.
42
Law on Water Resources Management of The Kingdom of Cambodia. May 2012.
43
Cambodia Boeung Kak Lake Evictions. Inclusive Development International. Http://Www.Inclusivedevelopment.Net/Bkl/ Accessed March
2015.
44
45
De Certeau, Michel, and Pierre Mayol. The Practice of Everyday Life: Living and cooking. Volume 2. Vol. 2. U of Minnesota Press, 1998.
Mathur, Anuradha, and Dilip da Cunha. SOAK: Mumbai in an Estuary. Rupa & Company, 2009.
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Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2018
Conference
Proceedings
Back to Table
of Contents
Dissolvable 3D Printed
Formwork
Shelby Elizabeth Doyle
Iowa State University
Erin Linsey Hunt
Iowa State University
Exploring Additive Manufacturing for Reinforced Concrete
2
Introduction
Concrete is the most widely used construction material in the
world. In 2017, the global market for ready-mix concrete was
valued at $394.44 billion. As this market is expected to double by
reinforcement into digital concrete construction” and additional
background can be found in the article. (Nerella, Ogura, &
Mechtcherine, 2018)
ABSTRACT
This research explores the potentials, limitations, and advantages of 3D printing water-soluble
formwork for reinforced concrete applications. Using polyvinyl alcohol (PVA) forms
and PLA steel tensile reinforcement this project explores the constraints and opportunities
for archi¬tects to design and construct reinforced concrete using water soluble 3D printed
formwork with embedded reinforcement. Research began with testing small PVA prints for
consistency, heat of water-temperature for dissolving, and wall thickness of the printed
formwork. Then, dual-extrusion desktop additive manufacturing was used as a method for
creating a larger form to test the viability of translating this research into architectural
scale applications. This paper describes the background research, materials, methods,
fabrica¬tion process, and conclusions of this work in progress.
1 Image of test cast column
interior.
2 On the left, PVA form with
embedded PLA printed
reinforcement. On the right,
resulting HEC (Rockite) cast
form with embedded PLA reinforcement
after the PVA was
dissolved with water.
1
2024, there is much potential demand for innovations that can
reduce the costs and environmental impacts associated with
concrete design and construction. (Reuters, 2018) Construction of
concrete structures typically relies upon three material systems:
concrete, steel, and formwork. Formwork material and labor
often account for more than 60% of concrete construction costs.
Reducing or eliminating formwork materials and labor costs could
have wide reaching environmental, economic, and design impacts.
This paper focuses on the design and construction potentials of
simultaneously 3D printing tensile reinforcement and water-soluble
formwork. (Figures 1, 2)
Digital Concrete Construction
Architectural and engineering research goals in digital concrete
constructions are varied across scales and design intents. These
range from the design of parametric formwork (Howe, 2013),
to flexible formwork (Peters, 2014), to structural optimization
(Søndergaard, 2012), and full scale concrete printing (Zeeshan,
2016). Recent research in digital construction has focused on
eliminating or reducing the use of formwork through fused deposition
modeling (FDM) of concrete. (Leach, Carlson, Khoshnevis, &
Thangavelu, 2012)
• Placing conventional rebar directly into concrete 3D printed
forms and then completing a second pour of flowable
concrete (Apis-cor, 2019)
• Placing horizontal reinforcement between 3D printed
concrete layers (TotalKustom, 2019)
• Continuously extruding metal cables, or similar, simultaneous
to 3D printed concrete layers (TU Eindhoven, 2019)
• Pre-stressing of reinforcement in conduits and 3D printing
concrete layers around the conduits (Meibodi, et al., 2018)
• Robotically placing or printing reinforcement that also
serves as formwork, then flowable concrete is applied to the
resulting matrix (Hack, et al., 2017)
• Eliminating rebar through internal support frameworks, also
3d printed in concrete, and relying upon extrusion-based
designs (Kuchinskas, 2019)
• Focusing on mastery of 3D printing concrete at the expense
of tensile reinforcement
• Designing geometries which do not require rebar
• Advanced production and robotic placement of reinforcement
(Zeiba, 2019), possibly coupled with simultaneously 3D
printed concrete layers
• Dispersed short fiber reinforced added to the concrete which
is then 3D printed (Hambach & Volkmer, 2017)
The incorporation of tensile reinforcement to concrete additive
manufacturing continues to present design and construction
Nerella et al concluded ‘The mechanical properties of printed
challenges. Strategies for rebar placement in digital construc-
steel reinforcement and their bond to concrete were found to be
tion include the following. This list is adapted from “Incorporating
sufficient for structural applications in concrete construction.”
2
TOPIC (ACADIA team will fill in) 3
Shelby Elizabeth Doyle | 221
(Nerella, Ogura, & Mechtcherine, 2018) However, results from a
complementary paper indicate that Gas Metal Arc Welding (GWAW)
reinforcement simultaneous to concrete pouring is complicated
by the high local temperatures required for metal deposition and
requires cooling the metal to less than 50° Celsius. (Mechtcherine,,
et al., 2018)
Dissolvable 3D Printed Formworks investigates printing a form and
reinforcement simultaneously and then pouring concrete into the
completed print. Instead of focusing on directly printing concrete,
this project aims to test the design potentials latent in the additive
manufacturing of water-soluble formwork coupled with PLA steel
reinforcement. Future research will be conducted on the structural
viability of PLA steel in comparison to standard steel reinforcement
and the feasibility of 3D printed short fiber reinforcement.
This paper poses several questions: Can water soluble formwork
for concrete provide an alternative to traditional concrete formwork
by allowing for greater geometric flexibility (undercuts and
non-planar openings)? Can dual extrusion additive manufacturing
make the placement of complex embedded tensile reinforcements
in concrete formwork possible?
3 Early iterations of printing soluble formwork to the left two images used HIPS
filament and dissolved with D-Limonene and the right two images used water
soluble HIGH-T-LAY.
3
4 Once the use of PVA was established a larger scale (9” / 225 mm diameter) mold
was printed and poured with HEC (Rockite) to determine whether the PVA might
continue to work at a larger scale. The mold was 4” (101 mm) tall and took 58
hours to print at standard resolution or 0.25 mm layer height.
4 5
5 The next step was to attempt to print both PVA and PLA/Steel Filament simultaneously
to determine whether steel reinforcement might be placed within a
geometrically unique formwork. Early tests required the calibration of temperature
settings for the PLA/Steel filament as it was more brittle than the PVA and
more likely to break or fail during prints.
Equipment and Materials
For the purposes of this research the designers created a series
of mock-ups using selected materials that worked with the scale of
available fabrication technology. Materials were selected as scaled
proxies for construction technologies: steel PLA filament (reinforcement),
hydraulic expansion cement (concrete), and polyvinyl
alcohol (PVA) (formwork).
Fabrication Equipment
Fabrication for this project relied upon a desktop LulzBot TAZ 6 3D
printer which bounded the scale of formwork to the constraints of
the print area: 280 mm x 280 mm x 250 mm (11 in x 11 in x 9.8 in).
Despite limiting the size of the prints early iterations took approximately
9 hours to print and the final iteration took approximately
20 hours to print. Additionally, the project required a LulzBot TAZ
Dual Extruder v3 Tool Head which was used to print two filament
types simultaneously at temperatures range of 120- 300° Celsius.
Proto-pasta Steel PLA and eSUN PVA were printed at 220° Celsius.
As research moves into the architectural scale the project will
need to move beyond the desktop scale of fabrication and into
workflows for two recently acquired KR10 robotic arms.
Reinforcement: Steel PLA Filament
This project used 2.85 mm (0.11 inches) Proto-pasta Steel PLA
as a scaled version variable profile steel reinforcement. PLA is a
compound of polylactic acid and finely ground, steel held together
with a polylactide resin. At 2.4 g/cm3 (2400 kg/m3) Steel PLA is
93% more dense than common 3D printing PLA filament, which as
a polylactic acid is a biodegradable and bioactive thermoplastic
aliphatic polyester derived from renewable resources, such as
corn starch, cassava roots, chips, starch, or sugarcane. It prints
at a hot end temperature: 195– 220° C (MSDS Sheet, 2015) As the
filament is at best a simulation of structural reinforcement it is at
present difficult to accurately calculate the modulus of elasticity or
its relationship to that of structural steel (29,000 ksi).
Formwork: Polyvinyl Alcohol Filament
This project used 2.85 mm (0.11 inches) eSUN PVA or Polyvinyl
alcohol, a water-soluble synthetic polymer which is biodegradable
and nontoxic. This filament has a low melting point of 190° Celsius
and begins to undergo an irreversible degradation of the material
known as pyrolysis at temperatures higher than 220° Celsius.
(MSDS Sheet, 2014) It prints on a 60° Celsius heated bed at a slow
printing speed of 30 mm/s. This material requires a brim and glue
stick application to ensure print bed adhesion.
PVA objects will start to dissolve in room-temperature water within
approximately twenty minutes of submersion and at this scale will
completely dissolve within twenty-four hours. Warmer water and
changing the water once it becomes saturated with PVA will speed
dissolving rates. PVA is hygroscopic, meaning it absorbs water
from the air. As a result, it needs to be stored in a sealed container
with desiccant packets. If the filament is left out for an extended
period it would need to be placed in an oven or filament dryer to
reduce the moisture content.
PVA is typically used as a support structure when printing complex
forms with Fused Deposition Modeling (FDM) but it can also be
used as a primary filament. Little architectural scholarship is
available about the application of PVA to digital fabrication and no
articles are available on the CUMINCAD database (as of May 2019).
The majority of scholarship about PVA can be found in scientific
and medical journals in pursuit of tissue engineering and bone
regeneration scaffolding. (An, 2015) (Salentijn, 2017) (Shuai, 2013)
As this research evolves into the architectural scale the introduction
of falsework or temporary framework structures, may need
to be introduced to counter the hydrostatic pressure of the filled
formwork.
PVA was selected expressly for its water-solubility – rather than
pursuing any number of materials which could serve as formwork.
For the purposes of this research PVA stands in for a speculative
future where non-toxic, compostable and / or water-soluble
construction materials serve as formwork or self-contained
architectural elements. These materials will serve a pre-determined
purpose, for a specific length of time, then degrade through
exposure to environmental conditions, such as rain, resulting in the
structure being reabsorbed into the surrounding ecosystem.
Concrete: Hydraulic Expansion Cement
Given the small scale of these experiments, concrete mixtures
(sand, gravel, cement, and wa¬ter) were not possible or appropriate.
Instead, Hydraulic Expansion Cements (HEC) were used.
HEC are a combination of sand, cement, and water. They are fast
setting with more than twice the strength of fully cured conventional
concrete with an initial set time of 15-20 minutes. Within one
hour of pouring they develop compression strengths of 31 Mpa
or 4500 psi. Due to outward pressure of hydraulic forces the HEC
when set grips metal to concrete permanently. (About Rockite,
2018) As the research evolves into the architectural scale, the
addition of aggregates is a material constraint which will need to
be addressed.
Parametric Model Design
The parametric model for the project was produced in
Grasshopper with the goal of generating a form which would be
difficult, if not impossible, to cast using traditional mold making
methods or flexible molds. Additionally, the model integrated the
fabrication tolerances of the equipment and materials used in this
research. The model was developed as a tool to be used throughout
the design process, from the first iteration and into future design
proposals.
To begin, the model was bounded to the scale of the LulzBot TAZ
6 print area: 280 mm x 280 mm x 250 mm (11 in x 11 in x 9.8 in).
4
TOPIC (ACADIA team will fill in) 5
Shelby Elizabeth Doyle | 223
0.75 mm
75 O C
1.00 mm
75 O C
1.25 mm
75 O C
1.50 mm
75 O C
6 Initial tests were conducted using
three temperatures determine
the most suitable for dissolving
PVA. The three temperatures
selected were 25, 50 and 75°
Celsius. The samples dissolved in
the 75° Celsius water dissolved
more rapidly as well as requiring
less frequent water changes. After
twenty-four hours all samples
required further cleaning with a
brush and water. The amount of
cleaning was inversely proportional
to the water temperature.
Different shell thicknesses were
also evaluated: 0.75, 1.00, 1.25,
1.5 millimeters. The thinnest walls
dissolved most rapidly when placed
in the 75° water
7 Early iterations testing PVA shell/
mold thickness and temperature
for dissolving the PVA. From left
to right 0.75, 1.00. 1.25, and 1.5
mm shell/mold thickness and from
bottom to top 25°, 50°, and 75°
Celsius water temperature for
dissolving. The thinnest shell and
highest temperature performed
best
8 Photos of PVA during the dissolving
process of a 1.00 mm shell PVA
cast with HEC in 50° Celsius water.
From left to right: hour 0, 4, 8, and
12. Dissolving completed after 24
hours.
0.75 mm
50 O C
1.00 mm
50 O C
1.25 mm
50 O C
1.50 mm
50 O C
7
0.75 mm
25 O C
1.00 mm
25 O C
1.25 mm
25 O C
1.50 mm
25 O C
6
It would be difficult to remove support structures when printing
with PVA filament therefore our design was limited to a 45-degree
overhang, the angle FDM can print to with no loss of quality. This
limitation informed the designs. To establish the geometry a series
of graph mappers were used to manipulate the rotation and profile
of a range to create the elevation of a series of cylindrical points.
The points were then interpolated, polar arrayed and radially
mirrored around the center of the volume to create an interwoven
design. Resulting curves were subsequently piped. To minimize
the amount of PVA used to create the formwork, the positive was
scaled up to generate the formwork. The scaled formwork was
then differenced from the positive HEC form to produce the PVA
print. This method allowed for quick testing of the shell thickness.
The rebar was inversely scaled to three millimeters. In future iterations
Karamba will be introduced to calculate variable diameters of
the rebar for efficiency and structural integrity. Upon competition
of the design the top face of the rebar was extruded ten millimeters
in the z-axis, so it would protrude from the column and offer a
potential construction method to connect to standard formwork.
FABRICATION TESTS
Testing Dissolvable Filaments
The project began with testing a selection of commercially available
dissolvable filaments: PVA, HIPS, and HIGH T-LAY. Both the HIPS
and HIGH-T-LAY were quickly abandoned in favor the PVA due to
cost, ease of use, and quality of casting outcome. HIPS (High Impact
Polystyrene) required a Limonene solution to dissolve the filament;
the solution is primarily made from the oil of citrus peels and a
small test print took approximately twenty-four hours to dissolve
but was too costly to be used for dissolving large scale molds.
Additionally, long term goals include using only water, not Limonene
to dissolve molds. (HIPS Filament, 2018) HIGH-T-LAY took approximately
two days to dissolve and resulted in chipped edges for the
thinner geometries. (HIGH-T-LAY Filament, 2018). This filament
was not available for purchase in large quantities and was nearly
double the price of PVA. (Figures 3, 4, 5)
Testing PVA
Once the use of PVA was established a larger scale (9” / 225 mm
diameter) mold was printed and poured with HEC (Rockite) to
determine whether the PVA might continue to work at a larger
scale. The mold was 4” (101 mm) tall and took 58 hours to print at
standard resolution or 0.22 mm layer height. As result of the long
8
3D print time, an offset version of the interior geometry of this mold
was produced. This mold greatly decreased the print time and was
just as structurally efficient.
Testing PVA with Steel Filament
The next step was to attempt to print both PVA and Steel Filament
simultaneously to determine whether steel reinforcement might
be placed within a geometrically unique formwork. Early tests
required the calibration of temperature settings for the Steel
filament as it was more brittle than the PVA and more likely to
break or fail during prints. It was determined that in order to have
successful prints with the steel PLA filament, it must be printed
at one-hundred percent infill due to the small scale of the rebar’s
diameter. If this were to be scaled up this would be a factor that
could be modified. Further exploration would need to be conducted
regarding print settings specifically infill and number shells as they
relate to the overall strength of the reinforcement. The location of
the reinforcement was not calculated structurally, rather it was
piped along the center point of each circular cross section. In
future work the introduction of Karamba will allow the location of
the reinforcement to be calculated for efficiency and verified for
structural integrity. These printed prototypes would additional
compression testing to ascertain the optimal formula for increased
strength. As this process is scaled up the utilization of printed steel
might need to exchange for robotically bent rebar. Which could be
placed into the formwork during or after printing.
Testing: Water + Wall Thickness
Three temperatures were selected to determine the most suitable
for dissolving PVA. The three temperatures selected were 25, 50
and 75° Celsius. The samples dissolved in the 75° Celsius water
dissolved more rapidly as well as requiring less frequent water
changes. After twenty-four hours all samples required further
cleaning with a brush and water. The amount of cleaning was
inversely proportional to the water temperature. Different shell
thicknesses were also evaluated: 0.75, 1.00, 1.25, 1.5 millimeters.
The thinnest walls dissolved most rapidly when placed in the 75°
Celsius water. (Figure 6, 7, 8)
FABRICATION PROCESS
The final iteration of this research began with the parametric
model described above and resulted in a form which would be
difficult (possibly impossible) to cast in concrete using existing
subtractive methods of standard or flexible formwork. First, the
digital model was printed in PVA on the LulzBot TAZ 6. Printing took
approximately twenty-four hours to complete a mold 6 inches (150
6
Dissolvable 3D Printed Formwork Doyle and Hunt
TOPIC (ACADIA team will fill in) 7
Shelby Elizabeth Doyle | 225
print settings also resulted in a striated surface finish due to the
filament absorbing water. Aside from these issues the print and
casting went as expected resulting in a concrete column section of
geometric and formal complexity which would have been difficult to
create using other subtractive casting methods.
Challenges and Limitations
The scalar limitations of PVA are cause for reconsidering this
material for larger prints. Additionally, the complete elimination
of formwork may continue to be more preferable than the introduction
of biodegradable or water-soluble formworks. The most
promising application for these methods might be the augmentation
of - or compositing with -traditional formwork. This would allow
for the development of custom liners or the design of sections of
formwork which could be dissolved to reveal unique moments of
complex geometry within typical concrete construction methods.
10
9
Transitioning from model scale to full-scale will necessitate significant
research and resource investment as well as addressing the
following observations:
9 Photos of the final test process. Clockwise from top left: printing, casting,
cleaning, and soaking.
10 To the left is the embedded reinforcement printed separately for clarity, in the
middle the PVA mold printed separately for clarity, and to the right the PVA
mold printed with embedded reinforcement.
11 Drawings of the final design.
millimeters) in diameter and 4.5 inches (115 millimeters) height at
a standard print resolution (0.22-millimeter layer height). Printing
required 117 grams or 17.4 meters of steel PLA filament (less than
a quarter of a reel of filament) and 235 grams or 29.5 meters of
PVA filament (around a half a reel) to print for a total material cost
of thirty dollars. Next, the mold was filled with a half quart of HEC (5
dollars of Rockite) and left to set for one hour. Then, the mold was
submerged in 75° Celsius water for twenty-four hours at which
point the majority of the PVA had dissolved. The remaining PVA was
then removed with additional warm water and a brush.
The images in Figure 9 demonstrate this process. Establishing and
maintaining proper ‘rebar cover’ minimums and establishing tolerance
protocols will be necessary in future research. The standard
• All of the polyvinyl alcohol (PVA) formwork tests have been
cast using Rockite. Transitioning from model scale to fullscale
will necessitate the integration of concrete containing
aggregate.
• Polyvinyl alcohol (PVA) is primarily used in Fused Deposition
Modeling (FDM) as water soluble support and is not a
primary 3D print material, as a result, the amount of purchasable
PVA is limited to 0.5 kg per reel. The lack of a large
amount of material results in the risk of running out of
material mid-print. If this research were to continue a supplier
with a larger amount of material per reel or pellets that were
converted to filament would need be utilized.
• PVA is hygroscopic this can result in problems with regard
to material retraction resulting in stringy prints. This could
be lessened in future trials if the PVA was contained in a
filament dryer or vacuum sealed container while printing.
Due to PVA’s hygroscopic nature discoloration can occur
when switching reels. This discoloration is a result of the
differing amounts of water absorbed by each real. This did
not have any adverse effects with regard to strength or print
resolution.
• The LulzBot TAZ 6 build volume is limited to 280mm x
280mm x 250mm (11 in x 11 in x 9.8 in) as this research
is scaled up with the utilization of industrial robotic arms
(KR-1100-2) will increase available build space
11
8
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Shelby Elizabeth Doyle | 227
Conclusions and Next Steps
This research establishes the potential of custom dissolvable
formwork and variable profile steel reinforcement by presenting
an experimental strategy to supplement traditional concrete
construction typologies. New 3D printing materials are currently
being developed and brought to market at a rapid pace, creating
space for material and formal explorations in concrete casting.
The next steps in this research will be the development of structural
simulation protocols for 3D printed filament reinforcement.
Calculations will be based upon the comparative physical testing of
concrete beams for flexural strength (ASTM C293): unreinforced
concrete, steel reinforced concrete, and a selection of 3D printed
filament reinforcement strategies. The resulting structural data
will inform the development of 3D printed reinforcement workflows
for simultaneously printing concrete and reinforcement using
two Kuka KR10 industrial robotic arms working in concert via
Roboteam.
REFERENCES
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com/aboutrockite.htm
An, J. J. (2015). Design and 3D printing of scaffolds and tissues.
Engineering 1, no. 2, 261-268.
Apis-cor. (2019, 05 23). Retrieved from Apis Cor - construction
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Hack, Wangler, Mata-Falcón, Dörfler, Kumar, Walzer, . . . Kohler.
(2017). Mesh Mould: An onsite, robotically fabricated, functional
formwork. 11th High Performance concrete and Concrete
Innovation Conference.
Hambach, & Volkmer. (2017). Properties of 3D-printed fiber-reinforced
Portland cement paste. Cement Concrete Composites, 2017.
HIGH T-LAY Filament. (2018). Retrieved from https://
www.matterhackers.com/store/3d-printer-filament/
lay-away-high-t-lay-support-filament-1.75mm
HIPS Filament. (2018). Retrieved from https://www.matterhackers.
com/store/3d-printer-filament/hips-175mm-1kg
Howe, N. (2013). FluidScape: Research in Parametric Concrete
Formwork. Proceedings of the 17th Conference of the
Iberoamerican Society of Digital Graphics (pp. 405 - 409). Chile -
Valparaíso: SIGraDi.
Jipa, A. &. (2017). skelETHon Formwork 3D Printed Plastic
Formwork for Load-Bearing Concrete Structures. XXI Congreso de
la Sociedad Ibero-Americana de Gráfica Digital, (pp. 345-352).
Khoshnevis, H. Y. (2006). Megascale fabrication by contour crafting.
International Journal of Industrial Systems Engineering, 301-320.
Kuchinskas, S. (2019, May 24). Concrete 3D Printed House.
Retrieved from Autodesk Redshift: https://www.autodesk.com/
redshift/concrete-printed-house/
Leach, N., Carlson, A., Khoshnevis, B., & Thangavelu, M. (2012).
Robotic Construction by Contour Crafting:The Case of Lunar
Construction. International Journal of Architectural Computing,
423-438.
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Fussel, U. (2018). 3Dprinted steel reinforcement for digital concrete
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MSDS Sheet. (2014). Retrieved from eSUN PVA: https://www.
lulzbot.com/sites/default/files/msds_esun_pva.pdf
MSDS Sheet. (2015). Retrieved from Proto Pasta Stainless Steel
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toggle-rebar-infrastructure-startup-techplus/
Zivkovic, S., & Battaglia, C. (2018). Rough Pass Extrusion Tooling:
CNC Post-processing of 3D-Printed Sub-additive Concrete
Lattice Structures. Recalibration. On imprecisionand infidelity.
[Proceedings of the 38th Annual Conference of the Association for
Computer Aided Design in Architecture (ACADIA), (pp. 302-311 ).
Mexico City, Mexico
IMAGE CREDITS
All drawings and images by the authors.
Shelby Elizabeth Doyle AIA is an Assistant Professor of
Architecture at the Iowa State University College of Design and
co-founder of the ISU Computation & Construction Lab (CCL) which
works to connect developments in computation to the challenges of
construction: through teaching, research, and outreach.
The central hypothesis of CCL is that computation in architecture
is a material, pedagogical, and social project. This hypothesis is
explored, through the fabrication of built projects and materialized
in computational practices. The CCL is invested in questioning the
role of education and pedagogy in replicating existing technological
inequities, and in pursuing the potential for technology in architecture
as a space of and for gender equity. Doyle received a Fulbright
Fellowship to Cambodia, a Master of Architecture from the Harvard
Graduate School of Design, and a Bachelor of Science in architecture
from the University of Virginia.
Erin Linsey Hunt twas the 2017-19 ISU Computation &
Construction Lab Associate where she oversaw operations and
conducted research. Her research interests include construction
applications for additive manufacturing technologies, specifically
3D printing. She was an Undergraduate Research Assistant with
the ISU CCL and she holds a Bachelor of Architecture degree from
Iowa State University. She is currently pursuing a Master in Design
Studies in Technology at the Harvard Graduate School of Design.
Meibodi, M., Jipa, A., Giesecke, R., Shammas, D., Bernhard, M.,
10 Dissolvable 3D Printed Formwork Doyle and Hunt
TOPIC (ACADIA team will fill in) 11
Shelby Elizabeth Doyle | 229
Melting
Augmenting Concrete Columns with Water Soluble 3D Printed
Formwork
Shelby Elizabeth Doyle
Iowa State University
Erin Linsey Hunt
Iowa State University
HERO IMAGE
1 Image of PVA formwork dissolving off of a cast column.
2 Custom PVA formwork and steel PLA rebar printing on a LulzBot TAZ 6.
3 Interior image of a cast column.
Overview
Melting is a continuation of prior research conducted in the paper “Dissolvable 3D Printed Formwork:
Exploring Additive Manufacturing for Reinforced Concrete” (ACADIA, 2019). The paper proposes
simultaneously printing polyvinyl alcohol (PVA) formwork and steel PLA tensile reinforcement to
produce water soluble concrete formwork with integrated reinforcement. One conclusion of the paper
was that “the complete elimination of formwork may continue to be more preferable than the introduction
of biodegradable or water-soluble formworks. The most promising application for these methods
might be the augmentation of traditional formwork.” The prototypes that follow use the methods
developed in “Dissolvable 3D Printed Formwork” to augment typical concrete construction methods
with moments of unique geometry that would be difficult to fabricate using other concrete formwork
methods. (Asprone 2018)
Custom 3D Printed Formwork
The custom 3D printed formwork was produced using a LulzBot TAZ
6 (build volume of 280 mm x 280 mm x 250 mm) utilizing their Dual
Extruder v3 tool head (Figure 2). The polyvinyl alcohol formwork
was 200 mm in diameter and height. The simultaneously printed
PLA steel reinforcement diameter was 12 mm. A constraint of the
form was the forty-five-degree angle limitation of Fused Deposition
Modeling (FDM) printing. Angles of greater than 45 degrees
would cause loss of print adhesion and require the generation of
supports – which the designers chose to avoid to conserve filament.
(Jipa 2017)The print time for each mold was forty-five hours
and the formwork took forty hours to dissolve in seventy-degree
Celsius water. In addition to being submerged in water cleaning by
hand with a brush was required to remove remaining PVA.
Process + Observations
Three prototypes were developed which combined traditional
formwork fabrication methods with the proposed 3D printed
augmentations.
2
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Shelby Elizabeth Doyle | 231
5 Left to right, diagram of Form A column formwork, rendering of column, and elevation denoting the path of the reinforcement.
Form A
The top and base design of this column was created by bounding
the 3D printed PVA formwork. The boundary was then used to find
the curves that touched the top and bottom faces. These curves
were polar arrayed and merged into an outer and center curve
to create the extruded profile. This method was an attempt to
create a smooth transition between the two formwork methods.
These profiles were CNC routed from polystyrene insulation
foam. Additional custom caps at the top and bottom were CNC
routed formwork to hold the 1/2” rebar vertically in position
and to connect the two formwork methods. The top layer of CNC
routed formwork had additional apertures to allow the Hydraulic
Expansion Cement (HEC) to be poured (Figure 5). Although this
method allowed for greater formal cohesion and customization it
took nearly four hours to CNC route for the single prototype. This
formwork was destroyed upon removal and could not be reused
limiting it as a replicable strategy. This column used two-thirds of a
board of polystyrene insulation foam costing twenty dollars.
Form B
These iterations used an eight-inch diameter standard
sonotube augmented with PVA formwork. In addition to the
sonotubes, four custom CNC routed polystyrene insulation
foam caps were created to hold the center off-the-shelf PVC
pipes (used to create a hollow cast), 1/2” rebar, and the 3D
printed formwork. The CNC’d milled caps allowed for the
addition of custom edge qualities such as a chamfer or fillet
to create continuity between the 3D printed formworks and
the sonotube formworks (Figure 6). Two prototypes were
created using this method and a single sonotube costing
nine dollars, allowing for a cheaper and faster method
than only using water-soluble formwork. Form B-1 had
filleted edges (Figure 9) and Form B-2 had chamfered edges
(Figure 10) resulting in different resolution of the connection
between formwork types. These caps were not damaged
upon removal allowing for future reuse. Form B-1 was
cast using Quikrete Fast-Setting Concrete with the aggregate
sifted out of the mix. This mixture resulted in a less
polished surface finish than Form B-2 which was cast using
two-parts fine sand one-part cement and one-part water.
4 Resulting HEC cast column.
TOPIC (ACADIA team will fill in) 5
4
Shelby Elizabeth Doyle | 233
6 Left to right, diagram of Form B-1+2 column formwork, rendering of column, and elevation denoting the path of the reinforcement.
7 Form B-1 column cast in Quikrete Fast-Setting Concrete with the aggregate
sifted out.
8 Form B-2 column cast using two-parts fine sand one-part cement and
one-part water.
Next Steps + Conclusions
After curing for twenty-eight days each of the columns will be
subjected to crushing test per ASTM C39/C39M to compare the
augmented columns with unreinforced concrete and standard
steel reinforcement columns of the same dimensions.
Future tests will be calibrated for shorter print times. The LulzBot
TAZ 6 Dual Extruder v3 tool head has a standard layer height of
0.22 mm and a nozzle diameter of 0.5 mm. The constraints of this
tool head resulted in long print times due to the need for infill to
allow the print to self-support. In future tests a larger diameter
nozzle could be used to only print a single shell. This modification
would not only reduce the time of the print but allow the PVA to
dissolve at a more rapid rate.
PVA was selected expressly for its water-solubility – rather than
pursuing any number of materials which could serve as formwork.
The work shown here demonstrates that PVA is likely not
the appropriate material to continue for full-scale investigations
– rather it serves as a proof-of-concept. For the purposes of this
research PVA stands in for a speculative future where non-toxic,
compostable, and / or water-soluble construction materials serve
as formwork or self-contained architectural elements. These materials
will serve a pre-determined purpose, for a specific length of
time, then degrade through exposure to environmental conditions,
such as rain, resulting in the structure being reabsorbed into the
surrounding ecosystem.
REFERENCES
Asprone, Auricchio, Menna, Mercuri. 2018. “3D printing of
reinforced concrete elements: Technology and design approach.”
Construction and Building Materials 218–231.
Jipa, Andrei & Dillenburger, Benjamin & Bernhard, Mathias.
2017. “skelETHon Formwork 3D Printed Plastic Formwork for
Load-Bearing Concrete Structures.” XXI Congreso de la Sociedad
Ibero-Americana de Gráfica Digital. 345-352.
See also Doyle and Hunt “Dissolvable 3D Printed Formwork:
Exploring Additive Manufacturing for Reinforced Concrete” ACADIA
2019.
IMAGE CREDITS
All drawings and images by the authors.
Shelby Elizabeth Doyle, AIA is an Assistant Professor of
Architecture at the Iowa State University College of Design and
co-founder of the ISU Computation & Construction Lab (CCL) which
works to connect developments in computation to the challenges
of construction: through teaching, research, and outreach. The
central hypothesis of CCL is that computation in architecture is
a material, pedagogical, and social project. This hypothesis is
explored, through the fabrication of built projects and materialized
in computational practices. The CCL is invested in questioning the
role of education and pedagogy in replicating existing technological
inequities, and in pursuing the potential for technology in architecture
as a space of and for gender equity. Doyle received a Fulbright
Fellowship to Cambodia, a Master of Architecture from the Harvard
Graduate School of Design, and a Bachelor of Science in architecture
from the University of Virginia.
Erin Linsey Hunt was the 2017-19 ISU Computation &
Construction Lab Associate where she oversaw operations and
conducted research. Her research interests include construction
applications for additive manufacturing technologies, specifically
3D printing. She was an Undergraduate Research Assistant with
the ISU CCL and she holds a Bachelor of Architecture degree from
Iowa State University. She is pursuing a Master in Design Studies
in Technology at the Harvard Graduate School of Design.
6 Melting Doyle and Hunt
TOPIC (ACADIA team will fill in) 7
Shelby Elizabeth Doyle | 235
CYBORG SESSIONS
A Case Study for Gender Equity in Technology
SHELBY DOYLE 1 , LESLIE FOREHAND 2 , ERIN HUNT 3 ,
NICK LOUGHREY 4 , SARAH SCHNEIDER 5 and NICK SENSKE 6
1,2,3,4,5,6 Iowa State University
1,2,3,4,5,6 {doyle|forehand|elhunt|loughrey|schnei|nsenske}@iastate.edu
1. Context and Data
Abstract. This paper discusses the ongoing lack of gender equity in
architecture - specifically the shortfall of women in design technology
- and presents a robotics workshop in the United States as a case study
and method to challenge this inequality. The goals of this paper are to
1.) define a research agenda for documenting and understanding gender
equity in design technology and 2.) to offer evidence-based strategies
from STEM education and this architecture case study for improving the
representation of women in this field.
Keywords. Gender; Equality; Women; Feminism; Robotics.
It is well documented that women are underrepresented in academic and
professional positions that specialize in technology (Corbett and Hill, 2015).
As technology becomes increasingly essential to the practice and discipline of
architecture, underrepresentation threatens to reduce opportunities for women and
the diversity of the workforce. This may have consequences for the quality of
design in the built environment. Participation in technology and its reflection of
(and possible role in promoting) gender inequality within the profession must be
critically examined and countermeasures proposed, tested, and disseminated.
The gender gap in technology is harmful not only to women, but to everyone.
According to technology entrepreneur and activist Judith Owigar, women today
often see themselves as consumers of technology, rather than its creators.
(Newnham, 2016) This has consequences in architecture, when being left behind
in technology can limit one’s participation in the design process and access to
leadership roles. Within the building profession, design technology is an emerging
locus of architectural power: those who control technology have a strong influence
upon architectural practice. (Loukissas, 2012)
T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping,
Proceedings of the 23 rd International Conference of the Association for Computer-Aided Architectural
Design Research in Asia (CAADRIA) 2018, Volume 1, 71-80. © 2018 and published by the Association for
Computer-Aided Architectural Design Research in Asia (CAADRIA) in Hong Kong.
Shelby Elizabeth Doyle | 237
72 S. DOYLE ET AL.
CYBORG SESSIONS 73
in helping to highlight and address this issue, though it has not led to gender parity
in STEM. To successfully argue for gender equality, detailed and accurate statistics
are needed to move beyond anecdotal evidence.
Figure 1. Cyborg Sessions participants explore the Turtle as a drawing tool. Photo by authors.
Acknowledging the scope of the imbalance is difficult because, presently,
specific data are not being collected about women’s participation in design
technology in architecture, either in practice or in academia. At the moment, the
best indications of the gender gap come from other sources of data. For example, in
2014, statistics released by the Association of Collegiate Schools of Architecture
found that women comprised slightly more than 40 percent of North American
architectural graduates in 2013; 25 percent of designers in the profession; and 18
percent of major design awardees in the 2010s. (ACSA, 2014) However, while
the number of women in the profession of architecture has increased, the number
of women in the field of design technology appears to be disproportionately
small. According to ZweigWhite’s 2013 information technology survey, only 5
percent of technology directors at North American architecture firms are women.
(Davis, 2014) An examination by the authors of recent papers from the Association
for Computer Aided Design in Architecture (ACADIA) found that, in the years
2010-16, twenty-six percent of all co-authors were women and only eight percent
of papers had women as the first or sole author. (Doyle and Senske, 2016)
This is well below the representation of women in architecture, but comparable
to the gender gap found in other technological fields. (Corbett and Hill, 2015)
Unfortunately, there are few other studies focused on this imbalance at the moment.
The current understanding of gender in architecture remains limited, as does our
understanding of how women access and influence technology.
While there is a lack of data collected about this gender gap in architecture,
there is significant STEM (Science, Technology, Engineering, and Math) research
on the issue which reveals of the overall state of women in technology as a
comparison. STEM data indicates that women are significantly underrepresented
in fields similar to technology in architecture, such as computing majors and
professions. Women currently earn only 18% of all Computer Science degrees
and it is the only STEM major to report a decline in women participation over
the last decade. (NCES, 2016) A 2013 report found that just 26% of computing
professionals were women – a percentage which is about the same as it was in
1960. (Corbett and Hill, 2015) Collection of this data has been an important step
2. Causes
Why does a technology gender gap exist? Research in STEM fields has identified
several possible causes which may parallel those in design. These causes may
have been inherited by architecture in the transfer of knowledge and technique.
In a speech given at the Grace Hopper Celebration of Women in Computing
Conference, Susan Wojcicki (CEO of YouTube), proposed two possible reasons
women choose not to study computing: they think it is boring and they do not think
they would perform well at it. (Wojcicki, 2016) From the outside, working with
technology can seem unexciting. Because they lack access to mentoring, clubs,
courses, etc. many young women have not had the opportunity to learn firsthand
how technology can be creative and empowering. Due to socialization and gender
roles, many men begin working with technology from a younger age, which leads
to better performance in technology fields in college. Women who are exposed
to technology in primary school education are much more likely to participate in
STEM majors. (Rogers, 2013) The second reason, concern about performance,
manifests as a lack of confidence in one’s abilities and less willingness to attempt
new or challenging activities. This may be caused by ‘stereotype threat,’ which is
when individuals fear they will confirm a stereotype about a group to which they
belong. This has been shown to affect performance and to impact decisions. In
this manner, negative stereotypes about women’s performance in math and science
are thought to be a factor in the inequality found in computing fields. (Corbett and
Hill, 2015)
There is no evidence that women are less capable users or creators of
technology. To the contrary, data shows that women have the qualifications
and test scores to join STEM-related subjects and perform well when they do.
(Fisher and Margolis, 2002) Furthermore, history is filled with great pioneers
of computing such as Ada Lovelace, Joan Clark, and Margaret Hamilton who
demonstrate women’s capabilities in the field. Ability is not the deciding factor.
Many women choose not to study technology because they find its values to be
insular and antisocial. They do not feel that a career in technology will allow them
to collaborate with other people or make things which create social good. Another
aspect of this is the male-centered gamer culture of today that emerged out of
early personal computing, which can appear inaccessible to women ‘outsiders.’
As Wojcicki explains, when it comes to technology, many women today feel that
they do not belong, and because of this, they do not want to belong. (Wojcicki,
2016) The problems discouraging women from participating in technology are
cultural and institutional. Education, which has traditionally held the power to
shape culture and produce equality, is part of the solution and redistribution of
technology access and authorship.
Shelby Elizabeth Doyle | 239
74 S. DOYLE ET AL.
CYBORG SESSIONS 75
3. Precedent Workshops
One of the ways that STEM fields address their gender gaps is through the creation
of technology workshops. The idea is to create opportunities specifically for
women, who may not feel comfortable or encouraged in more traditional settings.
For example, Girls Garage is a high school program in Berkley, California where
students learn about design and construction through hands-on activities. The
founders acknowledged that ‘as female instructors, we recognized that our young
girls were not reaching their full potential in the co-ed classroom’. After creating
a female-only workshop, 85% of enrolled female participants said they were
more interested in STEM fields. (Pilloton, 2017) Girls Who Code is another
organization that teaches computer science to 6-12th grade girls. By 2014, 95% of
the 3,000 students who completed an intensive Girls Who Code course went on to
major in computer science. (Dockterman, 2014) Other STEM workshops, such as
the NSF-funded TechBridge camps, led to increased interest in engineering and
awareness of green- and electrical-engineering concepts. Compared to control
groups, twice as many girls who attended TechBridge camps said they would
like to become engineers. (Sammet and Kekelis, 2016) Improving women’s
confidence in their abilities and increasing their interest are two ways that
workshops can improve the participation of women in technology.
4. Case Study
To begin to address the inequality of women in technology at their institution,
the authors developed and taught a workshop in the fall of 2017, entitled Cyborg
Sessions: Women in Robotics. The term cyborg was used to specifically draw
connections between architectural technology scholarship and feminist discourse,
specifically the work of scholar Donna Haraway who popularized the term. The
cyborg is a hybrid creature, machine and organism, a being of social reality as well
as science fiction. As a popular trope of feminist scholarship, the cyborg allows a
thing to be “both/and”-a condition that resists the binary nature of computational
ones and zeros. Additionally, the cyborg is the integration of human and machine,
or a name for what occurs when a robot and human collaborate to produce a
creative outcome.
Robots were selected as the primary technology because they represent a form
of literal empowerment - allowing women to overcome real and perceived physical
limitations that may create, or perpetuate, gender bias. In this context, robots were
considered co-authors rather than mere tools or ‘servants’. Through this workshop,
the participants identified and pursued methods for investigating the potentials of
creative expression via robotics.
The authors looked to a broad range of 21st century feminist discourses about
technology to situate the workshop: from techno-feminism to cyber feminism
to fourth wave feminism. An important conclusion of the research was an
understanding of feminism which does not mean only ‘of and by women’ but
looks to a full gradient of potential across a diverse and intersectional set of
authors. Additionally, feminist work - that which generates a more just and equal
environment - can be produced by authors which do not identify as female. Perhaps
it is a limitation of current language but in the future the term feminism might be
used interchangeably with inclusion.
Specifically, the authors drew inspiration from a term they introduced
at the 2017 ACADIA conference: Computational Feminism, which is an
evolution of feminism and a reaction to the gender biases present in most
technologically-focused work found in architecture today. (Doyle et al, 2017)
The objectives of Computational Feminism are 1) exploring the full gradient of
possibilities technologies offers 2.) enhancing the subjective and intuitive as a
counterpoint to methods and devices that have control as a mechanism or goal and
3.) the exploration and production of joy and pleasure as opposed to economies
of optimization and bravado expressions of virtuosity. A key provocation of this
workshop - which elevated it above merely learning to code for its own sake - was
the question of how making with robots can represent a perspective and process
that is female. The vehicle for the students’ investigations were the traditions
of drawing and painting - with their histories, conventions, and agendas - which
served as the interface between the roboticist and robot.
4.1. OVERVIEW
The Cyborg Sessions workshop met once per week over six weeks in the fall
of 2017. It was taught by three faculty and three student workers from the
Iowa State University Computation and Construction Lab (CCL). There were
twenty-one student participants (undergraduates and graduates) from six different
majors: Architecture, Graphic Design, Electrical Engineering, Industrial Design,
Integrated Studio Arts, and Chemical Engineering. Although, the workshop was
advertised for women and women received first priority for attendance, it was
not exclusively offered to women. Five men attended the workshop. However,
women remained the majority participants (76%).
Figure 2. Left - Turtle robots drawing patterns with loops and variables. Right a Turtle robot
and Braccio Arm. Photo by authors.
The workshop consisted of two three-week projects followed by a public
lecture and exhibition. Each week, the students met in the CCL to hear lectures
about women in technology, computer programming, and robotics. Then they
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76 S. DOYLE ET AL.
CYBORG SESSIONS 77
worked with partners to operate their robots and make their drawings and paintings.
At the end of each session, the students met to discuss their work and prepare for
the following week. Students did not work on their projects outside of the weekly
sessions.
4.2. PROJECT 1: “PLAYING TURTLE”
The authors were concerned that gender stereotypes would continue to play a
role in the workshop. Thus, the first project began with a discussion about the
challenges of gender inequality as experienced by women in technology. This
was important because it framed the workshop as not just learning to make things
with robots but doing so as a method for building a culture of engaging with these
technologies through design. The students’ concerns were different. While they
were excited for the opportunity to learn about programming and robotics, in a
pre-class survey 75% of them reported some form of apprehension or anxiety
about their potential performance in the workshop. Understanding and addressing
student expectations is a critical to helping students get the most from these events.
For their first project, students learned the basic syntax and logics of computer
programming while becoming comfortable with the rhythms of making through
cycles of writing, compiling, and testing their code. The vehicle for their
experimentation is a class of robot called a “Turtle.” These low-cost robots were
assembled by the CCL staff from in-house 3D printed parts, electronics purchased
online, and open source Arduino code. (Olsen, 2015) The focus of the first project
was to gain confidence with the technology while interrogating the potentials of
drawing. This blend of the unfamiliar and familiar allowed the designers to reflect
upon how drawing with a robot is different from drawing with the hand and how
their pre-judgements about code affected their strategies.
Turtles appeared to be an ideal first robot for this group. A classic pedagogical
tool created by Seymour Papert at MIT, they were designed to teach children
how to think computationally. Turtles have a “head” and “tail” and use simple
instructions to move around a surface on two wheels while leaving a trail behind
them with a marker. Students learn to program a Turtle by pretending to “be” the
Turtle, connecting their sense of their own body in space with that of the robot’s.
Thus, “playing turtle” is a profound way to bridge human and machine in the
fundamental design act of drawing. (Papert, 1986)
The students quickly engaged with the Turtle robots and their code. One of the
first things they discovered was that each Turtle had its own “personality” with its
unique mechanical calibration, such as moving faster or turning more accurately.
This led to students giving them names and talking with their robots as they worked.
Another interesting finding was that the relatively slow speed of the Turtles forced
students to be more disciplined and thoughtful in their approaches. The immediate
feedback loops found in design software - which students are used to experiencing
- were not there. Students would often express surprise at the slowly emerging
designs from their code. Oftentimes, if there were bugs in the code, they were
more likely to allow the robot to finish and to observe the process rather than
immediately starting over. As time went on, they began to incorporate ideas from
buggy code into their compositions.
Figure 3. Braccio arms were set in a plywood apparatus to create a limited reach for the
painting arm. Photo by authors.
The first code students started with involved letters, shapes, and other
forms that students tried to translate into Turtle drawings. Translation was
a useful beginning exercise because it allowed the instructors and students to
debug initial problems and misunderstandings with hardware and syntax. These
misunderstandings proved to be teaching opportunities as well. Once students
could reliably create forms, they were free to move on to more complex algorithms
with randomness, looping, and recursion. They began to create more sophisticated
compositions with code as well as different physical interventions with the Turtles:
different markers, taped areas, borders, etc. Each student group created three final
drawings for exhibition.
4.3. PROJECT 2: “DANCES WITH ROBOTS”
The objectives of the second project were to further develop confidence with
robotics and to move away from the precision of drawing to the indeterminacy
and expressiveness of painting. For this project, students used Tinkerkit Braccio
robotic arms. These are low-cost kits that feature a 4-axis arm with a gripper
attachment. CCL instructors and staff pre-assembled the arms, attached foam
brushes to the grippers, and constructed a base for each robot that held a canvas
and locations for acrylic paint. The code for the Braccio robots was written in
Arduino and allowed for individual movements of each axis.
The experience with the Braccio arms was markedly different from the Turtle
robots. First, the arms could be intimidating as they moved quickly and close to the
participants bodies - sometimes flinging paint in their direction. Second, the arms
did not have an inverse kinematics (IK) library, so fine control and initiating loops
and other algorithms was more difficult than with the Turtles. A research assistant
programmed a macro script that allowed students to record a series of steps, and
this helped. However, without the IK library, applying continuous strokes to the
flat canvas was difficult because the robot was configured to move in a circle.
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78 S. DOYLE ET AL.
CYBORG SESSIONS 79
Students found that the brushes would not stay on the canvas and sometimes would
detach from the gripper. While the cycle of coding, compiling, and running their
code remained the same, the number of variables with the equipment increased.
The students came to expect a degree of precision with the Turtle robots and this
experience challenged their perception.
Fortunately, the students persevered and taught themselves different methods
of working with the robots to achieve their ideas. Some of them changed their
painting styles, limiting them to smaller areas of the canvas or moving the canvas
after each series of strokes. Mixing the paint colors on the canvas and loading the
brush with multiple colors were other ways that the students took advantage of
the medium to create different, indeterminate effects. Learning to negotiate with
the robots was an unexpected challenge, but resulted in work that was spontaneous
and expressive; closer to the attributes of Computational Feminism than the Turtle
experiments. Rather than merely using the robots to execute instructions, the
”play” in the system and differences in their approaches made each students’ work
unique.
5. Methodology
In addition to teaching students about computing and robotics, the authors were
interested in understanding the impact of the workshop upon the attendees’
self-perception and their overall perceptions of women in technology in
architecture. To study this, the authors created two rounds of surveys, which were
administered online and anonymously, to measure the changes in student attitudes
and beliefs in response to their workshop experience. The pre-class survey
recorded data from sixteen students (12 female). Thirteen students completed the
post-class survey (9 female).
6. Analysis
The authors found that students‘ confidence in their technological abilities grew
following the workshop. Of the initial surveyed students, 94% of students initially
said they were a little confident, not confident, or unsure about programming. 82%
said they were a little confident, not confident, or unsure in their ability to work
with robots. Following the workshop, nearly 50% of students surveyed reported
they were confident or very confident in their abilities with computer programming
and robotics. Only one student reported they were not confident or unsure. The
survey instrument did not determine the source of the students’ lack of confidence
- whether it was from a perceived stigma about performance (such inherited bias
from computing or ‘stereotype threat’ (Corbett and Hill, 2015)) or from other
personal anxieties. In future workshops, we hope to study this further.
A majority of the students, regardless of gender, changed some of their attitudes
about women’s relationship to technology. Before the workshop, about half of our
students (46%) surveyed felt there were no gender differences in people’s ability
to learn and use technology; one-third were unsure. Following the workshop, no
students were unsure and 82% of those survey felt there were no differences.
All the students attending the workshop reported that they would be more likely
to take advanced technology courses (robotics, programming, digital fabrication,
etc.) in the future. 73% of students said they would work again with the robots on
their own. All the students who responded to the question “Do you feel that events
like our workshop are an effective way of improving gender parity in your field?”
agreed workshops were effective.
A potential issue with the survey methodology is that the anonymous format
makes it difficult to determine how the gender of the participant affected their
answers. In light of the STEM reports from all-women workshops, it would be
useful see if a single-gendered demographics would result in different data for an
architecture workshop. However, the overall trends for the workshop in the case
study - which are statistically significant - are positive. These findings compare
favorably with the results of other STEM workshops and suggest that events like
Cyborg Sessions can serve as means of facilitating gender equity in technology.
7. Discussion
From the case study, it appears that workshops like Cyborg Sessions are one way to
address gender equity in design technology by providing a supportive environment
and opportunities for women. This paper proposes a research agenda aimed at
describing and correcting the gender gap, but there are many remaining questions
to be answered.
One issue is that specific data are not being collected about technology and
gender in architectural practice or in academia. Determining the meaning of
participation with respect to technology is a challenge which prevents accurate
measurement. Participation is a nuanced and ill-defined measure, even in
architecture, but must be addressed if we are to understand and convey the true
scope of the issue. Data collection efforts from STEM fields could serve as a
model.
Another important strategy for addressing the gender gap is to highlight
successful women in technology. Many of our students cited their time with
Madeline Gannon as their favorite part of the event and the moment when the
ideas of the workshop most connected with them. A lack of women role models
is a known issue in STEM. Studies have shown that when students are exposed to
histories of women in technology, it reduces stereotyping and bias and encourages
women to enter the field. (Corbett and Hill, 2015)
8. Conclusion
Within the discipline, digital technology is an emerging site of architectural
influence. This topic matters because architecture is imbued with values and ideas
that both reflect and exert tremendous influence over the patterns and quality of our
lives. This paper described some initial data on gender inequalities and introduced
STEM research on the scope and causes of the problem. The authors’ case study of
a Women in Robotics workshop applied the model of a STEM women’s workshop
to a group of undergraduate and graduate designers. Surveys of the twenty-one
multi-disciplinary participants indicated that the workshop improved confidence
in their abilities, encouraged them to pursue more technology, and reduced their
Shelby Elizabeth Doyle | 245
80 S. DOYLE ET AL.
stereotypes about women in technology.
STEM workshop models were not directly replicated but rather adapted to
the design-specific contexts through the use of creative design outcomes via
technology: drawing and painting. By presenting robotic technology as a creative
medium, rather than a tool of efficiency its application to design potentials became
more legible to the students. What remains to be seen is whether these strategies
can be scaled and applied to curricula and practice.
The authors hope that other institutions and individuals will find our examples
useful and take up the charge to develop this work further. Improving gender
equity in technology access and authorship will improve education and design by
embracing the full gradient of possibilities for design technology.
References
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engineering and computing., The American Association of University Women.
Davis, D.: 2014, “Where Gender Inequity Persists in Architecture: the Technology Sector” .
Available from <http://www.architectmagazine.com/practice/where-gender-inequity-persis
ts-in-architecture-the-technology-sector_o> (accessed 8 February 2017).
Dockterman, E.: 2014, “Cracking the Girl Code: How to End the Tech Gender Gap” . Available
from <http://time.com/3062885/girls-who-code-google-facebook/> (accessed 15 February
2017).
Doyle, S., Forehand, L. and Senske, N.: 2017, Computational Feminism: Searching for Cyborgs,
Disciplines and Disruptions: Proceedings of the 2017 Association for Computer Aided
Design in Architecture (ACADIA) Conference, 2041 Duff Ave., 232-237.
Doyle, S. and Senske, N.: 2016, Identifying Inequalities: Gender, Technology, Architecture,
Proceedings of the 2017 Architectural Research Centers Consortium National Conference,
Salt Lake City, UT. USA, 56-62.
Fisher, A. and Margolis, J.: 2002, Unlocking the Clubhouse: the Carnegie Mellon experience,
ACM SIGCSE Bulletin, 34(2), 79-83.
Newnham, D.: 2016, Female Innovators at Work: Women on Top of Tech, Apress, New York.
Olsen, K.: 2015, “Low-Cost, Arduino-Compatible Drawing Robot” . Available from <http:
//www.instructables.com/id/Low-Cost-Arduino-Compatible-Drawing-Robot/> (accessed 8
August 2017).
Papert, S.: 1986, Beyond the Cognitive: The other face of mathematics, Epistemology &
Learning Group, Media Lab, Massachusetts Inst. of Technology..
Pilloton, E.: 2017, “Girls Garage – History: Our Impact” . Available from <http://girlsgarage.
org/about/history/> (accessed 14 September 2017).
Rogers, M.: 2013, “Why Students Study STEM.” . Available from <https://www.insidehigher
ed.com/news/2013/10/01/study-finds-math-and-science-exposure-has-significant-impact-i
ntent-study-stem> (accessed 4 February 2017).
Sammet, K. and Kekelis, L.: 2016, Changing the Game for Girls in STEM: Findings on High
Impact Programs and System-Building Strategies., TechBridge.
National Center for Education Statistics, initials missing: 2016, “Table 322.50. “Bachelor” .
Available from <https://nces.ed.gov/programs/digest/d16/tables/dt16_322.50.asp?current=
yes> (accessed 20 March 2017).
Wojcicki, S.: 2016, “Closing the Tech Industry Gender Gap” . Available from <http://www.h
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February 2017).
Shelby Elizabeth Doyle | 247
Computational Feminism
Searching for Cyborgs
Shelby Doyle
Iowa State University
Leslie Forehand
Iowa State University
Nick Senske
Iowa State University
1
ABSTRACT
As computational design matures, the discipline is in a position to address an increasing number
of cultural dimensions: social, political, and ethical. This paper examines the gender gap in computational
design and proposes an agenda to achieve gender equality. Data from architectural
publications and the CumInCAD database provide metrics for measuring the segregation between
feminist and computational discourse. Examples of feminist theory establish possible entry points
within computational design to bridge the gaps in gender equity and representation. Specifically,
the authors re-examine 1990s networked feminism in relation to the computational culture of
today. The paper concludes with a proposed definition of Computational Feminism as a social,
political, and ethical discourse. This definition appropriates Donna Haraway’s cyborg as its symbolic
instrument of equality.
1 No more hits: 22 April 2017
CumInCAD publications database
search term results for ‘feminism’.
Screenshot by authors.
232
Shelby Elizabeth Doyle | 249
INTRODUCTION
Equality necessitates a discourse of disruption. It requires space
to be made for processes, voices, and ideas where space previously
did not exist. The notion of the cyborg provides this space,
giving a name and agency to the in-between. A hybrid creature,
machine and organism, the cyborg is a being of social reality as
well as science fiction. In the following account, a new kind of
cyborg occupies a particular and unexplored space that both
critiques and expands the field of computational design. This
disruptive cyborg is the foundation of Computational Feminism.
As a popular trope of feminist scholarship, the cyborg allows
a thing to be “both/and”—a condition that resists the binary
nature of computational ones and zeros. The cyborg embraces
emergence and ecologic processes and challenges the modernist
rhetoric of precision and predictability in architectural design.
Background
In 1844, Marx wrote that between women and men: “it is
possible to judge from this relationship the entire level of the
development of mankind" (quoted in Hearn 1991, 227). Today,
technology is taken as an indication of society’s development.
Technology is a broad term but used here to indicate computational
tools and methods specific to architecture. This paper
advances the argument that technology is a gender equity
issue. Technological changes have everything to do with who
benefits and who does not; whose opportunities increase and
whose decrease; who creates and who accommodates. That
being said, it is impossible and intellectually dangerous to claim
a general theory of inequity as caused by technological change.
However, in pursuit of specificity, we can explore the relationships
between feminist scholarship and computational design in
architecture as a means of explicating the relationships between
technological change and gender inequities. For example, in
her essay "Parametric Schizophrenia," Peggy Deamer describes
certain stereotypes of those who attend computational design
conferences and participate within the field:
…parametric conferences are populated by young hipsters dressed
in black, showing images of their digitally fabricated screens
or rendered bas-reliefs; BIM conferences by older, suit-and-tie
office-types explaining diagrams of complex buildings, hospital
HVAC systems being a particular favorite. (Deamer 2015, 179)
While doing so, she implies that these stereotypical figures
are nearly all male. It is well-documented that, as a discipline,
architecture has been slow to fully record, acknowledge, and
incorporate the work of women (Chang 2014). As computational
culture evolves, this shortcoming becomes increasingly apparent.
Within the discipline, digital technology is an emerging source of
architectural influence: those who control the process of design
through technology control architecture and, by proxy, the built
environment. This topic matters because architecture is imbued
with values and ideas that both reflect and exert tremendous
influence over the patterns and quality of our lives.
While many types of inequality exist with respect to technology
and architecture, such as race and class, this paper will focus
on the specific aspect of gender inequality. As technology is
now essential to the practice and discipline of architecture, the
ability to create with and shape technology is critical. In some
respect, the lack of women specializing in design technology is
unsurprising given that the practice combines fields that have
historically been lacking in gender equity: management, information
technology, computer science, and architecture. The goals
of this paper are (1) to reveal gender inequality as an attribute
of the current practice of computational design and (2) to begin
to address gender inequality by moving beyond the anecdotal
and into a constructive research agenda. This paper temporarily
extracts gender equality from the history of queer theory, the
experience of non-white women, and intersectionality (the
interconnection of race, class, and gender). This extraction does
not intend to deny these issues but rather aims to create a wellscoped
and focused analysis that can provide methodologies for
more comprehensive future research.
Context
Architecture has yet to fully acknowledge that its gender equity
problem also extends to those who engage with technology. A
reason for this could be that there is no direct evidence that such
a gap exists; for many in the profession the truth of this proposition
is unsubstantiated and remains wholly anecdotal. While the
current evidence may be anecdotal, the presence of this gender
gap is supported, in part, by an examination of papers from the
Association for Computer Aided Design in Architecture (ACADIA).
In the years from 2010–16, 26 percent of all co-authors were
women and only 8 percent of papers had women as the first or
sole author (Figure 2).
The gender of the authors and participants is not the only
asymmetry; rarely are issues of feminism or women in architecture
addressed in technology-based architectural scholarship.
CumInCAD is a cumulative index of publications about
computer-aided architectural design and includes bibliographic
information and abstracts (not full text), drawn from approximately
12,300 records from journals and conferences such
as ACADIA, ASCAAD, CAADRIA, eCAADe, SiGraDi, CAAD
futures, DDSS, and others (CumInCAD 2017). Simple searches
of the available databases demonstrate this imbalance: one
entry relating to "feminism," seven entries reference "women" or
"female," and thirteen entries for "gender." The database is not,
however, void of other political or social ideologies; search terms
such as "political," for example, flagged sixty-one articles (Figure
1).
Our findings suggest that a gender imbalance exists in the field of
computational design. This imbalance is not unique to the field.
Indeed, it is reflective of architecture as a whole. Women in the
United States are historically underrepresented in the building
professions, constituting 15–18 percent of the workforce in
architecture, 4.5–13.7 percent in engineering, and 2.6 percent in
construction (Beverly Mills 2015). In academia, gender participation
in technology is difficult to determine. At the authors’
institution, while 49 percent of architecture students are women,
on average they make up only 19 percent of the students in
technology electives and seminars. While the number of women
participating in architecture is not at parity with men, the number
of women participating in technology in architecture appears to
be lower still.
Although increasing numbers of women trained as architects
during the twentieth century, women in the twenty-first
century still remain largely outside the power hierarchies of the
profession. This gender imbalance may at last be successfully
challenged in the twenty-first century through the mechanism
of technological agency. In 1992, a trend that Mario Carpo calls
the "digital turn" began, marking the integration of computation
into architectural design (Carpo 2012). Twenty-five years into
this turn, architecture has been transformed by new technologies
that offer disruptive potentials in material practice.
It is the suggestion of the authors that one of the most
fundamental disruptions necessary within technology-based
architectural scholarship is the integration of discourses
about ethics, and specifically related to gender. These
dialogues coalesce into a new speculative space that we term
Computational Feminism. Feminist theory has a long and sometimes-conflicted
relationship with technology and digital media.
The next section introduces several theoretical frameworks that
address the evolution of the relationship between technological
and feminist discourses since the 1970s.
Though feminist scholarship has paid great attention to
2
technology and its impacts upon a rapidly changing society,
conversely technology (we use the term broadly), and specifically
computational design, have not shared this interest. Feminist
scholarship can play a role here as it is interdisciplinary by its very
nature. When feminist scholars began to explore women’s roles
in culture and society, and the ideologies that shape women,
these investigators were forced to draw upon many disciplines—
among them, history, psychology, sociology, anthropology, and
literature—all of which were and are engaged in similar pursuits.
While feminist scholarship can make no claim to moral superiority
in this regard, it can bring a perspective to this pursuit that
widens and disrupts disciplinary viewpoints.
2 The graph indicates the number of
papers authored or co-authored by
women in a selection of popular
architecture conferences. Gender
was identified by the pronouns
used in author biographies.
ACADIA has approximately 20%
fewer women co-authoring papers
than ARCC (Architectural Research
Centers Consortium) or NCBDS
(National Conference on the
Beginning Design Student) and 15%
fewer than ACSA (Association of
Collegiate Schools of Architecture).
This percentage has changed very
little during the last decade. Data
collection and graph by authors.
ACADIA 2017 | DISCIPLINES + DISRUPTION
233
234
Computational Feminism Doyle, Forehand, Senske
Shelby Elizabeth Doyle | 251
BETWEEN FEMINISM + TECHNOLOGY
The following frameworks question the content, methodology,
epistemology, and values of both fields: computational design
and feminism, in search of overlaps: both/and. Technological
determinism argues that the features of technology determine
its use and it is the role of society to adapt and benefit from
technological change. The counterargument, drawn from social
determinism, is that society is responsible for technological
development and deployment, as well as the distribution of
technological benefits within a society. Computational Feminism
relies upon the narrative of social determinism—that society, and
in this case the discipline of architecture, constructs the how,
why, and who of technology.
1970s–1980s: Techno-Feminism
Techno-feminism emerged in the 1970s out of feminist movements
within the sciences. The movement explored three forms
of technological meaning: technology as a form of knowledge,
the social obligation to understand, create, and use technology,
and its expansion beyond the verbal and mathematical to that
which required visual and tactile interactions. Early Technofeminism
focused on implications of technological artifacts upon
the lives of women, specifically women’s work. Technologies such
as word processors in offices were the focus of early research,
as these machines replaced or altered labor that was specifically
female. Housework became the repository for domestic technologies
perceived as liberating women: programmable washers
and dryers, robotic vacuums, and the like. At the same time,
feminist perspectives tended to view most new technologies as
destructive and oppressive to women: because men dominate
technology, it is in some sense inherently patriarchal.
In the eighties, feminists began to reject the notion of equitable
treatment in technology, dismissing its neutrality and exploring
its gendered character. Arguing that Western technology is
inherently patriarchal, the feminist critique evolved from asking
the "woman question" in technology, and began to explore the
"technology question" in feminism, addressing the masculine
domination and control of women and nature. Rather than a
neutral technology, feminists argued for technology based on
women’s values (Wajcman 1991). In Joan Rothschild’s preface to
a collection on feminist perspectives on technology, she writes:
"Feminist analysis has sought to show how the subjective, intuitive
and irrational can and do play a key role in our science and
technology" (Rothschild 1983).
As an evolution of Techno-feminism, Computational Feminism
recognizes that technologies are not neutral and that the
creation of new and different technologies by women is one way
that technology can represent gender, rather than rejecting or
ignoring it. In particular, computational processes and artifacts
authored by women might enhance the subjective and intuitive—a
process-driven or indeterminate technology that serves
as a counterpoint to methods and devices that have control as a
mechanism or objective. At the same time, female computational
designers can take up the mantle of “women’s work” as a positive,
rather than a pejorative, and reconnect with craft traditions
such as weaving, sewing, and ceramics through digital fabrication
and robotics.
1990s: Cyberfeminism
Cyberfeminism emerged at multiple discreet locations in the
1990s and addressed the changing conditions of the Information
Age. Posed to challenge again the political and social conditions
of feminism, cyberfeminism developed as a range of interventions
in response to the notion of society as a networked
condition. Cyberfeminist agendas were vast, ranging from
patriarchy-smashing video games, feminist virtual spaces, and
the recovery of shadow histories of feminist technologists. The
Cyberfeminist Manifesto for the 21st Century—produced by the
VNS Matrix, a collaboration between Josephine Starrs, Julianne
Pierce, Francesca da Rimini and Virginia Baratt in Adelaide,
Australia—was a multimedia project that vividly expressed the
emerging political position of cyberfeminism. The Manifesto saw
new technology as an opportunity to disrupt society’s patriarchal
norms, and to have fun doing it. At the same time, Sadie Plant, a
cultural theorist in the United Kingdom, began to use the term
"cyberfeminist" to describe her academic focus on technology in
Western society (Reiche and Kuni 2004).
While Computational Feminism connects with ideas about
feminine technology and the democratization of access, it also
supports and promotes alternative, subversive, and counter-agendas
towards the diversification of computational design.
As discussed in a later section, the notion of the cyborg, as both
a hybrid of human and machine and a post-gendered condition,
factors largely in the ambit of this proposed and latest wave of
feminism.
2000s: Fourth-Wave Feminism
Fourth-wave feminism arose from the growing pains of a
maturing information society. An attempt to capture the specific
feminism of the contemporary world, it includes analysis of body
shaming, online media, online misogyny, intersectionality, social
media technology for communication and online petitioning
and organizing, and explores the sharing of individual experiences
as a method for achieving a collective voice and political
legitimacy. An architectural example of the latter is the energization
of gender discussions caused by the rejected petition to
the Pritzker Architecture Prize that demanded recognition for
Denise Scott Brown as an equal in her work with Robert Venturi
(Women in Design 2013). With respect to fourth-wave feminism,
Computational Feminism embraces social justice, which is often
missing in narratives about technology today. Equality is one
component of Computational Feminism, but it also includes the
application of technology towards just ends for the benefit of all
and not only a privileged few. Simultaneously, Computational
Feminism advocates for the exploration and production of joy
and pleasure as opposed to advocating for economies of optimization
and bravado expressions of virtuosity. Rather than serve
profit or novelty for its own sake, Computational Feminism gives
space to experiences of collectivity and wonder.
2010s & Now: Computational Feminism
A renewed interest in feminism’s relationship to technology can
be seen in books such as The Politics of Parametricism: Digital
Technologies in Architecture, conferences such as the recent
Architecture Humanities Research Association's Architecture
& Feminisms, and the work of organizations such as Equity by
Design (EQxD 2016; Parlour 2016; ArchiteXX 2016).
In an effort to find a conceptual entry point the authors offer the
following definition, built upon the conceptual frameworks of
twentieth-century feminism:
Computational Feminism is a transdisciplinary field which grew
out of the first twenty-five years of the digital turn. It continues
to develop new theories on how politics of gender and other
identity markers are interconnected to resulting processes of
technical change, and the power relations of the globalized,
material world. It is a descendant of the 1990s discourses of
technofeminism and cyberfeminism that emerged in relationship to
the development of network conditions and theories in architecture
and urbanism.
Naming an idea gives it power and provides it with the opportunity
to exist. Thus, Computational Feminism initiates an
alternative discourse that advances the field of gender equality
while harnessing the tools of computation as tools of social and
economic equality.
Materializing Cyborgs
Feminist discourses manifest different visions of cyborgs as a tool
for testing the relationships between humans and technology.
In 1985, Donna Haraway, who challenged notions of feminist
focuses on identity politics, urged feminists to move towards
a post-human condition beyond the limitations of traditional
gender, feminism and politics. Specifically, "The cyborg does not
dream of community on the model of the organic family, this
time without the oedipal project. The cyborg would not recognize
the Garden of Eden; it is not made of mud and cannot dream
of returning to dust” (Haraway 1990). Haraway’s cyborg is the
"illegitimate child" of every binary: dominant society and oppositional
social movements, users and used, human and machine,
subject and object, "first" and "third" worlds, male and female. In
Zeros + Ones: Digital Women + The New Technoculture, Sadie Plant
reclaims technology for women in her depiction of Ada Lovelace,
the disputed creator of programming who is historically absent
from computational discourses. Epitomized in Lovelace, Plant’s
cyborg "did everything topsy-turvy, certainly thought to have
come into the world feet downwards," highlighting the female
creative process, and that the absence of these processes was
necessary for the unspoken language of early programming
(Plant 1997). Plant’s cyborg focuses on the necessity of women’s
language, and serves as a keystone of the cyberfeminist agenda.
Emerging technologies and methods provide an alternative to
determinism and efficiency while offering new forms of expression.
For example, the computational-feminist-cyborg celebrates
the free-flowing language of autonomous robotic construction,
exemplifying Lovelace’s creative processes.
CONCLUSIONS
“…this is a revolutionary agenda, for today very few
people—women or men—control our tools and our work…”
Joan Rothschild, Machina Ex Dea
Women’s relationship to technology is complicated, contradictory,
and itself a social construct. It provokes fresh possibilities
for feminist and computational scholarship, and perhaps even
action. In the twenty-five years since the digital turn, advances
in technology have delivered unprecedented possibilities to
architects, enabling new expressions, performance, materials,
fabrication and construction processes. However, during this
time, more attention has been paid to the "how?" of architecture’s
digital technology and less to the "why?" As computational
culture evolves, the moment has come for a new digital turn.
Now is the time to pause and reflect upon which discourses
are missing from the narrative of computational design and
which are necessary to navigate the future of the discipline and
its technology. Specifically, computation is missing an ethical
narrative, a discussion of the social and political ramifications of
developing technologies and the inequalities resulting from their
rapid advancement, both intentional and unintentional.
As digital technology permeates the social fabric, these questions
become increasingly urgent to architecture’s sphere of concerns
and responsibilities. What do we want the next twenty-five years
to be? What is the next digital turn? Computational Feminism
is a provocation towards a more just and inclusive field and a
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framework for making space, disrupting entrenched conventions,
and considering gender inequalities within the narrative of
computational design.
ACKNOWLEDGMENTS
This research was supported by: the ISU Office of the Vice Provost for
Research, the ISU Miller Faculty Fellowship, an ISU Women's & Diversity
Rothschild, Joan, ed. 1983. Machina Ex Dea: Feminist Perspectives on
Technology. New York: Pergamon Press.
Wajcman, Judy. 1991. Feminism Confronts Technology. University Park, PA:
Pennsylvania State University Press.
IMAGE CREDITS
All images by the authors.
IM_RU
Shelby Elizabeth Doyle
Iowa State University
Erin Linsey Hunt
Iowa State University
Grant, the ISU Department of Architecture, and the Stan G. Thurston
Professorship in Design Build. Thank you to our Graduate Assistants
Nakisa Dhpanah and Nasar (Tony) Saghafi.
Shelby Elizabeth Doyle, AIA is an Assistant Professor of Architecture
and Daniel J. Huberty Faculty Fellow at the Iowa State University College
REFERENCES
of Design. Her scholarship is broadly focused on the intersection of
ArchiteXX website. http://architexx.org/ (accessed 28 Oct 2016).
computation and construction and specifically on the role of digital craft
Beverly Mills Architecture Foundation website. http://www.bwaf.org/
(accessed 28 Oct 2016).
as both a social and political project. Doyle was hired under the ISU
President's High Impact Hires Initiative to combine digital fabrication and
design/build at ISU. This led to the founding of the ISU Computation
Carpo, Mario. 2012. The Digital Turn in Architecture 1992–2012.
+ Construction Lab with Nick Senske and Leslie Forehand. She holds
Chichester, England: Wiley.
a Master of Architecture degree from the Harvard Graduate School of
Chang, Lian C. 2014. “Where Are the Women? Measuring Progress on
Gender in Architecture.” Association of Collegiate Schools of Architecture
Design and a Bachelor of Science in Architecture from the University of
Virginia.
website. (retrieved 1 February 2017, from http://www.acsa-arch.org/
resources/data-resources/women).
Leslie Forehand is a Lecturer in the Department of Architecture and
CUMINCAD. http://papers.cumincad.org/ (accessed 22 April 2017).
an internationally experienced architect/designer and researcher. Her
Deamer, Peggy. 2015. "Parametric Schizophrenia." In The Politics of
Parametricism: Digital Technologies in Architecture, edited by Matthew
Poole and Manuel Shvartzberg, 178–188. New York: Bloomsbury.
EQxD. “Equity in Architecture: Metrics, Meaning & Matrices.” Available at
http://eqxdesign.com/eqia2016_earlyfindingsinfographics/ (accessed 28
research seeks to find new solutions in the digital processes, specifically
advancing the materiality of additive manufacturing. Leslie holds a
Masters of Architecture from Pratt Institute and a BS in Architecture from
the University of Virginia, and her personal and student work has been
exhibited and published worldwide.
1 IM_RU completed in the ISU Computation & Construction Lab.
Oct 2016).
Haraway, Donna. 1991. "A Cyborg Manifesto: Science, Technology, and
Socialist-Feminism in the Late Twentieth Century." In Simians, Cyborgs and
Women: The Reinvention of Nature, 149–182. New York: Routledge.
Hearn, Jeff. 1991. "Gender: Biology, Nature, and Capitalism." In The
Cambridge Companion to Marx, edited by Terrell Carver. Vol. 1. New York:
Cambridge University Press.
Women in Design. 2013. “The Pritzker Architecture Prize Committee:
Recognize Denise Scott Brown for her work in Robert Venturi's 1991
Prize” Petition on Change.org, available at https://www.change.org/p/
the-pritzker-architecture-prize-committee-recognize-denise-scott-brownfor-her-work-in-robert-venturi-s-1991-prize
(accessed 30 January 2017).
Parlour: women, equity, architecture website. http://archiparlour.org/
(accessed 28 Oct 2016).
Plant, Sadie. 1997. Zeros + Ones: Digital Women + the New Technoculture.
Nick Senske is an Assistant Professor of Architecture at the Iowa State
University College of Design. His research examines computational
software as a cultural artifact and has been presented internationally
at conferences and workshops. He received a B. Arch from Iowa
State University and a SMArchS in Design Computation from MIT. He
is currently completing his PhD in Architecture at the University of
Michigan, Ann Arbor.
Pavilions simultaneously create tools for transformative action and develop visions of new social
realities. Festivals as sites, and pavilions as fragments of possible architectural futures, serve as a
method for advancing and expanding the possibilities of public engagement, critique, and speculation.
The IM_RU pavilion is presented as evidence of this claim. By blurring light, color, and a cloud
of fragmented reflections, the pavilion created a space to confront the identity politics and activist
undercurrents of the Flyover Fashion Festival in Iowa City, Iowa,
IM_RU was designed and built by fifteen students majoring in architecture, landscape architecture,
and interior design as part of an interdisciplinary undergraduate studio at Iowa State University.
Constructed from low-cost 3D-printed joints, mirrored acrylic, wires, and LEDs, the pavilion was
designed using computational methods to be structurally flexible, simple to assemble, and lightweight
for transport. The project was constructed in the ISU studios, deconstructed, and then
transported 130 miles (210 km) and reassembled at the festival. IM_RU was a project of the ISU
Computation & Construction Lab (CCL), a research group established to connect developments in
computation to the challenges of construction and to leverage these tools for public engagement
with non-profits and cities.
New York: Doubleday.
Reiche, Claudia, and Verena Kuni, eds. 2004. Cyberfeminism: Next
Protocols. Brooklyn: Autonomedia.
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2 IM_RU completed in the ISU Computation & Construction Lab.
4 IM_RU at the Flyover Fashion Festival, a fashion, music and ideas festival in downtown Iowa City. The programming consisted of a unique mix of runway events, in-depth
conversations with fashion entrepreneurs and innovators, artist exhibitions, and musical performances. The festival is dedicated to showcasing Iowa fashion and creative
talent by connecting Iowa’s emerging fashion community to the world.
Width 6” x Length 6” x Depth
6”
8”
10”
12”
Box Types
Minimum
Maximum
Stress Analysis
Minimum
Maximum
Deformation
3 The project model was constructed in Rhino using Grasshopper and analyzed with Karamba. The analysis results were then applied to the design and used to identify
areas where deeper boxes were required to resist stress and reduce deformation. The resulting structure was materially flexible enough that deformations were not structurally
problematic. Consequently, the final assembly did not directly reproduce the digital model.
5 IM_RU mid-installation at the Flyover Fashion Festival. Events included clothing
made from recycled materials and a panel discussion about the plus-size revolution
in women’s fashion.
6 The festival aimed to make design and fashion approachable and inclusive.
Speakers included journalist Noor Tagouri, the first woman to wear a hijab in
Playboy Magazine, who discussed how politics plays a role in modern fashion.
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IM_RU Doyle, Hunt
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8 The IM_RU Pavilion presents architecture and public space, where an individual
is simultaneously confronted with a multiplicity of individual and collective
perceptions.
9 IM_RU at the ISU Computation & Construction Lab.
10 The project relied upon low-cost
PLA joints fabricated quickly on
four low-cost ($800) Dremel 3D
printers: 18 cents per joint and
14.25 minutes to print. All materials
for the project totaled $4,200. In
doing so, this project also challenges
the expected costs of built
computational projects, a parameter
that often keeps these technologies
cloistered in specific institutions
and communities.
7 IM_RU at the Flyover Fashion Festival. Flyover is typically a term used pejoratively or defensively, however, the festival claims this space as an asset. Flyover refers to
the interior regions of the country passed over during transcontinental flights, particularly flights between the nation’s two most populous urban agglomerations, the
Northeastern Megalopolis and Southern California. Iowa is often considered a “flyover state,” referring to the part of the country that some Americans only view by air and
never actually see in person at ground level.
Through transparency, form, and light, IM_RU challenges users
with reflections of their incomplete selves and considers the
role of the individual in the summation of societal identity. The
project, sited at the Flyover Fashion Festival in Iowa City, is
an inhabited passageway of 500 mirrored surfaces arranged
in a dissolving, voxel grid. The IM_RU Pavilion’s name is shorthand
for the dialogue users unconsciously encounter between
their perception of reality and others’ reality: “I am... are you?”
An individual’s reality is inescapably subjective, and is therefore
embedded with “I am” statements. In this way, we utilize
ourselves as reference points. In our increasingly digital world,
humans perceive and engage with the environment through
a selectively fabricated lens. Our perceptions of ourselves,
and our perceptions of the world, although perhaps convincingly
accurate, are subjective, and therefore certainly include
counterfeit realities. Ultimately, the IM_RU Pavilion presents
architecture and public space where an individual is simultaneously
confronted with a multiplicity of individual and collective
perceptions. By exploding and scattering what is seen, IM_RU
prevents passersby from using themselves as reference points.
All reflections become deconstructed units of the collective, and
each fragment becomes lost in the nonhierarchical sea of other
fragments. In a seamless mirror’s reflection, one perceives one’s
self as the foreground and the key reference point by which
everything else in the reflection is understood. With IM_RU, individual
perceptions of reality are realized amongst one another as
amalgamated and equally subjective fragments of the collective.
A student team proposed the design and manufactured the tools
to enable its construction. The project relied upon a parametric
model that allowed the interdisciplinary group of fifteen
students to collaboratively design and then fabricate and build
the project directly from the digital model, without producing
allographic drawings. Manufacturing relied almost entirely upon
3,200 low cost ($0.18 each) 3D-printed PLA joints fabricated
with four Dremel 3D20 Printers ($800). By focusing on low-cost
11 The final joint design was a truncated
triangular joint designed to
reduce material use and printing
time. The PLA was most brittle at
the connection point to the wire;
therefore, material was added to
the side of the clip to strengthen
the assembly detail. .
Final
First
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IM_RU Doyle, Hunt
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The Lore of Building Experience: Deconstructing Design-Build
Shelby Doyle and Rob Whitehead, Iowa State University
12 The project under construction at the ISU Computation & Construction Lab. IM_RU was a project of the ISU Computation & Construction Lab (CCL), a research group
established to connect developments in computation to the challenges of construction and to leverage these tools for public engagement with non-profits and small
towns. (Paul Gates Photography, 2017 ©).
technologies, the design team was able to introduce to a public
audience a fabrication method (3D-printed plastic) that is
often relegated to representational models rather than fullscale
construction. In doing so, this project also challenges the
expected costs of built computational projects, a parameter that
often keeps these technologies cloistered in specific institutions
and communities.
Online
Videos and additional information can be found at: ccl.design.iastate.edu
Students
[Architecture] Joshua Cobler, Austin Demers, Erin Hunt, Jaehee Hwang,
Lingchen Liao, Kale Paulsen
[Interior Design] Alexa Barr, Cassie Cook, Brooklyn Fenchel, Jenna Strasser,
Joelle Swanson
[Landscape Architecture] Nick Dentamaro, Maria Novacek, Jake Oswald,
Billy Pausback
ACKNOWLEDGMENTS
Primary funding for the studio was provided the Stan G. Thurston
Professorship in Design Build. Additional support provided by the Iowa
State University College of Design, the Iowa State University Department
of Architecture, ISU Office of the Vice Provost for Research, and the
Flyover Fashion Festival.
Shelby Elizabeth Doyle, AIA is an Assistant Professor of Architecture
and Daniel J. Huberty Faculty Fellow at the Iowa State University College
of Design. Her scholarship is broadly focused on the intersection of
computation and construction and specifically on the role of digital craft
as both a social and political project. Doyle was hired under the ISU
President’s High Impact Hires Initiative to combine digital fabrication and
design/build at ISU. This led to the founding of the ISU Computation
& Construction Lab with Nick Senske and Leslie Forehand. She holds
a Master of Architecture degree from the Harvard Graduate School of
Design and a Bachelor of Science in Architecture from the University of
Virginia.
Introduction
Architects do things. One of the most unquestioned mandates
of architectural education is that of ‘doing’: building, acting,
making, fabricating. Captured in Le Corbusier’s famous maxim:
‘architecture or revolution’, building is often considered not only
the best solution to a problem, but one that gives urgency and
legitimacy to architecture and architectural education. Yet the
increasing awareness of intimate relations between capitalism
and architecture, labor injustices and construction,
environmental havoc and urban planning, corporate power and
racial violence and much more has put architects in the
uncomfortable position of having to confront the consequences
of ‘doing’.
Design-build studios inherit a legacy of ‘doing’ that ranges from
John Dewey’s theories of experiential learning (1938) 1 to
Alexandra Aravena’s Venice Biennale call to ‘make room for
action’ (2016) 2 . A lore has developed about how design-build
activities can simultaneously serve students, the community,
and be an effective panacea for teaching ‘real-world’ lessons to
beginning architecture students. Although hands-on learning
has proven educational benefits for retention and visualization
under certain circumstances, edification doesn’t inevitably
follow every act of construction. Simply favoring the act of
‘building’ as a uniquely educational experience in its own right,
and accepting the amorphous manner of lessons contained
within these acts risk allowing certain undesirable educational
circumstances to fester: design-build lore or myths.
MYTH #1: Learning by Building is Enough
Susan Sontag writes in On Photography: “The person who
intervenes cannot record; the person who is recording cannot
intervene.” 3 This is the conundrum of design-build: ‘doing’ reinscribes
familiar values of production. Can design-build studios
‘do’ and ‘critique’ simultaneously? If left unchallenged or unaddressed,
these underlying issues contribute to missed
opportunities for student learning and hinder the ability to
develop a critical stance about the role of design-build in
contemporary education and practice. If design-build courses
are not intended to emulate ‘real-world’ experiences in design
or construction, are the intended lessons still evident within
these simulations? This paper presents cogent aspects of these
claims while also presenting alternative methods for discussion.
Specifically, this paper is a reflection upon the Iowa State
University design-build courses as they seek to transition into a
more research-based curriculum. This paper is not a survey of
common design-build approaches done by other programs and
people, and it will not describe a unique process or project that
others can use as a template for their programs. Rather, the
project described here, the Urbandale Pavilion, is common in
many ways—and by examining the common nature of this
project, we hope to deconstruct lingering traditions (myths) of
design-build pedagogy and speculate upon the future of designbuild
education at Iowa State’s Department of Architecture and
beyond.
Design-Build Challenges
The deeply rooted challenges of design-build education are well
documented. Vincent Canizaro offers a broad overview of these
issues: collegial opposition, administrative and institutional
friction, student resistance, limited equipment and facilities, and
the quality of resulting work. 4 Criticism of design-build
programs is primary directed toward: the lack of clear learning
outcomes, the deficit of disseminated scholarly research, and
the high use of institutional resources. 5
This recently completed project (Summer 2016), the Urbandale
Pavilion, began with intentions to create a unique and
instructive design project and educational experience. But it
ultimately became mired in the inherent challenges of time,
inexperienced labor, and unexpected difficulties to the degree
that the project (and the design-build course activities) devolved
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into a competent and relatively conventional design-build
project. This is not a reflection on the quality of the project,
rather it is a different result than what was intended.
The process of designing a building, any building, no matter its
scale, is complex and messy. In many ways, these common
complications are not only related to the physical act of building,
but they are microcosms of problems embedded in
contemporary pedagogies, practices, and construction. It is not
an easy situation for beginning designers—particularly when
these process-based complications are not directly addressed as
part of the coursework and become invisibilities.
Fig. 1 The Urbandale Pavilion, or Bishop Family Shelter, at Dunlap Park
Arboretum nearing completion. Urbandale, IA 2016. Photo by authors.
ISU Design-build
MYTH #2: Design-Build Pedagogy is Well-defined
Many of the complications faced on this project are systemic.
For the last ten years, the first-year graduate students in the
first-professional Master of Architecture program at Iowa State
have participated in a mandatory design-build course at the end
of their first year in the program. The course is based on two
foundational curricular objectives: to reinforce the curriculum’s
technology sequence—one that integrates structures,
environment, and material as one integrated curricular subject
using hands-on learning labs, and as a way of directly engaging
(and promoting) community engagement through Service
Learning. 6
The studio generally enrolls 8-15 students each year—a small
crew for any design-build project. As a result, the course offers
the opportunity for each student, no matter their skill level, to
participate. Perhaps naively (or perhaps as a result of
institutional budget shortfalls) this course was established
without any specific plan for soliciting funding or projects—it
has been a yearly ad-hoc scramble initiated by the instructor(s).
As a rule, the studio aspires to partner with local non-profits and
towns; these groups have an interest in the type of work that is
provided, they appreciate the ‘free’ labor of students and
instructors (which they could otherwise not afford), and they
sometimes have an ability to help with labor and material or
financial resources.
None of the partnerships have lasted for more than a few years
at a time—not because of dissatisfaction—but rather funding
limitations or lack of demand for yearly projects that align with
the teaching calendar. Until recently, there have been no
dedicated facilities for tool storage or construction (e.g., the
author’s truck and tools were used one year), and because it is a
summer school class, the students have only eight weeks to
complete their work (time they share with another summer
studio).
The tactics for teaching this course are not uncommon.
Students are presented with a project scope, introduced to the
client and the site, then asked to develop and test their
proposals. Eventually a final proposal is selected, prototyped
and the built by the students and instructors. Students develop
budgets, drawings, and work schedule and then build the
design. The end goal has always been a built-artifact produced,
to a certain degree, by students.
With the compressed time schedule (fewer than twenty-five
required meeting days) and an impending deadline of
construction completion, little time remains for original
experimentation or meaningful community engagement.
Design and technology lessons start at the remedial level and
advance across the two months, but the focus is on acumen,
not innovation and research. Unfortunately, the tight schedule
and student inexperience also tends to diminish community
engagement. The students meet with the clients and smaller
user groups but the amount of time spent with community
members is usually low. Instead of explicating teaching Service
Learning tactics, instructors simply model the behavior of a
project manager and mentor in a practice. Unsurprisingly, an
effort that appears to be student-led must be led by
experienced practitioners. It is a simple matter of professional
and academic ethics and obligations to do so.
Despite these challenges, some well executed, and impactful,
projects have emerged (e.g., a BMX track, a soap box derby
starting gate, fishing docks, pavilions, and outdoor stages). As
necessitated by the course, these projects have typically been
lightweight construction with conventional materials and
methods, primarily wood. Experiments in the prototyping phase
do occur but are rarely implemented into the project unless
fully tested (e.g., rammed earth benches). Student evaluations
have remained high and student experiences have seemed
overwhelmingly positive. 7 From nearly any perspective it is a
model design-build program for beginning design students.
Fig. 2 Des Moines Social Club, ISU Design-build 2015
Fig. 3 Left: Story County Pier, ISU Design-build 2014 Right: Story
County Pier, ISU Design-build 2013
However, it is less clear what new information is being learned
about architecture beyond the act of building. Based on some
concerns that the process and products were languishing a bit,
and failing to keep up with new digital design and fabrication
methods, the authors were challenged with bringing in a project
of a larger scale, with a higher profile—even though much of
our systemic circumstances (class size, facilities, student
expertise, etc.) remained the same. The intent was to scale up
the program and to apply existing tactics to a larger project.
Urbandale Pavilion
MYTH #3: Design-Build is a Good Match for Service Learning
Iowa State is a land grant institution and the first state to adopt
the Morrill Act. Therefore, there is an ingrained expectation that
the design-build studios “support the mission of sharing
knowledge beyond the campus borders” and “actively transfer
research and expertise to the public.” 8
At first glance Urbandale Pavilion was to be an ideal design-build
project for scaling-up the program. It was a well-funded, highprofile
16’ x 40’ park shelter, in a well-used arboretum. The
client, Urbandale Parks & Recreation is a public entity, 9 the site,
the 12-acre Jackaline Baldwin Dunlap Park and Arboretum, is
publicly accessible and made possible by a land donation, 10 the
program serves the public (Urbandale Population 41,776 and
Des Moines Metro Population 599,789, 2013 11 ), and it was
funded through a donation by ISU alum Chuck Bishop (BS 1980
Engineering), president of Bishop Engineering in Des Moines, in
honor of his mother. Additionally, the client’s schedule aligned
with the academic calendar.
However, the logistical and institutional pressures upon the
studio eroded the original intention to pursue a research-based
agenda. The following unpacks the challenges as a method for
offering alternatives. The first contact was made in October, six
months before the studio began, but the work for the authors
began immediately. The project was too large and complicated
for eight beginning architecture students to design and build
(from foundations through steel fabrication) in such a short class
schedule. The instructors had two choices: take on the project
and attempt to scale up the existing program or turn down a
well-funded project.
The project was accepted along with the large amount of work
to be done ahead of time to define the scope, solicit consultant
participation, secure permitting, and solicit bids for specialized
construction methods unfit for beginning students
(foundations, steel fabrication, steel erection, site grading, etc.).
As a result, both authors took on the role of an unpaid
architectural consultant to the client AND academic
administrators in charge of soliciting and securing funding while
negotiating issues of liability and contract requirements with
university staff. Needless to say, an enormous amount of time,
energy, and expertise went into the logistical set up of the
project to make sure that the students would be able to ‘build’
and complete the ‘building’ in time. None of this work was paid
or recognized as official teaching activities. By favoring the end
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The Lore of Building Experience
result over the process, the process skewed away from its
original intentions.
Despite the known challenges, the project started with
abundant aspirations. As the authors specialize in structural
design, digital design and fabrication, the first research proposal
was to create a lamella dome which connected digital modeling
with construction sequencing. Lamella is an efficient structural
form that looks difficult to construct, but is not if the
connections and dimensions are well-defined. These details
provide learning opportunities from parametric connection
methods to designing for construction. Designing,
documenting, and constructing the structure was intended to
be an act of experimentation and research. How light would the
structure be? How a construction system with movable bracing
be employed? How could parametric modeling be used to
anticipate the dimensions of each diagonal lamella so that a
building skin could be cut to fit?
Fig. 4 Early sketches of the Urbandale Pavilion as a lamella structure
by authors.
MYTH #4: Design-Build Tactics Scale Up
However, in the spring, as the summer semester neared, two
things occurred that shifted the project’s direction. One, the
design for the lamella was too ‘complete’ as proposed and the
students would end up building the authors proposal, thereby
missing out on the ‘design’ portion of the class and perhaps
seeing the class as ‘only building’ or manual labor. Next, upon
learning that among the eight incoming students, only two
students had any construction experience and that there were
relatively serious interpersonal conflicts between several of the
students already.
Fig. 5 Phasing of the construction sequence. Photo and diagram by
authors.
It became clear project was too big for this specific team and
that existing teaching tactics may not be adequate without the
inclusion of team-building exercises and more remedial
construction training. At this point, as educators, the
anticipated outcomes for the course should have been
adjusted. But this is not always possible with a design-build
studio. There was a contractual obligation to the client and a
pedagogical obligation to the curriculum to produce a built
project. Additionally, as students are not qualified architects, any
instructor who is also a licensed architect has an obligation to
the NCARB Rules of Conduct. 12 The only available option was
to adjust the scope of work from the students to the instructors
as a way to keep moving forward. The project had to be viable.
Walking away was not a realistic option. Although there would
perhaps be profound lessons to be found by not finishing the
project or having it fall down, these were not available or
feasible options.
Fig. 6 A selection of models and renderings constructed by students
and presented to the Urbandale community during an open house on
the site of the eventual pavilion construction. Urbandale, IA 2016.
Model and renderings by students.
Fig. 7 Students work together on site to fabricate the benches and sun
screens. Urbandale, IA 2016. Photo by authors.
Fig. 8 Students work with contractors to pour the concrete slab and
foundation. Urbandale, IA 2016. Photo by authors.
MYTH #5: Design-Build is Student Led
By selecting a difficult project that had to be compliant with
health, safety, and welfare standards the project aimed to
expand the potential of the program but simultaneously
exceeded student capabilities. A decision was made that to
benefit student learning that the instructors would design a
simple structural frame and then ask the students to design the
things people ‘touched’: screens, benches, shelves, and tables.
The structural frame itself had to be designed, permitted, and
partially fabricated by the time the semester started (to keep on
schedule) so it was done without student involvement or
feedback (as the course had not begun yet). Further, due to
time and expertise constraints specialty contractors were hired
to do the site grading, concrete, and structural framing. For each
contractor, students joined on-site to observe and ask questions
as they were working; but they also had expectations for their
schedule that the course needed to meet (i.e., The contractors
would not be on site for longer than they had budgeted to train
students – that fell to the instructors). They were very
professional and gracious with their time with students, but
everyone knew the contractors had to do all the heavy lifting
quickly. This was not ideal and it was not the originally intended
process.
There were a few immediate consequences: it affected student
commitment with the project and it limited student
engagement with the community and enthusiasm for the
design process. On the first day of class when the instructors
presented the ‘completed’ frame design to the students, many
expressed frustrations that they would not be giving input on
the structure (some even commented upon this in student
evaluations). Most students did join in with the construction
crews, but only for a limited time—perhaps because they felt
self-conscious of their limited skills.
As a group, they understood the schedule demands that
required others to help build the heavy, specialized portions of
the project, but by limiting their activity, it seems to have limited
their engagement—a common side-effect in design-build when
input is not seen as equitable or valued. When their work is
seen as free manual labor, the other lessons about design and
technical acumen are more obscured. 13 Also, and quite
unintended, this limited their design meetings with the client to
a smaller scope of issues. The site location, project orientation,
size, materials, and overall form were mostly established
already—and although they were in charge of developing the
design details for the screen and seating, there were fewer
conversations with clients and user groups than usual. The
students did meet with the clients and community members as
part of the course, but not to the degree anticipated.
Once the students received tacit approval from the client for
their design ideas, the class split into forewarned cliques.
Although the instructors did not witness conflicts first-hand,
there certain groups that did not talk to others at all. Their initial
efforts to produce options for the screens, benches, shelves,
and picnic tables reflected this lack of coordination and
comradery. Eventually, a more focused teaching effort to
encourage collaborative thinking and a shared language of
materials and expression yielded a fine result.
Ultimately, the project turned out well. The project's location on
the site, the simple form of the cedar and galvanized steel
structure, and the refined level of detail in the benches, shelves,
and tables reflects a purposeful approach to design that sees
elegance in the interplay of these basic and profound elements.
The project was thoughtful, legible, competently assembled,
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The Lore of Building Experience
Fig. 9 Bishop Family Shelter at Dunlap Park Arboretum nearing
completion. Urbandale, IA 2016.
Fig. 10 Bishop Family Shelter at Dunlap Park Arboretum nearing
completion. Urbandale, IA 2016.
Fig. 11 Bishop Family Shelter at Dunlap Park Arboretum nearing
completion. Urbandale, IA 2016.
and accommodating. According to any official standard, the
project was on-time and on-budget. It had a successful groundbreaking
ceremony that was well-attended by praiseful
community residents, and the project was featured on the local
news and College of Design media.
This being said, the project was not finished when the semester
ended. When the landscaping was not installed as intended,
when the roof leaked, when the electrical lighting panels were
installed in the wrong locations, and when the student-installed
screen failed to meet the client’s expectation, it was not the
students that were asked to fix the project. The semester was
over and their educational obligations ended. As instructors and
architects, the authors remained tied to finishing the build. The
project was finally finished, by the authors, in a torrential
downpour weeks later with the addition of rabbit-proof fencing
along the back side of the screening to protect from the threat
of someone climbing up the back of the screen before the
landscaping grew to an adequate height.
This is the problem with design-build courses that favor the final
product as the reflection of the relative success of the course.
Questions like: Does it look good? Is it doing what it intended?
are discussed. But what about measuring growth in the learning
process? Did students learn what we intended? Did they do
more than just ‘build’ something?
After years of trying to fit so many learning objectives into such
a short amount of time (and mental ‘space’ for student
learning), the authors have grown convinced that ‘building is not
enough’. When a product or ‘a building’ is the goal for the class,
then the means are altered as needed to meet the end.
Certainly, this expectation can favor the larger project or more
visible project, but this looks overlooks other types of ‘building’
activities that might not have such a visible final presence.
Perhaps projects that challenge the typical perspective of design
build, or ones that see design-build as a tool to explore other
research questions. As a small design-build program is ISU
doomed to pavilions and demountable low-risk structures?
Perhaps, if the challenges of Urbandale are any indication.
It is a question of intent. Are those projects selected because
that is what is needed or are they selected as projects because
that is what students can safely build? If a studio begins with the
assumption that it must be a building—or a viable occupied
structure, then subsequent choices about the process and
production may not align with intended learning outcomes.
Moving Forward
MYTH #6: Design-build is Practice-Lite
In its most ideal form design-build combines the strengths of
the academy (critique, innovation, speculation) with the
strengths of the profession (expertise, construction, public
engagement). At its most compromised design-build combines
the limitations of the academy (insular, self-referential, siloed)
with the limitations of the profession (client-driven,
conservative, underfunded).
When examined in this light Urbandale is not a success. It was
neither a political practice, a critique of academia, nor a
reconsideration of practice. It was a construction project. It was
neither pure teaching nor pure research. It achieved the end
goal of ‘building’ and ‘doing’ but fell short of other ambitions.
There was a great deal of effort that went into this endeavor,
and to have the final result miss its mark prompted a reevaluation
of the future of our design-build program. The
following are three proposed strategies for the future of our
design-build.
Re-tooling Academic Recognition
The first strategy is the re-valuing of design-build as a form or
research. If design-build is going achieve academic recognition,
then it must also establish the methods of acknowledgment.
Projects must also be innovative or experimental rather than
‘just building’. Much of the work that goes into cultivating
design-build projects is not acknowledged as part of the
pedagogical or tenure and promotion process. It falls outside
the scope of what beginning students can and should provide.
In recent years, design-build history, theory, and pedagogy has
sought academic recognition through the development of a
series of groups, colloquia, conferences, and symposia. Among
these are networks such as the Design Build Exchange portal 14 ,
the Design Build Exchange Europe 15 , and the Live Projects
Network 16 as well as a series of conferences such as the
Association of Collegiate Schools of Architecture 2014 Fall
Conference | WORKING OUT: Thinking While Building 17 and
Architecture 'Live Projects' Pedagogy International Symposium
2012. 18 Research-driven design-build studios provide impact
beyond a single project by addressing questions significant to
the discipline rather than to a single client. When the work of
design-build is measured by an expanded understanding of
scholarship and research (e.g. Boyer 19 ) then institutions of
higher education can better recognize faculty for fostering
design-build projects. 20
Re-employing History
A second strategy is that design-build more boldly recalls its
history of radicalism and political action. From the Bauhaus
workshops of the early 20 th century to Buckminster Fuller’s
geodesic domes to the Yale Building Project, to the 1990s
resurgence of design-build with the Rural Studio, the Jersey
Devils, and Studio 804. 21 Each project is part of an intellectual
and conceptual legacy of architecture’s relationship to building
as a social and political project. As global challenges are
intrinsically linked with construction’s modes of production
design-build is a valuable tool for re-evaluating architecture’s
relationship to its social project.
Rather than rely or resuscitating the modes and frameworks of
the Modernist social project design-build searches for new
characterizations of what it means to be ‘social’ in the twentyfirst
century. Positioned within its history, design-build becomes
a meaningful vehicle for enacting a contemporary social project.
To an extent this work is already underway at Iowa State in an
upper level studio called ‘Structures in Service (Design for
Disaster Relief)’ taught by one of the authors (Whitehead).
Large-scale prototypes are created to test out new ideas for
enclosures and assemblies used in relief and recovery efforts.
Figure 10: Prototypes for hay bale loft construction intended for
remote Mongolian school design. R. Whitehead studio, Spring 2015.
Re-defining Design-Build
“The academy is not paradise. But learning is a place where
paradise can be created. The classroom [studio], with all its
limitations, remains a location of possibility. In that field of
possibility, we have the opportunity to labor for freedom, to
demand of ourselves and our comrades, an openness of mind
and heart that allows us to face reality even as we collectively
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The Lore of Building Experience
imagine ways to move beyond boundaries, to transgress. This is
education as the practice of freedom.” 22
While the academy is not paradise, it is inspiring and energizing
to pursue educational agendas that move beyond the
constraints of architectural practice. The work presented here is
not intended to discourage or dismiss the importance of designbuild,
rather it is a call to clarify what specifically makes these
studios valuable. Canizaro offers a useful list: to gain
construction experience, as a form of community service, for a
larger vision of professional practice, as a critique of academia,
for enhanced awareness of place, to enhance collaborative
skills, to explore new methods of project delivery, and to
explore materials and materiality. 23
Figure 11: Fabricating Potentials Studio. S. Doyle studio, Spring 2016.
In education, design-build is a pedagogical alternative to the
theoretical, desk-based, and media-driven (drawings, models,
digital models) design process commonly featured in design
schools. Design-build studios, which have become popular in
recent years at many schools, provide an excellent venue for
the assimilation of technical knowledge. Architecture has
always been a service profession, but it has traditionally served
only those who can afford it. By working for clients who do not
normally have access to architects, students are exposed to
community outreach and to the notion of society as our real
client. Alternatively, working in pursuit of research and on behalf
of the discipline is a viable model of design-build.
As Iowa State develops a way forward, the goal is to create a
research-based program which focuses on construction
methods, fabrication technologies, and material practice. The
first step in this re-tooling was to create an institutional and
conceptual space for this work: the ISU Computation +
Construction Lab (CCL) which aims to create from the existing
framework of design-build a new framework of computation
and construction. By linking computation to construction this
pedagogic shift harnesses advances in computation as tools of
improving construction (robotics, CNC) rather than as tools of
representation (renderings, models). By freeing the design-build
from the scope of site and client the studios are able to conduct
research and focus more rigorously upon material and
structural innovation and developing technologies. This is not an
abandonment of Service-Learning rather a reconsideration of
how architecture can be serve the public, the discipline of
architecture, and educational agendas, simultaneously.
The ambition of the ISU CCL is to critically engage new digital
fabrication technologies in the pursuit of public engagement, an
exploration termed ‘insurgent architecture’ by Corser and Gore.
In Spaces of Hope, David Harvey 24 describes a theoretical
political actor called ‘the insurgent architect,’ who, ‘in addition
to the speculative imagination which he or she necessarily
employs, has available some special resources for critique,
resources from which to generate alternative visions as to what
might be possible.’ 25 The promise of the ‘insurgent architect’ is
the ability to simultaneously create tools for transformative
action and to develop visions of new social realities. 26 The CCL
harnesses the energy of ‘insurgence’ though not all of its
methods. As a research agenda, it advances and expands the
possibility of public engagement, critique, and ‘doing’ through
architecture at Iowa State.
The goal is to present architectural possibilities: not a
retrenchment of existing conditions, but fragments of potential
futures. Within these futures ‘not doing’ or new modes of
‘doing’ must remain viable options and equally powerful
alternatives for design-build pedagogies.
Acknowledgments
Students: Shawn Barron, Noel Gonzalez, Cynthia McCall, T.J.
Hammersland, Mark Moeckl, Saranya Panchaseelan, Kimya
Salari, Sai Mohan Ranga Rao Ummadisetty
Project Team: Structural Engineer: Raker Rhodes Engineering,
LLC, Concrete: Concrete Technology Inc, Framing: Hildreth
Construction, Lighting: A&W Electric Incorporated
Funding: The project was funded through a donation by Chuck
Bishop (BS 1980 Engineering), president of Bishop
Engineering in Des Moines, in honor of his mother. Additional
support was provided by the Stan G. Thurston Professorship in
Design Build; the College of Design; the Department of
Architecture; Institute for Design Research and Outreach and
the City of Urbandale Parks and Recreation.
Notes
1 Dewey, John. Experience and Education, 1938.
2 Venice Biennale 2016 curatorial statement Alejandro Aravena.
Accessed January 2017.
http://www.labiennale.org/en/architecture/index.html
3 Sontag, Susan. On Photography. New York: Penguin, 11-12. 1977
4 Canizaro, Vincent B. Design-Build in Architectural Education:
Motivations, Practices, Challenges, Successes and Failures. Archnet-
IJAR, International Journal of Architectural Research, Volume 6, Issue
3, November 2012.
5 Gjertson, W. Geoff “House Divided: Challenges to Design-build from
Within” ACSA Fall Conference Proceedings: Local Identities / Global
Challenges, 23-35, 2011.
6 Canizaro, 2012.
7 R. Whitehead & C. Rogers, “All Hands-on Deck: Instructors as
Collaborators and the Modified Dynamics of Design Build
Instruction,” Annual conference, National Conference on the
Beginning Design Student (NCBDS), University of Cal Poly San Luis
Obispo, Feb. 25-28, 2016.
8 Iowa State University Mission and Vision Website. Accessed January
2017. http://www.president.iastate.edu/mission
9 Urbandale Parks and Recreation Website. Accessed January 2017.
http://www.urbandaleparksandrec.org/170/Parks-Recreation
10 Couple Donates 'Stunning' Arboretum to Urbandale. Urbandale
Patch. June 2012. Accessed January 2017.
http://patch.com/iowa/urbandale/couple-donates-stunningarboretum-to-urbandale
11 City of Urbandale Profile. Accessed January 2017.
http://www.urbandale.org/DocumentCenter/View/259
12 NCARB Rules of Conduct. http://www.ncarb.org/Getting-an-Initial-
License/~/media/Files/PDF/Special-Paper/Rules_of_Conduct.pdf
Accessed January 2017.
13 Canizaro, 2012.
14 Design-Build Exchange (dbX) Website. Accessed January 2017.
https://db-x.org/about/ “
15 The Design Build Exchange Europe. Accessed January 2017.
http://www.dbxchange.eu/.
16 The Live Project Network. Accessed January 2017. .
http://liveprojectsnetwork.org/
17 Association of Collegiate Schools of Architecture 2014 Fall
Conference | WORKING OUT: Thinking While Building Website.
Accessed January 2017. http://www.acsa-arch.org/programsevents/conferences/fall-conference/2014-fall-conference.
18 Architecture 'Live Projects' Pedagogy International Symposium
2012 Website. Accessed 2017.
http://architecture.brookes.ac.uk/research/symposia/liveprojects201
2/index.html
19 Boyer, Ernest and Lee Mitgang. Building Community: A New Future
for Architecture Education and Practice: A Special Report. 1996
20 Hinson, David. Design as Research: Learning from Doing in the
Design-Build Studio. Journal of Architectural Education (1984-), Vol.
61, No. 1, Architectural Design as Research, Scholarship, and Inquiry
(Sep., 2007), pp. 23-26
21 Canizaro, 2012.
22 bell hooks, Teaching to Transgress: Education as a Practice of
Freedom (New York: Routledge, 1994, p. 207)
23 Canizaro, 2012.
24 David Harvey. Spaces of Hope. University of California Press, 2000.
25 Harvey, 2000.
26 Corser, Rob and Nils Gore. Insurgent Architecture an Alternative
Approach to Design-Build. Journal of Architectural Education. Volume
62, Issue 4, 32-27, 2009.
Shelby Elizabeth Doyle | 269
Democratizing Access and Identifying
Inequalities: Gender, Technology, Architecture
Shelby Doyle, AIA 1 , Nick Senske 1 ,
1 Iowa State University, Ames, IA
ABSTRACT: While technology has rapidly become more accessible to more people, its benefits are not always
evenly shared. This paper searches for methods of identifying and defining gender inequality in architecture
as it relates to digital technology and computation. The authors begin by documenting and then questioning
existing metrics for measuring women’s participation in architecture, then look outside the field to STEM
disciplines, educational research, and economic theory as means of framing this research agenda. By
examining and critiquing current patterns of technological distribution and academic culture, the authors seek
to foster greater equality in education, architecture, and, consequently, the built environment.
KEYWORDS: computation, education, equality, methods
“The future is already here, it’s just not very evenly distributed.”
-attributed to William Gibson 1
INTRODUCTION
While many believe that technology is a way to create equality and provide opportunities, in practice this is
not always the case. 2 Particularly in architecture, access to technology and knowledge about technology
continues to be unevenly distributed, which can result in the perpetuation and intensification of existing
inequalities. Technology is a broad term but used here to indicate those digital technologies specific to
architecture. While many types of inequality exist with respect to technology and architecture, such as race
and class, this paper will focus on the issue of gender inequality. As technology is now essential to the practice
and discipline of architecture, the ability to create with and shape technology is critical. This paper highlights
the issue of gender inequality with respect to technology in architecture. It identifies the existing research gaps
and argues that architectural education, in its role of affecting disciplinary culture, is essential to advancing
technological equality. What follows is the beginning of a research agenda rather than its culmination.
WHO COUNTS?
Architecture as a discipline has been slow to fully acknowledge, incorporate, and integrate women into
architectural practice and discourse. These past and present inequalities appear to be at work in the underrepresentation
of women in technology. However, acknowledging the scope of the issue is difficult because,
presently, specific data are not being collected about technology and gender in practice or in academia. To
successfully argue for gender equality, detailed and accurate statistics are needed to move beyond anecdotal
evidence. The current understanding of gender in architecture remains limited, as does our understanding of
how women access and influence technology. One reason for this is the challenge of determining whom to
study and how to measure. With regards to technology, how should participation be defined? As Matthewson
writes, “It is easy to slip into anecdote and colloquial understandings of gender discrimination in architecture
and much more difficult to parse out ‘who counts’.” 3
While architecture now recognizes its problems with gender equity, accurately measuring the nuances of
women’s participation has remained elusive. The question of who is an architect is more complicated than it
might first appear. For example, in 2013, 43% of students enrolled in NAAB-accredited architecture programs
were female; 45% of architecture graduates were female. 4 NCARB’s “By the Numbers” report indicates that
42% of ‘record holders’ are women, 5 indicating an intention to pursue licensure, while the number of licensed
women hovers around 18% in 2016 up from 9% in 2000, 6 but still far from parity as indicated by the ‘The
Missing 32% Project’. 7 These numbers seem to indicate a dramatic loss of women in architecture, postgraduation,
and low representation in the workforce, but there are other factors to consider. Architecture is
more than the profession and those who strictly practice within the profession. NCARB numbers exclude
university instructors, urban designers, writers and critics, and many others who identify as architects. 8 In
order to better understand the true state of gender inequality, more data from more sources is needed.
Figure 1: Adapted by authors from the ACSA article ‘Where are the Women?’ 9 Additional references are within the text.
This is not a complete list of metrics but rather an effort to establish those metrics available to measure women in
technology as it relates to architecture.
While, anecdotally, there seem to be fewer women than men in architecture, exactly how few is difficult to say
with certainty. Data about graduation rates and licensure are an incomplete representation of the discipline.
At higher levels of achievement, the gender gap becomes even more stark (Fig. 1). At AIA firms, just 17% of
principals and partners are women. 10 The percentages of women awarded the Pritzker Prize for Architecture
and the Topaz Medallion for architectural education is even lower: both 5%. 11 These numbers indicate further
inequality in the influence and recognition of women, which is disproportionate to their representation.
Counting women is an important step in acknowledging and reducing inequality, but as a methodology, it has
its problems and its limits. There are lessons to be learned and further questions to be asked.
Measuring Participation in Technology
In Science Technology Engineering & Mathematics (STEM) disciplines gender inequality is a recognized and
quantified problem. Data from STEM is relevant to the discussion about women’s participation in architectural
technology for two reasons. First, the field of computing bears many similarities to the ways that technology
is used in architecture. Developing and modifying computational software and systems for design has many
parallels in computer science research and practices. Indeed, some of the training (learning programming,
etc.) is the same. Second, there is significant data collected by computing academics and professionals on
the issue of gender diversity as well as research into how to address the problem.
According to the STEM data, women are significantly underrepresented in computing. Women currently earn
only 18% of all Computer Science degrees. 12 Indeed, it is the only STEM major to report declining
representation of women over the last decade. This gender gap extends to academia and industry where
research has found that 70% of authors on published technology papers are men. 13 A 2013 report found that
just 26% of computing professionals were women -- a percentage which is about the same as it was in 1960. 14
Collection of this data has been an important step in helping to highlight and address this issue, though it has
not led to gender parity in STEM.
Shelby Elizabeth Doyle | 271
STEM. 18 The second reason, concern about performance, may be caused by ‘stereotype threat,’ which is
when an individual fears that they will confirm a stereotype about a group to which they belong. This has been
shown to affect performance and to impact decisions. In this manner, negative stereotypes about women’s
performance in math and science are thought to be a factor in the inequality found in computing fields. 19
There is no evidence that women are less capable users or creators of technology. To the contrary, data
shows that women have the qualifications and test scores to join STEM-related subjects and perform well
when they do. 20 Furthermore, history is filled with great pioneers of computing such as Ada Lovelace, Joan
Clark, and Margaret Hamilton who demonstrate women’s capabilities in the field. Ability is not the deciding
factor. Many women choose not to study technology because they find its values to be insular and antisocial.
They do not feel that a career in computing will allow them to collaborate with other people or make things
which create social good. 21 Another aspect of this is the male-centered gamer culture of today that emerged
out of early personal computing, which can appear inaccessible to women ‘outsiders.’ 22 As Wojcicki explains,
when it comes to technology, many women today feel that they do not belong, and because of this, they do
not want to belong. The problems discouraging women from participating in technology are cultural and
institutional. Education, which has traditionally held the power to shape culture and produce equality, is part
of the solution.
Figure 2: The above graph indicates the number of papers authored or co-authored by women in a selection of popular
architecture conferences. Gender was identified by the pronouns used in author biographies. ACADIA has approximately
20% fewer women co-authoring papers than ARCC or NCBDS. This percentage has changed very little during the last
decade. Data collection and graph by authors.
While STEM fields recognize a gender gap in their enrollment and workforce, architecture has yet to
acknowledge that its gender equity problem also extends to those who engage with technology. A reason for
this could be that there is no data which proves that such a gap exists; it remains an anecdotal circumstance.
One metric that does exist is the representation of women in technology publications in architecture (Fig. 2).
The authors’ study of Association for Computer Aided Design in Architecture (ACADIA) papers from 2010-16
found that 26% of authors were women. (This percentage is strikingly similar to that of STEM computing fields
and professionals.) Only 8% of papers had women as the first or sole author. Gender participation in
technology is not typically measured within institutions. However, a brief study of the authors’ own department
over the past year (2015-2016) found that, while 49% of architecture students are women, on average, they
comprise only 19% of the students attending digital technology and computation electives. While the number
of women participating in architecture is not at parity, the number of women participating in technology in
architecture appears to be lower still.
Unfortunately, architecture does not yet measure participation in technology. This is a challenge of legitimate
scholarship; the problem must be clearly named and defined. 15 While many have anecdotes about the use of
technology by women in the practice of architecture, at the moment it is difficult to produce the empirical
evidence necessary to study and address inequality. Moving forward, we propose that better measurement is
needed and that data collection efforts from STEM fields could serve as a model. In this case, we are using
technology as a proxy for power in the architectural discipline and, by measuring technology use, aim to better
understand the grain of women’s participation in developing technologies. 16
GENDER GAP
Why does a technology gender gap exist? Research in STEM fields has identified several possible causes
which may parallel those in design. These causes may have been inherited by architecture in the transfer of
knowledge and technique. In a speech given at the Grace Hopper Celebration of Women in Computing
Conference, Susan Wojcicki (CEO of YouTube), proposed two possible reasons women choose not to study
computing: they think it is boring and they do not think they would perform well at it. 17 From the outside,
working with technology can seem unexciting. Because they lack access to mentoring, clubs, courses, etc.
many young women have not had the opportunity to learn firsthand how technology can be creative and
empowering. Women who are exposed to technology in K-12 education are much more likely to participate in
WHY DOES IT MATTER?
The gender gap in technology is harmful not only to women, but to everyone. Women often see themselves
as consumers of technology, rather than its creators. This has consequences in architecture, when being left
behind in technology can limit one’s participation in the design process. 23 The importance of gender diversity
in architecture is more than fairness or opportunity (although these are critically important, as well). When
women are underrepresented, there is a risk of their needs being overlooked as design decisions are based
upon the experience and opinions of only men. In the past, this has resulted in costly problems such as voicerecognition
systems that do not recognize women’s voices because they were calibrated for male voices. 24
However, the potential impact of underrepresentation is more than mere inconvenience. Early airbags resulted
in the deaths of women and children because they were not considered as end-users. 25 The stakes for
democratizing access are high. Thus, inequality in digital design education has far reaching implications for
the discipline.
DOES TECHNOLOGY HAVE A GENDER?
Although progress has been made to measure the participation of women in the architectural profession, as
a subset of architecture, technology has been categorically overlooked in studies on gender equity. While
research in documenting gender disparity often champions progressive ideas of who can be ‘an architect’,
organizations such as Equity by Design [EQxD] 26 , Parlour 27 , and Architexx 28 tend to overlook the professional
presence of technology in favor of more conventional metrics: degrees, licensure, salaries, and awards. This
conservative definition is likely because technology is often seen as infrastructure rather than integral and
defining and measuring the users and influence of digital technology is a complex and difficult task. However,
because digital technology is so important to the future practice of architecture, reflecting upon its current state
(and possible role in promoting) gender inequality within the discipline must be critically examined.
One could argue that the low numbers of women specializing in digital design technology is unsurprising given
that the practice combines fields that have historically been lacking in gender equity: management, information
technology, computer science, engineering, and architecture. 29 However, the importance of this gap in today’s
technologists cannot be understated. Historically, a technologist in an architecture firm played an auxiliary
role, limited to maintaining computers and equipment. Concurrently, technology courses in architecture
schools are often relegated to specialized electives rather than integrated into design courses. Today, as
computers have become essential to the processes that define contemporary practice, the role of the design
technologist has also become central to architectural means, methods, and concepts.
“Computer-aided design is about creativity, but also about jurisdiction, about who controls the design process,"
says Yanni Loukissas, a researcher who has studied the adoption of technology by architecture firms. 30 At the
moment, control over computer aided design – who develops the tools and who administrates them within the
profession – rests overwhelmingly with men. This creates a condition where inequalities can become
institutionalized, even as other aspects of the profession become more diverse. As Lieberson wrote, dominant
groups remain privileged because they write the rules, and the rules they write, “enable them to continue to
the write the rules.” 31 As a result, they can change the rules to thwart challenges to their position. While
technology presents an opportunity for women to challenge stereotypes and privileges, it is also a site of
gender imbalance within the profession: consequently, the implementation of technology is not general
neutral.
The design, distribution, use, and education of technology can either challenge or reinforce existing gender
structures. Now that technology dominates the design process, the technologist – he or she – defines how the
profession works and who works within it. The promise of technology as a medium is that it can allow an
Shelby Elizabeth Doyle | 273
individual to be empowered in ways that are not pre-ordained by an institution – the state, the university, the
discipline – and as such creates space for a multiplicity of voices to resonate within architectural discourse. 32
How inequality is defined plays an important role in how an institution, such as the university, can work to undo
that inequality.
DIGITAL DIVIDE + INHERITING BIAS
This research also looks to economic theory as one way to define inequality and the accompanying concept
of redistribution as a means of addressing it. Economic inequality serves as a proxy for technologic inequality
as a means for bringing this discourse into architecture where there is currently little theory to rely upon.
Economic inequality is relevant to notions of equity, equality of outcome, and equality of opportunity. 33 This
definition stems from Thomas Piketty’s The Economics of Inequality. 34 The notion of inequality implies the
concurrence of redistribution through institutions - economic, political, or social mechanisms. In the case of
digital technologies, education and specifically the university, is the system of redistribution. Piketty’s work on
schools, for example, postulates that disparities among different schools, especially class sizes, is a cause for
the persistence of inequalities in wages and the economy. 35 Additionally, digital technologies are uniquely
positioned to disrupt the very systems which are imposing the original inequalities. Indeed, there exists a
certain consensus in regard to fundamental principles of social justice: if inequality is due, at least in part, to
factors beyond the control of individuals, such as inequality of initial endowments owing to inheritance or luck,
(that which cannot be attributed to individual effort), then it is just for the state (or university) to seek in the
most efficient way possible to improve the lot of the least well off (that is, of those who have had to contend
with the most adverse factors). In this case, the ‘university’ functions in lieu of ‘the state’ as an institution which
redistributes knowledge.
The redistribution on digital knowledge is particularly fraught as it has so little context upon which to rely.
Nicholas Negroponte, founder of the MIT Media Lab writes that ‘a man-machine dialogue has no history’
Therein lies the myth of the new unburdened language of technology: technology may promise new equalities
but instead is recreating existing hierarchies. 36 It is therefore disconcerting to observe much of the architectural
discourse around the computerization and software-driven design ignoring these dialogues. As Sanford
Kwinter writes in The Computational Fallacy:
“These developments are either extolled as ‘exciting’, ‘new’ and ‘full of new freedoms and
possibilities’ (by those most blissfully unconcerned of what is being so celebrated is but an
extension of all that is oldest and most repressive in our political and corporeal history), or
these are seen a posing an unavoidable or even welcome challenge to an already
weakened or near-obsolete domain of cultural practice, namely the slow, grave, viscous
world of matter.” 37
Kwinter’s charge returns this discourse to the question of ethics: what is architectural technology, who defines
it, who teaches it, and who disseminates it? If the internet can be used as a proxy for other technologies, then
there is much to learned by aligning this work with architecture. The rise of the Information Society has come
with the promise of altering the way society works and in doing so has produced deeply opposed ideas about
the future of our collective and individual relationship to technology. Optimists assert that the Internet has the
capacity to reduce inequalities between the information-rich and –poor. Pessimists expect that digital
technologies will fortify and intensify existing disparities. 38
One of the reasons discussions about technology inspire highly contested images of the future is the that new
technology might act a ‘great leveler’ by restructuring the dissemination of knowledge and communication. 39
These are questions which disrupt the very existence of the university as the mediator of knowledge. As the
Internet and digital technologies have become increasingly embedded in nearly every aspect of daily life it
becomes more important to establish how and whether certain groups are excluded from this resource:
“whether poorer neighborhoods and peripheral rural areas, the older generation, girls and women, ethnic
minorities, and those lacking college education.” 40 Specifically, how are these technological exclusions
occurring in architecture?
CONCLUSION
The ‘digital’ has a relatively short history in architecture when compared to the previous two thousand years
of architectural education models. 41 If we accept Mario Carpo’s dating of the digital turn around 1992 then
there are barely twenty-five years of pedagogy and practice from which to mine for information. Therefore, it
is necessary to look outside the discipline for questions of how to describe and address the digital divide. 42
Defining technological exclusions in architecture, providing theoretical rigor and context, then proposing
methods for redistributing technical literacy are the goals of this research agenda. The text here does not
endeavor to produce solutions but rather searches for ways to create and position the discourse necessary to
ask the right questions. Architecture’s disciplinary struggle for the ideal of equity – class, race, gender – is
innately tied to contemporary social, political, and economic milieus. The promise of technology as a medium
is that it can allow an individual to be empowered in ways that are not pre-ordained by an institution – the
state, the university, the discipline – and as such creates space for a multiplicity of voices to resonate within
architectural discourse. In this case, the university is presented as the actor necessary to redefine, redistribute,
and rethink technological literacy in pursuit of a more just built environment. The next digital turn, defined by
inclusiveness and equity, begins here.
REFERENCES
1
“The future is already here. It’s just not evenly distributed yet” — this quote is often attributed to Gibson, but scholars disagree on whether
he is the original source. http://www.nytimes.com/2012/01/15/books/review/distrust-that-particular-flavor-by-william-gibson-book-review.html
Accessed January 2017.
2
Servon, L. J. (2008). Bridging the Digital Divide: Technology, community and public policy. John Wiley & Sons.
3
Matthewson, G. (2014). Counting Women in Architecture. Or: Who counts?. Architecture Australia, 103(5), 55.
4
Chang, L. C. (2014). Where Are the Women? Measuring Progress on Gender in Architecture. Association of Collegiate Schools of
Architecture. Retrieved February 01, 2017, from http://www.acsa-arch.org/resources/data-resources/women
5 NCARB By the Numbers Report 2016. Retrieved February 4, 2017 from http://www.ncarb.org/Publications/~/media/Files/PDF/Special-
Paper/2016-NBTN.pdf
6
The Business of Architecture: 2012 AIA Survey Report on Firm Characteristics, Copyright 2012, The American Institute of Architects
http://nbtn.ncarb.org/demographics
7
Dickinson, Elizabeth Evitts. The Missing 32% Project Survey Results Reveal Gender Inequity in Architecture. Now What? Architect
Magazine. Retrieved February 04, 2017 from http://www.architectmagazine.com/practice/the-missing-32-project-survey-results-revealgender-inequity-in-architecture-now-what_o
8
Matthewson, 2014.
9 Chang, 2014.
10
Hurley, Amanda Kolson Would There Be More Women Architects If There Were More Women Developers? Retrieved February 4, 2017
from http://www.architectmagazine.com/design/would-there-be-more-women-architects-if-there-were-more-women-developers_o
11
Chang, 2014.
12
AAUW Report 2013
13
Macaluso, B., Larivière, V., Sugimoto, T., & Sugimoto, C. R. (2016). Is Science Built on the Shoulders of Women? A Study of Gender
Differences in Contributorship. Academic Medicine, 91(8), 1136-1142.
14
AAUW Report 2013. Solving the Equation: The Variables for Women’s Success in Engineering and Computing. Retrieved on February 4,
2017 from http://www.aauw.org/research/solving-the-equation/
15
Boyer, Ernest. (1990). Scholarship Reconsidered: Priorities of the Professoriate. The Carnegie Foundation for the Advancement of
Teaching.
16
Denardis, Laura. Internet Architecture as Proxy for State Power. Retrieved February 4, 2017 from
https://www.cigionline.org/articles/internet-architecture-proxy-state-power
17
Wojcicki, S. (2016). Closing the Tech Industry Gender Gap. Retrieved February 05, 2017, from http://www.huffingtonpost.com/susanwojcicki/tech-industry-gender-gap_b_9089472.html
18
Rogers, Megan. Why Students Study STEM. Retrieved February 4, 2017 from https://www.insidehighered.com/news/2013/10/01/studyfinds-math-and-science-exposure-has-significant-impact-intent-study-stem
19
Corbett, C., & Hill, C. (2015). Solving the Equation: the variables for women’s success in engineering and computing. The American
Association of University Women.
20
Fisher, A., & Margolis, J. (2002).
21
Mossberger, K., Tolbert, C. J., & McNeal, R. S. (2007). Digital Citizenship: The Internet, Society, and Participation. MIT Press.
22
Fisher, A., & Margolis, J. (2002). Unlocking the Clubhouse: the Carnegie Mellon experience. ACM SIGCSE Bulletin, 34(2), 79-83.
23
Williams, G. (2014). Are You Sure Your Software is Gender-Neutral?. interactions, 21(1), 36-39.
24
McMillan, Graeme. It’s Not You, It’s It: Voice Recognition Doesn’t Recognize Women. Retrieved on February 4, 2017 from
http://techland.time.com/2011/06/01/its-not-you-its-it-voice-recognition-doesnt-recognize-women/
25
Why Carmakers Always Insisted on Male Crash-Test Dummies. Retrieved February 4, 2017 from
https://www.bloomberg.com/view/articles/2012-08-22/why-carmakers-always-insisted-on-male-crash-test-dummies
26
Equity in Architecture: Metrics, Meaning & Matrices http://eqxdesign.com/ The Missing 32 percent resulted from an incubator event
conceived and produced in 2011 by the AIA SF Communications Committee. In turn, “Ladies (and Gents) Who Lunch with Architect
Barbie” was inspired by a partnership between AIA National and Mattel on “Architect Barbie” whose place on the toy manufacturer’s line-up
was insured by Despina Stratigakos and her colleague, architect Kelly Hayes McAlonie. At the event, fellow practitioners Dr. Ila Berman,
Cathy Simon FAIA, Anne M. Torney AIA, and EB Min AIA joined for a lively panel discussion on the state of women’s participation in the
profession, including the impact of “Architect Barbie”.
27
PARLOUR: Women Equity Architecture http://archiparlour.org/ PARLOUR: a space to speak – bringing together research, informed
opinion and resources; generating debate and discussion; expanding the spaces for women in Australian architecture.
28
ARCHITEXX is an independent, unaffiliated organization for women in architecture that seeks to transform the profession of architecture
by BRIDGING THE ACADEMY AND PRACTICE. We are a cross-generational group of academics and practitioners. http://architexx.org/
29
Davis, 2016
30
Davis, 2016
31
Stanley Lieberson. Making it Count: The Improvement of Social Research and Theory, 1985.
32
Tapscott, D. (2008).
Shelby Elizabeth Doyle | 275
33
Fletcher, Michael A. (March 10, 2013). "Research ties economic inequality to gap in life expectancy". Washington Post. Retrieved March
23, 2013.
34
Thomas Piketty The Economics of Inequality. The Belknap Press of Harvard University Press, 2015.
35
T. Piketty and M. Valdenaire, L'impact de la taille des classes sur la réussite scolaire dans les écoles, collèges et lycées français –
Estimations à partir du panel primaire 1997 et du panel secondaire 1995, Ministère de l'éducation nationale, 2006.
36
Toward a Humanism Through Machines Nicholas Negroponte p 79
Unplugging Inequality: Computational Futures for Architecture
Shelby Doyle and Nick Senske, Iowa State University
37
Kwinter, Sanford. "The computational fallacy." Thresholds (2003): 90-92.
38
Digital Divide: Civic Engagement, Information Poverty, and the Internet Worldwide Pippa Norris, Harvard 2001. Page 234
39
Norris, 237
40
Norris, 245.
41 This assumes Vitrivius’ Ten Books of Architecture (100 BC) to be the beginning of architectural education and discourse.
42
Carpo, M. (2012). The Digital Turn in Architecture 1992-2012. Chichester, England: Wiley.
“The future is already here, it’s just not very evenly distributed.”
‐attributed to William Gibson 1
Introduction
In the 21st century, technologies like the Internet are commonly
regarded as an empowering and uplifting force. 2 With the
broad availability of low‐cost distribution channels, software
development tools, and rapid prototyping machines such as 3D
printers, the potential exists for nearly anyone to disrupt
industries and find success. This optimism is mirrored in
architecture, where, over the last 25 years, technologies such as
CAD (Computer Aided Design), parametric design, BIM (Building
Information Modeling), digital fabrication, and robotics have
been a critical site of innovation, as architects seek to challenge
traditional methods of designing and delivering buildings. 3
While many believe that technology is a way to create equality
and provide opportunities, in practice this is not always the
case. 4 Particularly in architecture, access to technology and
knowledge about technology continues to be unevenly
distributed, which can result in the perpetuation and
intensification of existing inequalities. This paper highlights the
issue of gender inequality with respect to technology in
architecture. It identifies the current gaps in research, and
proposes a series of methods for pursing technological equality
in architectural education: clearly measuring inequality of
technology distribution, democratizing access to technology,
and improving introductory teaching of technology. What
follows in this paper is the beginning of a research agenda
rather than its culmination.
Technology is a broad term but used here to indicate those
digital technologies specific to architecture. Discussions about
technology in architecture are often concerned with its
potentials and hindered by a constructed polarity between
manual and digital, an outdated and futile fiction. 5 This focus on
technique and media has distracted from a more politically and
socially relevant dialogue about inequalities in beginning
architectural education and its relationship to technology.
While many types of inequality exist with respect to technology
and architecture, such as race and class, this paper will focus on
the problem of gender inequality. As technology is now
essential to the practice and discipline of architecture, the ability
to create with and shape technology is critical. In some respect,
the lack of women specializing in design technology is
unsurprising given that the practice combines fields that have
historically been lacking in gender equity: management,
information technology, computer science, and architecture.
The goal of this paper is to reveal this dimension of gender
inequality in architecture and architectural education and to
begin to address it by moving beyond the anecdotal and into a
constructive research agenda. This is not to ignore the history of
intersectionality in feminist discourse but rather to create a wellscoped
and focused analysis that can provide methodologies for
future research.
Who Counts?
Architecture as a discipline, has been slow to fully acknowledge,
incorporate, and integrate women into architectural practice
and discourse. These past and present inequalities appear to be
at work in the under‐representation of women in technology.
However, acknowledging the scope of the problem is difficult
because, presently, specific data are not being collected about it
in practice or in academia. To successfully argue for gender
equality, detailed and accurate statistics are needed to move
beyond anecdotal evidence. The current understanding of
gender in architecture remains limited, as does our
understanding of how women access and influence technology.
One reason for this is the challenge of determining whom to
study and how to measure. With regards to technology, how
should participation be defined? As Gill Matthewson of Parlour
writes, “It is easy to slip into anecdote and colloquial
understandings of gender discrimination in architecture
Shelby Elizabeth Doyle | 277
Unplugging Inequality
Fig. 1 Adapted by authors from the ACSA article ‘Where are the Women?’ Additional references are within the text. This is not a complete list of
metrics but rather an effort to establish those metrics available to measure women in technology as it relates to architecture.
and much more difficult to parse out ‘who counts’.” 6
The field of architecture recognizes its problems with gender
equity, but accurately measuring the nuances of women’s
participation has remained elusive. The question of who is an
architect and the extent of one’s influence is not easily
determined but is nevertheless crucial to combatting the
lingering gender inequality in the discipline. For example, in
2013, 43% of students enrolled in NAAB‐accredited architecture
programs were female; 45% of architecture graduates were
female. 7 NCARB’s “By the Numbers” report reveals that 42% of
‘record holders’ are women 8 , indicating an intention to pursue
licensure, while the number of licensed women hovers around
18% in 2016 up from 9% in 2000, 9 but still far from parity as
indicated by the ‘The Missing 32% Project’. 10 These numbers
differ from those of the US Bureau of Labor Statistics (BLS)
which reported in 2013 that 25% of ‘architects, except naval’
were women. 11 The BLS data would also seem to indicate a
dramatic loss of women in architecture, post‐graduation, and
low representation in the workforce, but the calculation of that
total is complicated. Architecture is more than the profession
and those who strictly practice within the profession. Many
professionals who identify as architects are not counted in the
BLS report: university instructors, urban designers, writers and
critics, for example. 12 Taken‐together, these numbers illustrate
the complexity of the questions being asked about gender
equality and the need to collect a breadth of data in order to
paint a complete picture.
While, anecdotally, there seem to be fewer women than men in
architecture, exactly how few is difficult to say with certainty.
Once again, it depends upon how one counts. The averages of
graduation rates and licensure only tell part of the story. At AIA
firms, just 17% of principals and partners are women. 13 The
percentages of women awarded the Pritzker Prize for
Architecture and the Topaz Medallion for architectural
education is even lower: both 5%. 14 These numbers indicate
further inequality in the influence and recognition of women,
which is disproportionate to their representation. Counting
women is an important step in acknowledging and reducing
inequality, but as a methodology, it has its problems and its
limits. There are lessons to be learned and further questions to
be asked.
As of this writing, there is very little data on the participation of
women in technology within architecture. However, data from
other fields suggest that women in technology is a broader issue
and there is bias inherited from these disciplines when they are
absorbed into architecture. In Science Technology Engineering
& Mathematics (STEM) disciplines, gender inequality is a
recognized and quantified problem. The problem is most acute
in computing fields, and it is mentioned here for two reasons.
First, the field of computing bears many similarities to the ways
that technology is used in architecture. Developing and
modifying computational software and systems for design has
many parallels in computer science research and practices.
Indeed, some of the training (learning programming, for
example) is the same. Second, there is significant data collected
by computing academics and professionals on the issue of
gender diversity as well as research into how to address the
problem. STEM data indicate that women are significantly
underrepresented in computing. A 2013 report found that just
26% of computing professionals were women ‐‐ a percentage
which is about the same as it was in 1960. 15 Women currently
earn only 18% of all Computer Science degrees. 16 Indeed, it is
the only STEM major to report declining representation of
women over the last decade. This gender gap extends to
academia and industry where research has found that 70% of
authors on published technology papers are men. 17 At the
same time, women represent only about 30% of the workforce
in Silicon Valley. 18 Collection of this data has been an important
step in helping to highlight and address this issue, though it has
not led to gender parity in STEM.
Unlike the STEM fields, architecture has yet to acknowledge
that its gender equity problem also extends to those who
engage with technology. A reason for this could be that there is
no direct evidence that such a gap exists; it remains an
anecdotal circumstance. One metric that exists is the
representation of women in technology publications in
architecture. The authors’ study of the Association for
Computer Aided Design in Architecture (ACADIA) papers from
2013‐16 found that 26% of authors were women. (This
percentage is strikingly similar to that of STEM computing fields
and professionals.) But only 8% of papers had women as the
first or sole author. In academia, gender participation in
technology is more difficult to determine. At our institution,
while 49% of our architecture students are women, on average
they make up only 19% of the students in digital technology
electives and seminars. While the number of women
participating in architecture is not at parity, the number of
women participating in technology in architecture appears to be
lower still.
The establishment of legitimate scholarship requires a problem
first to have a name and, second, to be defined. 19 While many
can share a story about women’s work in architecture being
disregarded, underpaid, or dismissed, it is presently much more
difficult to quantify the use of technology by women in the
practice of architecture. In this case, technology is used as a
proxy for power in the architectural discipline and by measuring
technology use the aim is to better understand the grain of
women’s participation in developing technologies. 20
Gender Gap
Why are women under‐represented in digital technology? Why
does a technology gender gap exist? Once again, there is not
much specific data available for architectural technology, but
research in STEM fields has identified several possible causes
which may parallel those in design and which may have been
inherited by architecture in the transfer of knowledge and
technique. In a speech given at the Grace Hopper Celebration of
Women in Computing Conference, Susan Wojcicki (CEO of
YouTube), summarized two important reasons women choose
not to study computing: they think it is boring and they do not
think they would perform well at it. 21 From the outside, working
with technology can seem unexciting, but if one is actually
making things with it, technology can be creative and
empowering. Unfortunately, because they lack access to
mentoring, clubs, courses, etc. many young women have not
had the opportunity to see for themselves the opportunities of
technology before they enter a beginning design program.
Women who are exposed to technology in K‐12 education are
three times much more likely to participate in STEM majors in
college. 22 The second reason, concern about performance, may
be due, at least in part, to what is known as ‘stereotype threat,’
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Unplugging Inequality
which is when an individual fears that they will confirm a
stereotype about a group to which they belong. This has been
shown to affect performance and to impact decisions. In this
manner, negative stereotypes about women’s performance in
math and science are thought to be a factor in the inequality
found in computing fields. 23 A further reason reported is that
women choose not to study technology because they believe
technology to be insular and antisocial. With respect to
computing, they do not feel that a job in this field entails
working with other people or making things which create social
good. 24 Another aspect of this is the male‐centered gamer
culture of today emerged out of early personal computing,
which can appear inaccessible to women ‘outsiders.’ 25 Simply
put, when it comes to technology, many women today feel that
they do not belong, and because of this, they do not want to
belong.
Research has shown that women perform well in STEM‐related
subjects and have the grades and test scores to join in these
majors. 26 Furthermore, history is filled with great pioneers of
computing such as Ada Lovelace, Joan Clark, and Margaret
Hamilton who clearly demonstrate women’s capabilities in the
field. The ability and potential of women in technology are not
in question. The problems discouraging women from
participating in technology are cultural and institutional.
Education, which has traditionally held the power to shape
culture and produce equality, is part of the solution.
Why does it matter?
The gender gap in technology is harmful not only to women,
but to everyone. Too often, women are relegated to being
users or consumers of technology, rather than its creators.
Today, in architecture, being left behind in technology can mean
being left out of the design process. 27 A common argument for
diversity in design is that inclusiveness invites more experience
and perspectives. While true, the importance of diversity goes
further than this. When women are underrepresented, there is
a risk of their needs being overlooked as design decisions are
based upon the experience and opinions of only men. In the
past, this has resulted in costly problems such as voicerecognition
systems that do not recognize women’s voices
because they were calibrated for male voices. 28 Worse still,
early airbags, designed for adult men, resulted in the deaths of
women and children who were not considered as end‐users. 29
The development of technology is too important to exclude half
of the population, particularly as technology trends like
automation threaten more of women’s jobs than men. 30 31 The
risks of being excluded are not only lost job opportunities, but
declining societal influence. The Global Fund for Women argues
that without full participation in the global technology
revolution, women’s human rights could be violated. 32 The
stakes for democratizing access are high. Digital design
education is one site of potential inequality which impacts
everything from why, how, and what students are taught and
has far reaching implications for the discipline and beginning
design education. Within the building profession, design
technology is an emerging locus of architectural power: those
who control the process of design through technology control
architectural practice.
Methods
The following are premised on the assumption that further
research will define and scope the specifics of technological
inequality in architecture and architectural education: how,
what, and why. The methods presented here are built upon the
supposition that these inequalities are human and not
technological constructs and therefore they can be
reconfigured through human intervention in technological
production, distribution, and education. The methods
presented here will focus explicitly upon educational methods
as the authors have agency and experience in this realm.
Method 1: Democratizing Access
Democratizing access is the core principle underlying the
pedagogy of technology in beginning design at Iowa State
University – the method behind the methods in the following
sections. Simply put, democratizing access to technology means
increasing accessibility: ensuring that there is equal
representation among those who use technology and reducing
barriers to access, such as cost and education. 33 When the
authors develop their courses and curricular policies, they
consider whether these actions work in favor of democratizing
access.
Method 2: Increasing Digital Literacy
One of the first steps towards democratizing access is to ensure
that all Iowa State architecture students – of all genders and
backgrounds – possess digital literacy early in their education.
To be clear, this is not the same as computer literacy, the
outdated notion that students must know basic skills such as
how to turn on a computer or how to type. It is also not the
same as merely knowing how to use a set of software programs
– Adobe Suite, AutoCAD, and the like (although our students
also learn this). In the curriculum, digital literacy is the critical
understanding of how these tools work and work together.
Courses establish the basic principles of computing such as how
drawings and models are represented as data and symbol
systems and computing ‘powers’ like dependencies and
automation. These are critical ideas for working productively
and creatively with digital media which are not intuitive nor
apparent from the superficial characteristics of tools and so are
often not discovered by ‘digital natives.’ Furthermore, the
authors teach good technology habits: ‘soft skills’ for working
efficiently and effectively. 34 While many courses focus on
learning how to use technology, the philosophy at Iowa State is
that this is a low bar and not enough, particularly when equality
is a concern. Instead, using technology well is the objective and
it is important for everyone, not only important for some
students.
Teaching digital literacy is necessary because students arrive
with different levels of exposure to and comfort towards
computing and other technologies. In architectural education,
these inequalities can manifest as unequal learning and
engagement when students are told to learn or use, for
example, a new piece of software. Furthermore, as mentioned
earlier, stereotypes about women in math and science can
affect their level of engagement. Ensuring that all students are
exposed to technology can help. Establishing a common
introduction for all of our students, particularly one that
approaches technology differently than even the experienced
students expect, helps to correct some of the inherited biases
that students might have about themselves and about each
other.
At the same time, the introductory course uses a combination
of online tutorials, peer learning, and peer programming to
create a more social environment where students can learn
digital and computational design. Online tutorials help students
to learn at their own pace instead of in a lab where they might
be embarrassed about stopping class to ask a question or
having other students look over their shoulders. The tutorials
help students to self‐remediate and mitigate some of the
stratification of higher aptitude and novice students. Students
work on small projects in peer teams. These are small groups ‐‐
usually only two or three students ‐‐ who self‐select. The
advantage of peer teams is that they tend to align with gender;
studies show that women often prefer to work together and
when they work with other women, they are often less selfconscious
about asking questions and asserting technical
knowledge. 35 In their teams, students complete their
assignments using peer programming, which is a practice where
one student uses the software or writes code and the other
student observes and discusses. This helps students to focus on
smaller parts of a complex task (i.e. learning technology while
learning design) and enables them to externalize their thought
process with technology. Studies have shown that peer learning
and peer programming help reduce the gender gap in student
participation and achievement in STEM. 36
Fig. 2 Flipped classroom at Iowa State University. Photo by authors.
The intention of teaching digital literacy is to give all students a
common set of skills and outlooks to serve as a foundation for
further learning. The goal of this pedagogy is not to necessitate
that all students learn the same requirements and design the
same way, but rather to help ensure that students’
preconceptions about their abilities and interests do not
interfere with their potential for creating and creating with
technology. It is this kind of equality the authors’ pedagogy
pursues. Digital literacy, like ‘book’ literacy, is not a goal in and of
itself. It is the key to learning from and participating within a
literate culture.
Method 3: Computational Foundations / Computational
Integration
Another form of democratizing access is to ensure that
computation is introduced to students early and integrated
throughout the curriculum. In contrast to computerization (i.e.
using the computer to perform tasks, such as drafting; the
majority of computing courses teach computerization),
computation involves the authorship of instructions for the
computer to perform. This is the basis of parametric design,
generative scripting, and other developing technologies. In
recent years, there has been growing appreciation for the
importance of computation in architecture, both in practice and
academia. 37
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Unplugging Inequality
students’ design vocabulary, and demonstrating its relevance to
social and environmental concerns are also ways to increase
women’s participation.
fostering it in schools. In all of these instances, the field may look
to the efforts of other disciplines and professions, such as STEM.
Fig. 3 Design‐build in beginning design studio. Photo by authors.
Today, new technologies, created by architects are the cuttingedge
of design and widely seen as its future. Computational
knowledge and skills are an integral part of this practice.
However, computation continues to be seen as an esoteric and
advanced subject, suitable only for electives and graduate study.
Moreover, it is often isolated unto itself, as reflected in curricula
which tend to accommodate technologies as electives with
limited enrollments, a pedagogy which can be non‐inclusive and
non‐empowering. Because computation courses are specialized
and involve programming and programming‐like activities, the
representation of women in them is often low – even lower
than in other digital technology courses such as computer
modeling, animation, and digital fabrication. This is due to many
of the same reasons why there are so few women in Computer
Science: gender bias, concerns about personal abilities, and a
perceived lack of social value. 38
The authors believe that teaching computation to all beginning
design students is an important step towards improving gender
equality. One year after adding computational content to the
required foundations course, enrollment of women in elective
digital technology seminars improved by 15%. At the time of
this writing, Iowa State University is also seeking ways to
integrate computation in other required seminars and studios,
to show how these methods apply to interests beyond a single
required course. An example of this is how computation and
digital fabrication are integrated into a required design‐build
project in the second‐year studio. All beginning design students
in the program, regardless of background, now experience
writing code, operating tools, and using digital fabrication
equipment and experience its connection to construction.
Introducing computation to the curriculum in this way
communicates its importance and makes it a part of the shared
culture of the students. Normalizing computation, adding it to
Method 4: Computation + Construction
Harvey Mudd University increased their enrollment of women
in Computer Science by offering all female students research
opportunities after their first year in college. 39 This had the
effect of helping connect students with significant issues within
the field and contributing to projects with meaningful
outcomes. Providing research opportunities is one way to help
students appreciate the relevance of what they are studying
and encourage them to enter into the field. ISU aims to repeat
the successes of Harvey Mudd. Beginning by creating an
institutional and conceptual space for this work: the ISU
Computation + Construction Lab (CCL) which was co‐founded
by the authors and creates from the existing framework of
design‐build and digital fabrication a new framework of
computation and construction. By linking computation to
construction this pedagogic shift harnesses advances in
computation as tools for improving construction (robotics, CNC)
rather than as tools of representation (renderings, models).
At the CCL, the authors attempt to bridge the gender gap in
technology by actively recruiting female students to
undergraduate and graduate research positions within the Lab
and by providing projects with tangible outcomes that engage
the intersection of computing, building, and outreach. As a
conscious attempt to normalize technology in the program, the
authors select their research assistants on the basis of their
studio performance and work ethic, rather than their ability or
interest in technology.
At the time of this writing, 65% of past and present research
assistants are women (49% of CCL students, overall, are
women). 40 Few former assistants have graduated, so the
impact of this policy upon their careers is unknown, but within
the school, students tell the authors that the visibility of women
in the CCL has encouraged them to pursue more technology in
their studio work and to seek out their own opportunities for
research with the Lab. In the coming years, this is something to
be monitored.
Fig. 4 ISU Computation + Construction Lab Website.
www.ccl.design.iastate.edu
Method 5: Dissemination & Critique
To receive peer feedback on the success of these pedagogic
shifts the authors are hosting a Computational Foundations
Colloquium in Spring 2017 as a means for exchanging
information and establishing terms of evaluation for what
constitutes a rigorous computational foundation curriculum in
architecture. One of the topics of this colloquium will be the
issue of gender equity in technology and increasing the
participation and agency of women.
Conclusion
While technology has rapidly become more accessible to more
people, its benefits are not always evenly shared. Despite
appearances, access to advanced design technologies such as
computational design and digital fabrication in architectural
education are not as equal or open as it may seem. Latent
inequalities exist which limit participation with technology and
threaten an egalitarian pedagogy that empowers all students
with the skills and thinking needed to participate in a globalizing
economy. This paper searches for methods to define these
inequalities, with an emphasis on gender inequality, and
proposes ways to democratize access to new technologies in
beginning design so that the technology in architecture
becomes more diverse and the gender divide is lessened.
An agenda for ‘unplugging’ inequality begins here. First,
architects must start by collecting data on participation in
technology – relevant and nuanced data. Next, methodologies
for evaluating this data are needed. Last, architecture educators
must prioritize technological equity and establish methods for
The promise of technology as a medium is that it can allow for
an individual to be empowered in ways that are not preordained
by an institution – the state, the university, the
discipline – and as such creates space for a multiplicity of voices
to resonate within the architectural profession. Technology can
help produce equality, but only if access and participation in
technology are equal. At the moment, technology is reentrenching
existing hierarchies, but this can be corrected.
Through awareness and conscious effort, human constructs can
be undone and retooled to produce greater equality in
education and, consequently, the built environment.
Notes
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this quote is often attributed to Gibson, though no one seems to be
able to pin down when or if he actually said it.
http://www.nytimes.com/2012/01/15/books/review/distrust‐thatparticular‐flavor‐by‐william‐gibson‐book‐review.html
Accessed
January 2017.
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Citizenship: The Internet, Society, and Participation. MIT Press.
3
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and methods of computer‐aided design. MIT Press.
4
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community and public policy. John Wiley & Sons.
5
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7
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women’s success in engineering and computing. The American
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24
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25
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26
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28
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34
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40
Iowa State University Computation + Construction Lab. Retrieved
February 4, 2017 from http://ccl.design.iastate.edu/people/
Thinking + Making: Digital Craft as Social Project
Shelby Elizabeth Doyle, AIA
Iowa State University
ABSTRACT: “That parametricism “goes social” is not a concession to the prevailing winds of political correctness
(that divert and dissolve the innovative thrust of architectural discourse). Rather, it is a sign of parametricism’s
maturity, confidence and readiness to take on the full societal tasks of architecture, i.e. it implies
the inauguration of Parametricism 2.0… After 15 years of muscle flexing it is high time to put these innovations
to more serious work.” Patrik Schumaker (Schumaker, 2015) The ‘more serious work’ presented here is
the presentation of craft, and specifically digital craft, as a historic and theoretic framework that extends the
agency of computational thinking and parametric design in the social project of architecture. Ultimately, this
paper argues for the development of a more robust theoretical position about the social application of advanced
parametric design as a means to expand architectural agency in the discourse surrounding parametric
design’s relationship to large scale social issues.
1 INTRODUCTION
Architect and theorist Stan Allen notes in his article
Artificial Ecologies that the practice of architecture
has always been in the paradoxical position of
being invested in the production of real, concrete
matter yet working with tools of abstract representation
(drawings, models, computer simulations and so
forth). The paradox charges the question: does thinking
(and its associated abstractions) or making (and
its concrete matter) give architecture its agency?
(Allen, 2003)
The capacity to craft, to think through making,
instills architecture with an explicit agency to engage
outside of the academy and the discipline. The
introduction of digital craft into contemporary practice
extends, rather than limits, this agency in the social
(or political) project of architecture. The process
of thinking through making and the accompanying
non-linear methods position architects to identify
pathways of thought into contemporary issues, and
then make visible that which remains unseen to other
disciplines. Craft encourages imagination and
through imagination the architect enters into the
spheres of life, which are not immediate to personal
experience: the social (or political) project of architecture.
This imagination is a powerful agent as well.
The ability to imagine a better world equipped with
the capacity to act, is to craft an object with intentionality
and purpose.
As the discipline continues to struggle with selfidentity
and the direction of its fragmented authority,
craft remains the most valuable tool at the architect’s
disposal. This papers aims to define craft as it relates
to architecture and the architect, to position craft as
an agent of social and political change, and to identify
digital craft as an extension of this agency.
2 DEFINING CRAFT
The term craft is derived from the Middle English
craeft, meaning strength and skill. Craft can also be
associated with the professional affiliation of a guild
or trade association. Indeed, it first came into widespread
use in conjunction with the advent of guilds –
self-protective medieval associations or private clubs
of artisans with formally cultivated talents rooted in
innate and rare abilities. Craft creates intimate relations
between problem solving and problem finding,
technique and expression, play and work. (Sennett,
2008) It brings to mind material, matter, repetition,
talent, time, pride and dedication. Craft comes burdened
with accusations of nostalgia, luddite tendencies
and perhaps even a regressive attachment to the
past and the pre-industrial. In the mid 17th century
Denis Diderot spent the better part of twenty years
identifying and documenting crafts. The result: The
Encyclopedia, or Dictionary of Arts and Crafts, exhaustively
recorded how practical things are accomplished
and proposed ways to improve them. In The
Shelby Elizabeth Doyle | 285
Encyclopedia Diderot, places manual pursuits on
equal footing with mental labors, asserting that the
craftsman’s labors were icons of the Enlightenment.
He also scorned hereditary members of the elite who
did no work and so in Diderot’s opinion contributed
nothing to society. His definition of craft is as follows:
“CRAFT. This name is given to any profession
that requires the use of the hands, and is limited to
a certain number of mechanical operations to
produce the same piece of work, made over and
over again. I do not know why people have a low
opinion of what this world implies; for we depend
on the crafts for all the necessary things of life.”
Denis Diderot, The Encyclopedia 1747-1765.
As can be seen in Diderot’s explanation, the idea
of craft and its embodiment of the thinking maker
produced discomfort as it upset a social order where
thinking and making were separated and making
subordinate to thinking. This separation is not new;
it extends to the very foundations of philosophy. As
Jacques Ranciere demonstrates in his book The Philosopher
and His Poor: “So there is only one principle
of exclusion (from political life). Plato’s Republic
does not decree that one cannot be a shoemaker
and a citizen at the same time. It simply establishes
that one cannot be a shoemaker and a weaver at the
same time…” (Ranciere, 2004) In doing so Plato
sets forth that the shoemaker has only been given
enough time to do one thing and therefore cannot
encroach on the monopoly of thought and leisure
that the philosopher enjoys. The thinking-maker disrupts
the neat hierarchical social order which preferences
the philosopher, as thinker, over the artisan, as
laborer.
3 HIERARCHY AND CRAFT: ANIMAL
LABORANS AND HOMO FABER
Richard Sennet opens The Craftsman with a distinction
between making and thinking. Much of
Sennet’s argument is an extension of Hannah Arendt’s
The Human Condition that “any maker of material
things, is not master of his own house; politics,
standing above the physical labor has to provide the
guidance.” To paraphrase Arendt’s distinction between
Animal laborans and Homo faber: Animal laborans
is a “beast of burden” and Homo faber “man
as maker.” Therefore, Homo faber is the judge of
material labor and practice, not Animal laborans’
colleague but his superior. (Arendt, 1958) (Sennett,
2008) Sennett argues that Arendt’s separation can be
repaired through the act of craft:
“Thinking and feeling are contained within the
process of making (craft). What if Animal laborans
might serve as Homo faber’s guide?... History
has drawn fault lines dividing theory and
practice, technique and expression, craftsman and
artist, maker and user; modern society suffers
from this historical inheritance… “
Arendt’s argument has a greater subtlety to it than
Sennet allows. She casts labor as necessity and in
these terms to labor means to be enslaved by necessity.
It is this enslavement, which breeds the contempt
of Homo faber who has been freed from these
necessities by Animal laborans labor. Simultaneously
Homo faber is aware that he has won his freedom
by excluding Animal laborans from full participation
in the political process by granting him only
enough time to labor.
But what then of the artisan? What of Ranciere’s
cobbler who discomforts the philosopher? The dichotomy
of productive (cobbling) and unproductive
labor (philosophizing) has been a topic of interest
for a range of scholars from Adam Smith to Karl
Marx, who elevated labor above contemplation, reversing
the traditional hierarchy. Arendt as well
doesn’t let Homo faber escape freely with his vision
of separateness from the labor of Animal labors. She
holds Homo faber in contempt, not innocent of but
complicate in the acts of his counterpart, since he
(Homo faber) invented the artifice, which initially
spawned the labor. (Arendt, 1958) Kenneth Frampton
picks up Arendt’s argument in his essay “Intention,
Crafty and Rationality” from Building (in) the
Future: Recasting Labor in Architecture. He further
elaborates upon Arendt’s distinction by quoting
again from The Human Condition:
“If the Animal laborans needs the help of Homo
faber to ease his labor and remove his pain,
and if mortals need his help to erect a home on
earth, acting and speaking men need the help of
Homo faber in his highest capacity, that is, the
help of the artist, of poets and historiographers, of
monument-builders or writers, because without
them the only product of their activity, the story
they enact and tell would not survive at all. In order
to be what the world is always meant to be, a
home for men during their life on earth, the human
artifice must be a place fit for action and
speech, for activities not entirely useful for the necessities
of life but of an entirely different nature
from the manifold activities of fabrication by
which the world itself and all things in it are produced.”
(Frampton, 2010)
Frampton continues his essay by questioning the
architectural profession’s ability to confront this issue
of separation: “the unreal split between the media
cult of the individual star and the anonymity of
divided labor that realizes the work.” For Frampton
this challenges the concept of singular authorship
and also fails to address “the presence of a totally
new breed of young architects-academics capable of
working at both an intellectual and a manual-cumtechnical
level.” (Frampton, 2010) Which is the architect:
Homo faber or Animal laborans? And does
craft allow an architect to dwell simultaneously in
both roles?
4 DEFINING THE CRAFTSMAN
Who then is the craftsman? And how is the
craftsman different than the artist? Sennet maintains
that an artist claims originality and that originality is
the trait of single, lone individuals (Frampton’s
“media cult of the individual star”). Conversely,
craft names a more anonymous, collective and continued
practice of authorship. In this case, originality
becomes a marker of time and denotes the sudden
appearance of something where before there was
nothing. (Sennett, 2008) On the other hand, the quality
and value of craft is considered to be a shared
experiment of collective trial and error. In this sense,
good craftsmanship implies socialism. Craft is carried
out collectively, at least in spirit, in a workshop
or studio, a productive space in which people deal
face-to-face with issues of authority and a gradient
of skills. Skills become a source of legitimacy to
command or to dignify obedience.
It is here, that the separation of head and hand are
realized, not just as intellectual divides, but by social
and economic markers. The architect, the master
carpenter and the framer all function as craftsmen.
However, the architect sets himself atop the hierarchy
of makers imposed within the guild, closer to
thinker than to maker. Despite the hint of elitism, the
architect must also continue the process of making,
grappling with Allen’s paradox of abstraction and
matter. (Allen, 2003) Additionally, the architect may
feel contempt for his reliance upon others to enact
his designs as it implies a relinquishment of control.
Or as Renzo Piano states (italics are author’s for
emphasis):
“An architect must be a craftsman. Of course
any tools will do. These days the tools might include
a computer, an experimental model in mathematics.
However, it is still craftsmanship – the
work of someone who does not separate the work
of the mind from the work of the hand. It involves
a circular process that draws you from an idea to a
drawing, from a drawing to an experiment and
from a construction back to an idea again. For me
this cycle is fundamental to creative work. Unfortunately,
many have come to accept each of these
steps as independent. Teamwork is essential if
create projects are to come about.” (Piano, 1992)
Today’s architect-craftsman has adopted technology
as a way of bypassing the need for teamwork or
reliance upon others to build. Instead of navigating
Allen’s paradox, this new breed of architect regains
control of his craft through the use of the computer
and tools of fabrication. However, the act of bypassing
the collective and continuous aspect of craft creates
a false sense of individuality and originality. As
Scott Marble argues in his essay “Imagining Risk”:
“If craft is defined as a skill developed over
time and in direct relationship to making and to
working with materials, architects have long been
disconnected from this skill, relying instead on
builders and fabricators to actually carry out their
designs. Architects work with abstract processes
of representation that lead to abstract processes of
making. This is a challenging context within
which to position craft, if any conventional definition
of the term. For craft to function as a useful
concept today, it might best be rethought as a process
of mediating not only between tools and the
objects that are produced but also between design
as a process of imagination and production as a
process of technique. In fact, craft has always
been mediated through a relationship between
humans and technology.” (Marble, 2010)
This mediation between ideas and objects is the
indispensable aspect of craft, which makes the architect
the craftsman of the building process. However,
does the contemporary architect-craftsman maintain
an element of agency?
5 CRAFT AND AGENCY IMPERILED
The American Institute of Architects provides
template contracts to its members. One of the primary
objectives of the contracts is to protect the architect
from liability by distancing the architect from
the making of a building:
“The Architect shall not have control over,
charge of, or responsibility for the construction
means, methods, techniques, sequences, or procedures…”
3.6.1.2 AIA Contract Document B101 Standard
Form or Agreement Between Owner and Architect
(AIA, 2015)
The advances and proposals made by Marble and
others or the arguments set forth in Kieran and Timberlake’s
seminal Refabricating Architecture are undone
by the very documents which define the profession
as a profession (in the United States)
separating Homo faber from those who build, Animal
laborans.
Sennet says of The Craftsman “I am writing in a
long-standing tradition of American Pragmatism,
joining philosophy with concrete practices in the arts
and sciences, to political economy, and to religion,
Shelby Elizabeth Doyle | 287
to find philosophic issues embedded in everyday
life.”) (Sennett, 2008) In this sense craft reflects the
objects of everyday life. Well-crafted objects inherit
the pragmatism of their philosophical foundations
and shed the necessity of the omniscient designer.
Additionally, craft implies action and its associated
physical products, falling in line with the history of
American Pragmatism and the country’s foundations
built upon the Protestant work ethic. Craft usually
hints at the concept of expertise, carefully guarded
by professionalism, guilds, trades or unions. What
happens though when an outsider takes up a craft,
someone not ordained by the keepers of the craft?
Architecture Without Architects an exhibit curated
by Bernard Rudofsky at the Museum of Modern
Art in New York City in 1964 was a study of nonformal,
non-classified architecture – architecture
without architects. Rudofsky says of the show “for
want of a generic label, we shall call it vernacular,
anonymous, spontaneous, indigenous, rural…”
Rudofsky continues by saying that “vernacular architecture
does not go through fashion cycles. It is
nearly immutable, indeed unimprovable, since it
serves its purpose to perfection.” And that “part of
our troubles results from the tendency to ascribe to
architects – or for that matter, to all specialists – exceptional
insight into problems of living when, in
truth, most of them are concerned with problems of
business and prestige.” (Rudofsky, 1964) It is here
that Rudofsky’s argument ceases to resonate – he assumes
that architecture, vernacular or otherwise, is
only tasked with solving problems, not with finding
and defining problems.
The focus on non-classified architecture leads into
a discussion of the architecture of groups underserved
by the traditional profession: the other – be
that the impoverished (or any otherness).
6 CRAFT’S AGENCY: IMAGINATION AND
OBJECTS
Adam Smith argues, in the Theory of Moral Sentiments:
“As we can have no immediate experience
of what other men feel, we can form no idea of the
manner is which they are affected by conceiving
what we ourselves should feel in a like situation.”
Therefore, entering into others’ lives requires a profound
act of imagination. (Smith, 2009)
Impoverishment of any form – physical, emotional,
or intellectual – can be interpreted as pain. In The
Body in Pain: The Making and Unmaking of the
World Elaine Scarry remarks on the de-objectifying
effect of pain and its consequent destruction of language.
On this lack of referential content Scarry
says, “…it is not surprising that the language for
pain should sometimes be brought into being by
those who are not themselves in pain but who speak
on behalf of those who are…” However, how do
those who speak gain their voice and their agency?
For Scarry this happens through the act of imagining.
Through imagination, the speaker can enter into
the unsharable space between the certainty of pain
and the doubt of its objectlessness. (Scarry, 1985)
“…Imagining may entail a revolution of the entire
order of things, the eclipse of the given by a
total reinvention of the world, an artifact (a relocated
piece of coal, a sentence, a cup, a piece of
lace) is a fragment of world alteration. Imagining
a city, the human being “makes” a house; imagining
a political utopia, he or she instead helps to
build a country; imagining the elimination of suffering
from the world, the person instead nurses a
friend back to health.” (Scarry, 1985)
Despite Scarry’s conviction that imagination
alone produces agency, she does allow that the objects
resulting from imagination have their own
agency: “…through tools and acts of making, human
beings become implicated in each other’s sentience.”
(Scarry, 1985) Or as John Ruskin, declared
in The Crown of Wild Olive: “what we think, or what
we know, or what we believe is, in the end, of little
consequence. The only consequence is what we do.”
(Ruskin, 1866) It can therefore be reasoned that a
consciousness of things cannot be independent of the
things themselves. Through an engaged material
consciousness, we become particularly interested in
the things we can change.
The craftsman then can be considered a social
philosopher at the intersection of practice and talent
and this poses a general question about agency: we
are minded to believe that engagement is better than
passivity. Therefore, if craft gains its agency through
action, and architecture its agency through craft,
then how can craft beget the engagement of architecture
with a larger social project?
Architects as producers of space, can also be producers
of ideologies and of capabilities. Imagining a
route out of poverty, requires architects to think and
to act, to imagine and then to produce objects. These
objects hold new ideologies and offer spaces to improve
capabilities. This means architecture must offer
not just shelter, but systems to operate within,
schools to educate, infrastructure to travel, hospitals
to heal, stages to perform, studios to paint. We cannot
build what we have not first imagined, and architecture
is uniquely positioned to do just that.
7 DEFINING DIGITAL CRAFT
“Virtual craft still seems like an oxymoron; any
fool can tell you that a craftsperson needs to touch
his or her work.” Malcolm, McCullough, Abstracting
Craft (McCullough, x)
What happens then if architecture cedes craft to
the digital realm? Or rather, gives up the very thing,
which gave it agency in the first place? Is the digital
realm an extension of the imaginary space or a replacement
for physical space? And does this cyberspace
extend architectural agency or limit it? Digital
walls do not keep out physical rain or as
McCullough states there is “the seeming paradox of
intangible craft.” Indeed, we may now be entering
an age of the master-builder-craftsman or architectcraftsman
that John Ruskin sought to revive, but getting
there in a way Ruskin could not have anticipated.
Issues of dimension, heft, tactility, and materiality
remain essential to architecture as built
environment, no matter how tantalizing the pixilated
world may be. Digital fabrication and its associated
tools provide a tactile counterpoint to the imagebased
environment otherwise prevalent in digital
work.
“The best way to appreciate the merits and consequences
of being digital is to reflect on the differences
between bits and atoms.”
Nicholas Negroponte, Being Digital
(Negroponte, 1995)
For the purpose of this paper, the digital turn in
architecture occurred in the early 1990s and is defined
as the computerization of design, construction,
and fabrication processes. This is marked by a transition
from designs based upon a Cartesian grid to
those constructed from a digital field condition abstracted
within computational space. Specifically,
the introduction of continuous computational splines
that are variable within defined limits and can be notated
as parametric functions or mathematical relationship
between parts. (Carpo, 9)
Digital craft emerges from computational thinking,
digital fabrication and robotic construction; processes
that allow the full participation of architects
in the production of buildings and thereby extend architecture’s
agency to engage in a larger social and
political project. A close reading of the Human Condition
demonstrates that the spheres presented by
Arendt: labor, work, and action are interconnected
and in the present day are merged through architectural
technology to extend the participation of architects
in the construction process beyond the cultural
and physical confines of bodily practice.
Craft has long been seen as the antithesis of the
evils of modernity and industrialization. Against the
rigorous perfection of the machine, the craftsmen
became an emblem of human individuality, symbolized
by the positive value placed on variations, flaws
and irregularities in handiwork. However, does craft,
like all traditional knowledge, inherit and pass on
prejudice? As members of the University of Virginia
School of Architecture Faculty wrote in an open letter
to the board of visitors, the university administration,
and the university community entitled “What
are the Jeffersonian Architectural Ideals?”
“Is there a problem in choosing an architecture to
stand for the values of a university at the beginning
of the twenty-first century when that architecture
was inaugurated at an historical moment
when racial, gender, social, and economic diversity
were less welcome?” (UVA, 2006)
Does craft gain or cede authority by tethering itself
to the continuity of human thought and event?
Contemporary craft loses it agency when it becomes
associated with the Luddite, romantic, or historic. In
fairness, craft does not need to be mistreated by these
associations. The combination of technology with
craft, termed digital craft, prevents craft from this
characterization.
David Pye defines craft in The Nature and Art of
Craftsmanship: “Craftsmanship…means simply
workmanship using any kind of technique or apparatus,
in which the quality of the result is not predetermined
but depends on the judgment, dexterity and
care which the maker exercises as he works. The essential
idea is that the quality of the result is continually
to risk during the process of making….” (Pye,
1968)
If fabrication and digital craft is seen as the completion
of an idea that is then constructed by the machine,
then indeed the most valuable aspect of craft
is lost to over-determination. Simulation can sidestep
this over-determination but it is a poor substitute
for tactile experience. If the digital is used to
eliminate the feedback loop of question finding
through question answering, then craft itself is at
risk. Machines break down when they lose control;
whereas people make discoveries, stumble upon
happy accidents. There is a nostalgia for a lost space
of freedom – free space in which people can experiment,
a supportive space in which they could at least
temporarily lose control. A radical emancipatory
challenge provokes:
“Power in action requires some largeness and
imaginativeness of vision. Men must at least have
enough interest in thinking for the sake of thinking
to escape the limits of routine and custom. Interest
in knowledge for the sake of knowledge, in
thinking for the sake of the free play of thoughts is
necessary then to the emancipation of practical
life – to make it rich and progressive….”
John Dewey “Concrete and Abstract Thinking”
How We Think (Dewey, 1910)
Therefore, how might digital craft re-engage the
best aspects of craft, thinking through making, and
the power of the digital realm? First, digital craft
Shelby Elizabeth Doyle | 289
must embrace the spatial conditions of the computer
environment. The term cyberspace first appeared in
William Gibson’s 1982 story Burning Chrome and
was subsequently popularized by his 1984 novel
Neuromancer. (Gibson, 1984) The concept of other
or virtual space is woven throughout history, appearing
in literature and cultural commentary from Plato’s
Allegory of the Cave to Descartes’ Evil Demon.
However, the concept of cyberspace is unique in that
it offers not just a space of representation and communication
but also provides a social setting within
which these activities can exist. The resulting social
relationships are what give cyberspace its physical
presence and thereby architectural ramifications. In
architecture, this conceptual space is often considered
to be the space of the screen or monitor and
therefore simultaneously the space within the computer
and the internalized space of perception.
Is it possible, that the future of architecture lies in
our ability to make the parametric sensate or to actualize
the abstraction of cyberspace into meaningful
physical objects? In digital culture, there is a new
continuity between subject and the architectural object,
with no void between them. As if the distance
of vision was abolished by tactility. Craft and its inherent
materiality will prevent architecture from falling
prey to the complete cognitive internalization of
the screen, it will halt the progression toward ocular
space primacy, and it will create the interactive corollaries
between cyber and physical spaces.
For digital craft to promote the agency of thinking
through making, architecture must embrace the
aspects of feedback mechanistic processes offer, by
expanding the field of information to the tools used
in the discipline.
8 CONCLUSION
Digital worlds should not be seen as alternatives
or substitutes for the built world, but rather as an additional
dimension which allows architects a new
freedom of movement in the physical world. In other
words, the transcendence of physicality in the digital
world allows architects to extend their agency in the
physical world. (Carpo, 10)
Digital craft brings together the physical and digital
worlds. The historic and theoretic framework
presented here aims to move forward the agency of
computational thinking and parametric design in the
social project of architecture. The development of a
more robust theoretical position about the social application
of advanced parametric design will expand
architectural agency in the discourse surrounding
parametric design’s relationship to large scale social
issues: Schumaker’s ‘more serious work’.
REFERENCES
Allen, Stan. “Artificial Ecologies.” Reading MVRDV. Rotterdam:
Nai, 2003.
American Institute of Architects Contract Documents, 2015.
Arendt, Hannah. The Human Condition. Chicago: University
of Chicago Press ,1958
Carpo, Mario. The Digital Turn In Architecture 1992-2012: Ad
Reader Wiley, 2012
Deamer, Peggy and Phillip G. Bernstein. Building (In) The Future:
Recasting Labor in Architecture. New York: Princeton
Architectural Press, 2010.
Dewey, John. How We Think. Boston: Dc Heath & Company
Publishers, 1910.
Diderot, Denis Encyclopedia, Or Classified Dictionary Of Sciences,
Arts, And Trades, France, 1747-1765.
Frampton, Kenneth. “Intention, Craft, And Rationality.” Building
(In) The Future: Recasting Labor \ In Architecture. New
York: Princeton Architectural Press, 2010.
Gibson, William. Necromancer. Michigan: Phantasia Press,
1984.
Marble, Scott. “Imagining Risk.” Building (In) The Future:
Recasting Labor \ In Architecture. New York: Princeton
Architectural Press, 2010.
McCullough, Malcolm. Abstracting Craft: The Practiced Digital
Hand. Cambridge: The MIT Press, 1996.
Negroponte, Nicholas. Being Digital. New York. Knopf 1995
“Open Letter to The Board of Visitors, The University Administration,
And The University \ Community: What Are the
Jeffersonian Architectural Ideals?” Lunch Volume 1: Trespass.
Virginia: University of Virginia School of Architecture
Foundation, 2006.
Pye, David. The Nature and Art of Workmanship.
Cambridge: The University Press, 1968.
Piano, Renzo. “Renzo Piano Building Workshop: In Search of
Balance,” Process Architecture. Tokyo, Japan, N.100, 1992
Ranceiere, Jacques. The Philosopher and His Poor.
Durham [N.C.]: Duke University Press, 2004.
Rudofsky, Bernard. Architecture Without Architects: A Short
Introduction to Non-Pedigreed Architecture New York:
Museum of Modern Art,1965.
Ruskin, John. “The Crown of Wild Olive, Lecture Iv”. The Future
of England, Section 151, 1866.
Scarry, Elaine. The Body In Pain: The Making And Unmaking
Of The World. New York: Oxford University Press, 1985.
Schumacher, Patrik. 2015. Parametricism with Social Parameters
‘The Human (Parameter)’ Parametric Approach in Israeli
Architecture’, Curated/Edited by Ionathan Lazovski
& Yuval Kahlon For Zezeze Architecture Gallery, Tel-
Aviv.
EXPLORING LEARNING OBJECTIVES FOR DIGITAL DESIGN IN
ARCHITECTURAL EDUCATION
Shelby Doyle & Nick Senske
Iowa State University
ABSTRACT: What are the objectives of teaching digital design in architecture? While this seems a rather
primitive inquiry it in fact is loaded with misunderstanding and disagreement. This paper aims to bring accepted
educational research about learning objectives into the discussion of digital design’s relationship to architecture.
In particular, Bloom’s Taxonomy is introduced and referenced as a tool for creating clarity, transparency,
and accountability among educators. The purpose of reflecting upon learning objectives for digital
design in architecture is not to produce a definitive list of what students ought to learn. Learning objectives
are written for specific curricula, student needs, and faculty interests. They are useful because they provide a
clear definition of expected outcomes and which becomes a point of dialogue. In order to evaluate something,
it first must be named. Through evaluation and discussion, a discipline develops. When Bloom created the
learning taxonomy, this was the goal. Not to explain or lay claim to how students must learn, but to provide a
shared structure so educators could compare their approaches. In a similar manner, creating and sharing learning
objectives for digital design instruction, using established tools like Bloom's Taxonomy, can produce a
more organized dialogue about how to align the use of digital tools with the core values of architectural education
and the development of the discipline itself.
1 INTRODUCTION
1.1 Introduction
During the past twenty-five years, the increasing
use of computational and digital tools in architectural
production has led many schools to consider and
make changes to curricula and courses. However,
there is little agreement within architecture departments,
much less between schools, on what it means
to design digitally, what it means to teach it well,
and how this integrates with more traditional methods
and understandings of architectural design.
This problem is aggravated because much of architectural
education today is what Bruner calls
“folk pedagogy”, guided by implicit assumptions but
not connected with educational theory or evidence
beyond one’s experiences. (1996) As such, there
have been few attempts to to apply peer-reviewed
curriculum design strategies and instructional methodologies
to the challenge of digital design instruction
in architectural education.
In response to this challenge, this paper proposes
that defining learning objectives for digital design in
architectural education, in connection with established
educational and learning theories, can create a
productive dialogue and a starting point for evaluating
and addressing the challenges of integrating digital
design.
1.2 Pedagogical Alignment and the Value of
Digital Design
The lack of agreement and clarity among schools
regarding digital design creates problems for the discipline.
How can a skillset be taught without a clear
definition? And how can the field evolve when there
is such contention over education in a critical area?
Dialog and common ground are needed.
A key reason for the confusion surrounding digital
design instruction in the university setting is a
misunderstanding of its educational value as a set of
skills beyond technical skilling. In architecture
schools, there tends to be a cultural hierarchy that
places significant importance upon studio courses as
sites where skills are integrated and practiced, and
less importance upon supportive technology courses
(such as a digital representation course) where those
skills are first learned. However, this hierarchy ignores
much about how learning functions and how
effective learning takes place. A more nuanced understanding
of the relationships between digital
skills and design processes is needed.
One of the most significant effects of educational
research has been to redefine the scope and goals of
learning. Decades ago, before the development of
contemporary learning theories, schools emphasized
Shelby Elizabeth Doyle | 291
developing core skills such as reading and memorizing
information such as dates and facts in a history
class. The implicit assumption was that this level of
learning was sufficient for students to write reports,
solve problems, and produce other sophisticated applications
of literacy. However, while many students
could demonstrate ability at, for instance, providing
the correct solution for a specific type of word problem,
educational researchers found that students
rarely understood what they had learned, nor could
they easily apply their skills and strategies to new
contexts. (Clement, 1982) The students knew their
lessons by rote and adapted to succeed at their instructor’s
tests, but they had a superficial understanding
of the material. Today though educational
models and expectations have evolved, digital technology
is often relegated to this type of learning.
While skills and facts remain important to learn,
the goal of education today has been restated: to
provide students with a foundation of deep learning
and the intellectual tools to ask and address meaningful
questions. (Bransford, Brown, and Cocking,
1999) In contrast to superficial learning of facts and
procedures, deep learning entails knowledge of the
underlying principles, domain structure, and strategies
to activate skills and knowledge and apply them
flexibly in a variety of conditions – particularly conditions
which are different from the ones where
learning originally occurred. Such as the translation
of design thinking from an academic to professional
context. Deep learning is what most instructors
would recognize as productive and transferable
learning yet few courses actually achieve. Architectural
studios are examples of a deep learning environment.
In contrast to architectural studios, the current
state of digital design instruction in architecture
tends to follow an educational model which does not
support deep learning. Presently, much of what students
learn in technology skills courses is by rote:
sequences of commands and procedures intended to
produce reliable results. While students can operate
software and other tools with what appears to be
great fluency, the vast majority do not have a deep
understanding of computing or digital media principles
(Senske, 2014). As a result, their work tends to
be inefficient and derivative. Like the school teachers
in the earlier example, digital design instructors
emphasize core skills for using digital tools and then
expect students to apply them towards design projects.
This is the reason a learning gap exists. First,
students do not learn the tools with significant guidance
to develop depth and rigor; second, they are not
taught explicit strategies for applying digital methods
to design tasks. Students often fail to develop an
understanding of digital design methods because the
pedagogy is not aligned with the goal of deep learning.
This leads to a frequently cited criticism of digital
design: work which is repetitive or uninventive
because students are grappling with technology
rather than controlling it. The technology does
not make it this way – it is how it is used.
This assumes that such a goal is recognized in the
first place. Learning digital tools is often seen – by
students and faculty alike – as mere technical skilling
rather than a way of thinking about design. Professional
architectural accreditation (NAAB) in
American schools uses a set of learning criteria
which specify Ability and Understanding (NAAB,
2014). However, this set of criteria does not address
digital design with any specificity. There is no
agreement upon the value or content of a digital design
education, and so student abilities can vary
widely from school to school, and within academic
units. Students are less inclined to develop a thorough
knowledge of digital design because it is not
universally considered a meaningful intellectual and
creative pursuit. This not only hinders progress within
the discipline, but, in practical terms, it affects the
profession. Failure to recognize the principles of
digital tools and structures of problems they address
makes it more difficult for students to learn and retrain
themselves in response to changing technology.
The educational model of the design studio is
unique its approach because it has many elements
which contribute to the production of deep learning,
such as opportunities for synthetic learning, active
learning, complex problem solving, and selfreflection
and critique. This is precisely the kind of
approach that would benefit specialized digital design
courses. Unfortunately, the architectural design
studio is often seen as one type of learning, while
digital design, which is thought of as mere technology,
is seen as another. This disconnection is due to a
misunderstanding about digital design due to a lack
of clearly-defined and shared pedagogical goals. The
present situation in education has come about because
the implied goal of digital design education is
mere tool operation (which does not require deep
learning) when the expected outcome should be increased
agency and sophistication of design ability.
One way to address the problem of pedagogical
misalignment is to develop learning objectives for
digital design. Learning objectives have the benefit
of being a structured, well-understood, and researchbased
approach to curricular development. This
method informs clarity and represents an explicit
way to connect the goal of deep learning with pedagogical
execution.
2 LEARNING OBJECTIVES
2.1 Learning Objectives for Digital Design
The idea of a learning objective is straightforward,
but often misunderstood and misapplied. A
learning objective is a specific statement which describes
what a student will know (knowledge) be
able to do (skills) as a result of engaging in a learning
activity. A learning objective must have three
parts: a measurable verb associated with the intended
cognitive process, the necessary condition (if
any) under which the performance is to occur, and
the criteria for measuring acceptable performance
(this is often implied). A simplistic example of a
learning objective that fits this pattern is: “Given a
set of contours the student will be able to generate a
topographic model.” The condition is having a set of
contours and the implied measurement is an acceptable
model. Learning objectives are focused
solely on student outcomes and do not specify methods
or other expectations for the teacher. They are
not an attempt to create uniform classroom procedures
or hinder instructor creativity through standardization.
The teacher has flexibility in their approach,
so long as the performance criteria are met.
Learning objectives are useful because they help instructors
with course planning and the creation of
content. Furthermore, the explicitness of properlyconstructed
learning objectives establishes a basis
for student assessment as well as the evaluation of
teaching and curricula (Anderson, 2002). A primary
challenge of digital architecture evaluation is the
lack of criteria and therefore a lack of agreed upon
traits for which to evaluate whether digitally produced
code, drawings or images are successful.
In this manner, learning objectives support better
learning and provide a common framework for
schools to organize their efforts at improving education.
For this reason, many Universities have standardized
their syllabus policies to address learning
objectives [see (Vanderbilt, 2016) and (Carnegie
Mellon, 2016) for example]. The use of learning objectives
may seem obvious or unnecessary if one is
only considering their use in one’s own syllabi, but
in terms of disciplinary alignment, digital design instruction
could benefit from the additional clarity offered.
2.2 Bloom’s Taxonomy
A useful tool for developing better learning objectives
is Bloom’s taxonomy. The taxonomy is a
hierarchical framework intended to help instructors
coordinate their planning and assessment using a
common language (Krathwhol, 2002). It represents
the process of learning from acquiring simpler to
more sophisticated thinking skills. The general idea
of Bloom’s taxonomy is that lower levels of cognition
support higher levels. For instance, one must
understand the difference between different methods
of constructing a surface (comprehending) before
choosing which surface to use (applying).
In its revised form, Bloom’s taxonomy lists six
levels of cognitive processes:
1 Knowing: memorization and factual recall
2 Comprehending: understanding the meaning of
facts and information
3 Applying: selection and correct use of facts, rules,
or ideas
4 Analyzing: breaking down information into component
parts
5 Evaluating: judging or forming an opinion about
the information
6 Creating: combination of facts, ideas, or information
to make a new whole
A more recent addition to the discussion of the
taxonomy is the inclusion of types of knowledge.
Anderson and Krathwohl addressed criticisms of the
taxonomy by recognizing that not all knowledge is
equal in complexity and that knowledge tends to be
developed from concrete (facts and concepts) to abstract
(procedural) and finally to knowledge of one’s
own cognition (metacognitive). (2001) In concert
with cognitive processes, the knowledge dimension
of the revised taxonomy enables a more nuanced
discussion of learning objectives. For instance, under
the newer version, the taxonomy does not progress
and stop with creating, but also includes thinking
about one’s learning progress and how one
creates.
Bloom’s taxonomy has been criticized because it
does not represent the complex and interconnected
nature of cognition (Furst, 1981), but the taxonomy
was never conceived of as a model or theory. Nor is
it a prescription for every course to follow. One
could design a course with at least one learning objective
at each level. Depending upon the skills required,
some levels may need additional objectives.
Students with different abilities may be able to begin
learning at higher levels. The value of the taxonomy
is less that it represents exactly how learning works
or that it tells instructors how to teach, but rather in
how it helps to organize and align pedagogical
thinking.
Educational frameworks like Bloom’s taxonomy
are not in common use in architectural education.
The reason for this is unclear but may derive from a
disciplinary resistance to self-articulation. However,
for those developing or revising architectural curricula,
having access to a set of learning objectives that
uses the taxonomy can enable a dialog within the
discipline, with other disciplines and educational researchers.
Bloom’s taxonomy helps support the goal of developing
deep understanding in digital design instruction.
One way it accomplishes this is by establishing
the basic cognitive processes involved in
learning to design thoughtfully. To see all of these
steps organized and consider them with respect to
digital design is to shed light on what is often an
opaque practice. The taxonomy makes it clear that
one does not just use or not use various tools, but
one must understand them, choose from them, and
Shelby Elizabeth Doyle | 293
evaluate those choices as part of a design process. In
this manner, an advantage of learning objectives developed
through Bloom’s taxonomy is that they can
elevate student outcomes towards higher-order
thinking. (Biggs, 1999) For example, without the
proper outcomes articulated, a student might submit
a design, but was merely applying a procedure.
Bloom’s taxonomy makes it clear that creation depends
as much on understanding one’s decisions (the
“why”) as knowing the correct commands (the
“how” – which is often students’ focus). For teachers
and students alike, Bloom’s taxonomy helps clarify
that the goal of digital design instruction is not
only to learn how to use digital tools, but to apply
them towards better designs and more sophisticated
design thinking.
With regards to teaching methodology, the clarity
of learning objectives derived from Bloom’s taxonomy
can help motivate qualities of student performance
which are often lacking in digital design
courses, such as innovative solutions and wellcrafted,
thoughtful representation. As mentioned in
the previous section, many learning objectives are
not specific enough, sufficiently measurable, or targeted
to student’s learning level. Bloom’s taxonomy
can help ensure that students are practicing the skills
that they should be learning in their activities and at
an appropriate level of cognition. This enables the
pedagogical gap between learning digital methods
and creating designs to be filled with deliberate (or
mindful) practice.
Deliberate practice is a recognized process
through which individuals train themselves to high
levels of performance. Research has shown that
learning of complex skills is most effective when
students engage with tasks that are appropriately
challenging, with clear performance goals and feedback,
and sufficiently frequent opportunities for
practice. (Ericsson, K.A., Krampe, R.T. and Tesch-
Römer, 1993) The difference between merely making
and deliberate practice is that a student monitors
their progress towards a specific goal and changes
their performance in response to feedback. The student
continues to do so while increasing the challenge
of the activity to further improve. Learning objectives
assist students in deliberate practice by
creating specific and appropriate performance goals
which they can use to monitor their progress. This
guidance directly supports the development of abilities
on the highest (metacognitive) level of the taxonomy,
which are crucial for sophisticated work and
achieving transfer of skills and knowledge to other
domains. (Perkins and Salomon, 1992) Thus, the notion
of deliberate practice stands in contrast to the
disengaged ways that many students learn and use
digital tools, which is often oriented towards production
for its own sake rather than for quality or
thoughtfulness. Introducing deliberate practice is
one way for schools to motivate deep understanding
and to bring craft back into discussions about digital
representation
2.3 Creating and Teaching with Learning
Objectives
While many digital design courses have learning
objectives listed in their syllabi, these are not often
used correctly, in response to the findings of educational
research. In this section, we propose several
ways to make learning objectives for digital design
more appropriate and effective.
First, many stated learning objectives do not take
into account the learning process for developing
complex skills and thinking. As mentioned earlier,
traditional digital design pedagogy tends to emphasize
learning through design tasks. The tacit learning
objective of most activities, ostensibly, is to design
something via digital methods. However, this does
not acknowledge the steps involved to prepare students
for design, such as learning about the tools,
practicing methods, comparing and selecting methods,
etc. These skills and knowledge are implied by
the goal of designing, but by not stating this explicitly,
the instructor might neglect teaching and assessing
the constituent skills and knowledge that
students need, but might not manage to learn on
their own.
When developing learning objectives, it is important
for digital design instructors to acknowledge
how learning occurs as a developmental process.
Creativity and autonomy, abilities exercised in design
work, are higher order thinking skills. Higher
order thinking is dependent upon requisite technical
skills and other cognitive resources (Weiss, 2003).
As such, these activities may not be beneficial learning
experiences for beginner and intermediate students.
Research shows the importance of matching
learning objectives to student level (Klahr and Nigram,
2004). Novices benefit from direct guidance
in basic skills and knowledge, while objectives for
advanced students should emphasize synthesis and
independence.
Second, many learning objectives for digital design
instruction conflate activities and goals with
learning outcomes. A goal is a statement of the
overall intended outcome of a learning activity or
course. Learning objectives are specific achievements
which contribute to the goal (Ferguson, 1998).
For example, a course description that says “students
will be exposed to digital fabrication technologies”
has presented a goal, but not stated a specific, measurable
outcome. Likewise, a statement such as “students
will fabricate a small-scale physical model”
describes an activity, but does not provide enough
information to discern what students are supposed to
learn from the activity. A learning objective that addresses
these issues would be: “students will use
GIS data to generate a small-scale physical model
using appropriate digital fabrication techniques.”
This objective presents a condition (GIS data), an
outcome (the model), and assessment criteria (are
the techniques appropriate? / is the model is correct?).
Understanding the learning objective helps
define the cognitive skill level of the activity and the
appropriate assessment. For instance, if the objective
was to learn about computing concepts, issuing a
quiz with questions about procedures would not be a
helpful measurement. To facilitate effective instruction,
goals, activities, and learning objectives must
be aligned with one another
Last, many learning objectives as presented do
not support a means of formative assessment. Most
courses only assign grades for projects, which are
typically creative or design work. Again, these are
higher order thinking skills and may not be appropriate
to assess from novices. Grading project submissions
does not give the instructor or the student
much opportunity to remediate skills or knowledge
that were misunderstood or not acquired. Moreover,
feedback on a design artifact may not help instructors
and students achieve the goal of deep understanding
because it makes conceptual and procedural
knowledge indistinguishable from the outcome.
Studies have shown that ability to perform procedural
tasks does not mean students are able to explain
what they are doing or why. (Schoenfeld, 1985) This
is not to say that instructors should never grade projects.
This is appropriate when the intent is to assess
creative work and problem solving, particularly from
an advanced class. Learning objectives should
measure the correct student outcomes for the level of
the student and in a manner that allows students to
respond with changes in their performance.
Shelby Elizabeth Doyle | 295
Fig. 1 Bloom’s taxonomy was first introduced in 1956 and since then has seen widespread use in instructional design. A revised
version was issued in 2001, which changed the levels from nouns into active verbs, added the knowledge dimension, and placed
creation (synthesis) at the top of the hierarchy of cognitive process (Krathwohl, 2002). More recently, Churches created a “digital”
version of Bloom’s taxonomy that updates many its application to computing activities (2004).
3 CONCLUSION
The value of learning objectives is not what they
add to a syllabus, but rather how they prompt a larger
conversation about educational and professional
values and standards. Creating learning objectives
for digital design in architecture exposes many implicit
assumptions about what faculty believe about
learning and the role of computing in the studio. At
the same time, it raises the bar for architecture
schools to consider digital design as more than
merely learning to operate tools and software (activities
which are not themselves valid learning objectives)
and to instead connect these practices to design
thinking and the development of architectural
designs.
Bloom’s taxonomy assists in framing this discussion
about learning to design digitally by offering a
structure of cognitive accomplishments for students.
This helps re-align architectural educators away
from frameworks derived from folk pedagogy and
towards established theories and research into educational
psychology and learning cognition. Instead
of teaching and learning digital skills and knowledge
through a hierarchy of the tool’s features or increasing
complexity, Bloom’s taxonomy foregrounds
processes of remembering, thinking, and judgment.
These objectives are more closely aligned with
deeper understanding and integrative mastery. This
type of learning is precisely the antidote to the kind
of superficial engagement one often finds in architecture
schools that prompts negativity towards the
use of computing in design.
The purpose of reflecting upon learning objectives
for digital design in architecture is not to produce a
definitive list of what students ought to learn. Learning
objectives are written for specific curricula, student
needs, and faculty interests. They are useful because
they provide a clear definition of expected
outcomes and which becomes a point of dialogue. In
order to evaluate something, it first must be named.
Through evaluation and discussion, a discipline develops.
When Bloom created the learning taxonomy,
this was the goal. Not to explain or lay claim to how
students must learn, but to provide a shared structure
so educators could compare their approaches. In a
similar manner, creating and sharing learning objectives
for digital design instruction can produce a
more organized dialogue about how to align the use
of digital tools with the core values of architectural
education and the development of the discipline itself.
Learning objectives are not only for evaluating
one’s students or teaching. They help departments
and educators understand whether they are teaching
the right things. The question should always be:
“how does this improve design?”
REFERENCES
Anderson, L.W., Krathwohl, D.R. and Bloom, B.S., 2001. A
taxonomy for learning, teaching, and assessing: A revision
of Bloom's taxonomy of educational objectives. Allyn &
Bacon.
Anderson, L.W., 2002. Curricular alignment: A reexamination.
Theory into practice, 41(4), pp.255-260.
Biggs, J., 1999. “What the student does: teaching for enhanced
learning.” Higher education research & development, 18(1),
pp.57-75.
Boyer, Ernest L. and Lee D. Mitgang, 1996. Building Community:
A New Future for Architecture Education and Practice:
A Special Report. Jossey-Bass Inc. (Preface xvi)
Bransford, John D., Ann L. Brown, and Rodney R. Cocking,
1999. How people learn: Brain, mind, experience, and
school. National Academy Press.
Bruner, J.S., 1996. The Culture of Education. Harvard University
Press.
Carnegie Mellon Eberly Center for Teaching Excellence and
Educational Innovation, 2016. “Bloom’s Taxonomy.”
https://www.cmu.edu/teaching/designteach/design/bloomsT
axonomy.html Accessed on January 10, 2016.
Churches, A., 2009. “Bloom's digital taxonomy.”
http://burtonslifelearning.pbworks.com/f/
BloomDigitalTaxonomy2001.pdf Accessed December, 30,
2015.
Clement, J., 1982. “Students’ preconceptions in introductory
mechanics”. American Journal of Physics, 50(1), pp.66-71.
Ericsson, K. Anders, Ralf T. Krampe, and Clemens Tesch-
Römer, 1993. "The role of deliberate practice in the acquisition
of expert performance." Psychological review 100.3, p.
363.
Ferguson, L.M., 1998. “Writing Learning Objectives.” Journal
for Nurses in Professional Development, 14(2), pp. 87-94.
Furst, E.J., 1981. “Bloom’s taxonomy of educational objectives
for the cognitive domain: Philosophical and educational issues.”
Review of Educational Research, 51(4), pp.441-453.
Kieran, Stephen and James Timberlake, 2003. Refabricating
Architecture: How Manufacturing Methodologies Are
Poised to Transform Building Construction. McGraw-Hill
Education.
Klahr, D. and Nigam, M., 2004. “The equivalence of learning
paths in early science instruction effects of direct instruction
and discovery learning.” Psychological Science,
15(10), pp.661-667.
Krathwohl, D.R., 2002. “A revision of Bloom's taxonomy: An
overview.” Theory into practice, 41(4), pp.212-218.
National Architecture Accreditation Board, 2014. “2014 Conditions
for Accreditation.”
http://www.naab.org/accreditation/2014_Conditions. Accessed
January 16, 2016.
Perkins, D.N. and Salomon, G., 1992. “Transfer of Learning.”
International Encyclopedia of Education, 2.
Pallasmaa, J., 1996. The eyes of the skin: architecture and the
senses. John Wiley & Sons.
Schoenfeld, A.H., 1985. Mathematical Problem Solving. Orlando,
FL: Academic press.
Senske, N. 2014. “Confronting the Challenges of Computational
Design Instruction.” Computer Aided Architectural
Design and Research in Asia (CAADRIA) Conference,
Kyoto, Japan, pp. 821-829.
Weiss, R.E., 2003. “Designing problems to promote higher-order
thinking.” New Directions for Teaching and Learning,
2003 (95), pp.25-31.
Vanderbilt University Center for Teaching, 2016. “Bloom’s
Taxonomy.”https://cft.vanderbilt.edu/guides-subpages/blooms-taxonomy/
Accessed January 10, 2016.
Shelby Elizabeth Doyle | 297
INTRODUCING DIGITAL SOFT SKILLS: BRIDGING THE GAPS IN
ARCHITECURAL EDUCATION
Shelby Doyle & Nick Senske
Iowa State University
ABSTRACT: Developing technologies, such as computational design and digital fabrication, are transforming
the design and construction of contemporary architecture. However, the understanding of how to teach
technology as an essential design skill has not kept pace with these rapid changes. Design education and technology
education continue to be seen as separate loci of learning. In response, this paper argues that a set of
complementary “soft” skills are missing from most discussions of digital design pedagogy in architecture and
that these soft skills can bridge the current gap between digital education and design education in architecture.
Soft skills are “soft” in contrast to more easily quantifiable “hard” skills such as operating a machine or
knowledge of art history. Failure to acquire soft skills such as resourcefulness, good electronic communication,
etc. negatively impacts how technology is introduced, practiced, and developed in architectural studio
culture. Introducing soft skills will help bridge the gap between studio learning and technology learning. The
first section of this paper describes a list of soft skills that support students as they learn digital design. In the
second half of the paper, several methods for integrating soft skills into digital design instruction are proposed.
Contemporary architecture schools are tasked with introducing digital technologies as they are changing,
creating an opportunity to develop innovative curricula and democratize access to these skills. With the
rapid pace of technological change, students need to be comfortable with and capable of learning, relearning,
and integrating new programs and tools throughout their career. Therefore, this paper proposes that soft skills
can and should be taught in architectural education and that teaching them will make digital instruction more
effective in the design studio.
1 INTRODUCTION
1.1 Introduction
Computer-Aided Drafting and Design (CADD)
technologies have become commonplace in architectural
practice as tools of efficiency and production.
For these very reasons the introduction of CADD in
early architectural curricula has been fraught with
anxieties along a continuum: from the undoing of
creativity through positivist and reductionist logic
(Pullasmaa, 1996) to a firm belief that these technologies
will revolutionize the way architects practice
and think about design. (Kieran and Timberlake,
2003) At the same time, there is a presumption that
students who have grown up with digital technologies
are “digital natives” who possess special aptitudes
or insights which are disruptive to learning
computing. The presence of these anxieties and biases
often leads to gaps in architectural pedagogy, as
digital tools are misunderstood and misappropriated
by students and teachers alike.
Defining and using the term “digital design” is
somewhat problematic, as there is very little architectural
work today which does not use the computer
in some capacity, and yet there are also designs
which consciously engage in digital aesthetics and
processes. For the purposes of this paper, digital design
refers to the use of the computer and computerdriven
tools (such as CNC machines, robots, etc.)
when one designs architecture. The key is not what a
person designs, rather whether that person employs
the computer or not as a tool in architectural work.
Design is the verb in architectural education and
in architecture; it is what architects do. It is necessary
to distinguish between design and digital design
– and to speak of teaching digital design – in this
moment, because the introduction of the computer in
architecture changes both what and how architects
design. It introduces both new capabilities and new
sources of bias and error. Therefore, architectural
education must address and teach specific ways of
designing with the computer -- not how to use software
or operate machines, but how to design digitally.
The very existence of the category of digital design
is problematic because it implies two cultural
silos in architecture: those who are digital and those
who are not. This outlook potentially limits students’
educational and professional development. To be
clear, this paper interprets digital design as a broad
skillset that should be available to all students, rather
than a niche specialization.
The aim of this paper is to take control of the
pedagogical agenda for digital design in architectural
education by debunking the myth of the digital native
and applying proven educational research to the
pursuit of digital design. This paper is a discussion
of architecture, design, and education; not an argument
for software and computer use in design. The
relevance of this educational conversation extends
only so far as it impacts the development of the profession’s
relationship to digital technologies as these
technologies are changing. The goal of this, and any,
educational proposal for architecture must be improving
the state of architectural design in addition
to advancing learning in both the academy and the
profession.
1.2 Myth of the Digital Native
The common belief that students are selfregulating
when it comes to learning and using technology
may come from the notion of digital natives.
The label “digital native” derives from a series of articles
written by the technologist Marc Prensky during
the early 2000s. Prensky describes the generation
of young people born since 1980 as “digital
natives” due to what he perceives as an innate confidence
in using new technologies such as the internet,
videogames, mobile telephones and “all the other
toys and tools of the digital age.”(Prensky, 2011)
Enrique Dans counters Prensky’s claims: “Simply
being born into the internet age does not endow one
with special powers. Learning how to use technology
properly requires learning and training, regardless
of one’s age.” Dans goes on to expand upon the issues
of assuming students do not need to be taught
to use technology thereby becoming “digital orphans”,
lacking in any model to copy or experiences
that might have generated criteria for understanding.
(Dans, 2014)
For this reason, beyond basic fluency, architectural
instructors are uniquely positioned to model
substantive content creation and healthy critical
thinking about these technologies. By perpetuating
the myth of the digital native, architectural education
is missing the opportunity to establish strong pedagogical
foundations from which future digital advancements
will emerge.
2 DIGITAL SOFT SKILLS
2.1 Soft Skills and Fostering Learning Habits
Computer use in architecture is often discussed
and taught as a series of technical or “hard (as in absolute)”
skills. In contrast, “soft” skills are related to
emotional intelligence, attitudes, habits, and interpersonal
relationships. An example of a soft skill is
resourcefulness: being inclined and able to find alternate
solutions to a problem, rather than giving up
or deferring responsibility. In this manner, soft skills
influence the ways that an individual applies technical
skills to achieve goals, such as a design. Learning
soft skills has been related to improved employment
outlook and better job performance. (Andrews
and Higson, 2008; Nealy, 2005) Professions such as
business and information services have cited employees’
lack of soft skills as one of the primary reasons
why projects fail. (Bancino and Zevalkink,
2007) Thus, for students, developing soft skills is
equally as important, if not more important, than
learning technical skills.
Knowing how to operate a smartphone does not necessarily
make one an effective computer user.
The influential Boyer report on architectural education
concluded that: “[A]rchitectural education is
really about fostering the learning habits needed for
the discovery, integration, application, and sharing
of knowledge over a lifetime.” (Boyer, 1996) Soft
skills are the learning habits Boyer references, and
so are a critical element of architectural education in
general. While this paper focuses on digital soft
skills, this finding is not to be overlooked.
Soft skills must be taught rather assumed to be
pre-existing skills. This especially applies to soft
skills which relate to digital design in architecture.
Architectural education must recognize that university
students are not comprehensively or consistently
trained in digital technologies when they arrive on
campus. This is exacerbated when less privileged
students are potentially less digitally skilled than
students from economically privileged backgrounds.
By not addressing these inequalities, institutions,
such as architecture schools, are perpetuating disparities
through education and leaving students underprepared
for the future. Soft skills can be reapplied
to changing technology, whereas hard skills may fall
away as technology changes.
Shelby Elizabeth Doyle | 299
2.2 Traditional vs. Digital Soft Skills
The type of soft skills described in this paper are
not entirely the same as soft skills introduced in the
previous section. While traditional soft skills such as
conscientiousness and empathy are helpful for architects,
digital soft skills have a different purpose and
apply specifically to the tools and processes used in
digital design. Digital soft skills, such as asking
clear questions, estimation, and planning skills, enable
effective collaboration with other people while
using digital tools and promoting effective workflows
for collections of digital tools. Digital soft
skills support students as they are learning digital
design and, later, help students apply technical skills
successfully and with sophistication and to adapt to
a rapidly changing technologic landscape.
Digital soft skills also differ from traditional soft
skills because they take into account the particular
challenges of computing and digital machinery. The
special attributes of digital tools that make them
powerful, such as symbolic logic, abstraction, and
automation, can invite cognitive biases when designers
operate those tools simplistically, at facevalue
(i.e. using a computer like a cell phone, a pencil,
or a typewriter). Humans must adapt their thinking,
expectations, and habits, as their natural inclinations
can interfere with working effectively with
digital tools. (Sheil, 1983) Even those who work
with digital tools frequently need to learn digital soft
skills, as they may have developed bad habits and
misconceptions over time. Merely using digital tools
is not enough to cultivate mindfulness of the medium
and one’s responses to it.
To cite an example: digital tools are often “black
boxes” with complex layers of interrelated procedures
that make it difficult for users to be aware of
what they are doing and how their software operates.
Users expect simple cause-and-effect relationships
between their operations and the results on a screen,
when the reality is that many “hidden” processes are
at work and can affect the outcome of an interaction.
(Blackwell, 2002) This is also one reason why computers
are not always dependable and why they tend
to break down in obscure and obtuse ways. Working
responsibly with digital tools requires a certain level
of comfort and responsiveness with an opaque tool.
Students who lack the digital soft skills to understand
and respond to this condition often have a poor
attitude when faced with computer problems and
may spend their time in unproductive ways trying to
“hack” solutions to technical problems. (Pea, 1987)
This affects not only the quality of their final designs,
but their outlook on technology in general.
Digital soft skills are similar to traditional soft skills
in the way they affect how students apply technical
skills. They are the bridge across the gap that often
exists between design skills and technical (hard)
skills like digital methodologies. Unfortunately, very
little time, if any, is given in architectural curricula
to the explicit cultivation of digital soft skills.
The top diagram demonstrates a curriculum where design (architecture)
and hard skills (technology) are typically taught in
parallel.
The bottom diagram demonstrates that soft skills (learning habits)
create the bridge between design (architecture) and hard
skills (technology). Over time these skills become mutually
supportive.
2.3 Samples of Digital Soft Skills
The following list is a representative sample of
digital soft skills which could be taught in an architectural
curriculum, organized according to four
primary headings.
A.) Communications Skills
Communication is an essential skill for architects.
One could argue it is the majority of what a professional
architect does. Whether it is through drawings,
models, written, or oral, an architect must be
able to clearly express their ideas and intent to an
audience. Unfortunately, in architectural education,
digital communications are often overlooked as a
medium with unique challenges. For instance, many
students have never been explicitly taught how to
ask a question via email: to provide necessary information
and files upfront, anticipate follow-up
questions, and to communicate their expectations for
resolution. This is important not only professionally,
but especially when trying to learn or fix something
like a new piece of software. Communicating well
through digital media is critical, particularly as it has
become a primary means of interacting with others.
Collaboration - The ability to work with others
digitally, particularly at a distance. One aspect of
this is organizing files and sharing them across computing
platforms and software versions.
.
Example of a downloaded Grasshopper definition. Working
digitally demands questions of authorship and intellectual
property be discussed with students.
Authorship - This is the ability to understand
digital intellectual property and to distinguish between
resourcefulness and plagiarism. This notion of
authorship becomes increasingly important when the
line between programmer and architect is blurred by
the use of digital tools. Of particular note is the
downloading of code or Grasshopper definitions
which are then deployed as design generators.
Support - Architects should be able to seek, locate,
and pursue support for software and technical
issues, many of which might exceed the abilities of
the instructor or the support offered by an academic
institution. These skills include asking fellow students,
contacting the software maker directly, and
using the Internet as a resource.
B.) Adaptability
Adaptability is resiliency in response to imperfect
tools and a field constantly in change. Architects using
digital tools should work with the understanding
that failures are to be expected, while being empowered
to seek alternatives. They must also update their
skills and abilities often while remaining critical users
of technology.
Autodidacticism – The ability and inclination to
teach oneself (quickly) is a valuable skill for designers.
This includes planning and scheduling regular
time to learn and a recognition of common concepts
and methods shared between tools, which can make
learning more efficient.
Conversion – An effective strategy for error recovery
is knowing how to share data several between
types of files and programs. It is important to
also note that many computer programs are able to
convert various file formats and often have similar
procedures
C.) Time Management
Digital design projects in architecture are often
complex, involving many different programs and
machines, as well as human team members. Some of
these elements can be hands-off (such as rendering)
.
or very hands-on (supervising CNC fabrication).
Part of completing them successfully is knowing the
workflows involved and having a sense of their coordination
and time requirements.
Estimation - There is a common misconception
that technology makes design faster and easier. It
takes experience and skill to determine the full
amount of time needed to complete a digital task or
processes (e.g. milling, printing, rendering).
Example of a response to a large print which failed. Soft skills
encourage students to anticipate such failures and to develop
alternatives, such as printing on smaller paper, creating analog
versions, and using a projector.
Example of a time management and workflow issue common
in digital production. It must be reiterated that the computer is
not automatic nor is digital production in and of itself ‘fast.’ A
tedious laser file will become a tedious model to assemble.
Sourcing – The ability to identify the most effective
tool and process for the development of the idea
and in relation to the time available for production.
This requires understanding the different elements of
digital production such as the difference between a
raster and a vector.
Preparation - Plan for contingencies and alternatives.
Assume some things will inevitably not go as
expected and know the options available.
Shelby Elizabeth Doyle | 301
Scheduling - Develop internal deadlines, realistic
calendars, and skills for planning and implementing
a multi-step process. For instance: development of a
digital file for fabrication, then fabrication, then
post-production.
Example of a back up protocol. Soft skills enable students to
feel confident that computers will fail and that they are empowered
to seek alternatives
D.) Digital hygiene
Digital hygiene refers to the good habits of caring
for equipment, computer hardware and software as
well as preventing and recovering from errors.
Organization - Maintain files in a structure
which is both navigable and searchable by users.
Backups - Create a backup routine that is an embedded
part of the digital process (cloud, physical
media, & storage). This also includes knowledge and
use of software auto-backup and recovery. Keep at
least one physical backup off-site.
Maintenance – Keep software up to date (but
never upgrade before a deadline). Remove dust and
other particles from sensitive equipment, such as laser
lenses, after each use. Vacuum computer cases,
power supplies, and hard disk enclosures often.
Clean-up – Regularly sort, store, and purge project
files to manage storage and make important files
easier to locate.
2.4 Teaching Digital Soft Skills
Many of the examples listed under soft skills can
be classified as character or personality traits. Successful
students may already practice soft skills and
therefore it is often assumed that these are character
traits rather than teachable attributes. One might
wonder, given the age of many college students, if
such habits can be changed. However, the very notion
of “soft skills” implies that these behaviors and
habits can be taught to students. There is evidence to
support the idea that, with training, young adult students
can learn new traits and learning strategies.
(Perkins, 1989)
Another common argument is that soft skills are
best learned in the workplace. While the workplace
presents an authentic context, it does not offer the
same opportunities for focused learning as design
school. Moreover, one of the reasons for learning
soft skills is to make one more competitive in finding
employment. Students should have a sense of
how these skills translate into practice before they
enter the market.
How can schools teach digital soft skills? Merely
lecturing to students about them is not an effective
strategy. While lectures can be helpful for delivering
information or persuading an audience, changing
and developing habits requires more engagement.
The method of training varies depending upon the
attribute and the audience, however, generallyspeaking,
habits of learning can be developed
through a process of investment and practice.
Supporting a new habit which a student does not
create themselves requires helping them understand
its meaningfulness. It can be easy to dismiss soft
skills out of hand because they might seem to be obvious
or less interesting than learning technical
skills. For this reason, it is important for the instructor
to communicate why new strategies and habits
are helpful. (McCombs, 1996) Investment begins by
identifying the soft skills in question and explaining
to students the value of the skills within design and
production workflows. To be most effective, those
values should be immediate and goal-oriented. Although
it is true that developing soft skills can help a
student get a job in the future, explaining to a student
(for example) how organizing their files saves
them time and reduces errors on their current project
is less abstract and applies to their current situation.
Helping students understand the usefulness of learning
soft skills is the first step toward effective habituation.
In many architecture schools, there is a cultural
separation between studio courses and technical
courses. Students tend to think of studio as their
most important course, because it is where they
practice design and spend most of their time. For
this reason, it is where most of their learning habits
develop. This affects how they learn and integrate
skills from their other courses. Introducing soft skills
can help bridge the gap between studio learning and
technology learning by explicitly connecting them
through habits.
To be most effective, teaching soft skills should
be integrated with hard skills teaching and preferably
in the context of projects. (White and Frederickson,
1998) It is not necessary to revamp an entire
course around soft skills. An instructor can introduce
and reinforce them where they naturally occur within
design and production processes. For example, using
an error that students commonly encounter to introduce
search, problem-solving, and communications
skills. Relevant material like this helps focus
student attention while a legitimate context helps
them retain and access what they have learned later.
Demonstrations can be more effective when they
are supported by teaching materials that help organize
knowledge for students. (Bransford, Brown, and
Cocking, 1999) A simple check-list, for example,
can help students remember how to organize a digital
group project. Once students have mastered the
soft skills involved, the student will not need the
scaffolding provided by the list. However, if the student
makes a mistake or needs to refresh their learning
later, the list provides a useful reference and a
prompt for activating digital soft skills. Externalizing
implicit practices and helping students focus on
relevant information and methods improves the effectiveness
of soft skills teaching.
Delivering soft skills in class benefits from a
coaching approach. Because the goal is to change
student attitudes over time, rather than delivering in
formation or procedures, a “one and done” demonstration
is not an appropriate teaching style. (Mistrell,
1989) (Bransford and Stein, 1984) With coaching,
the instructor discusses the advantages of a skill
(creating investment), then models the behavior
while explaining to the student what they are doing
and why. This last step is important because students
need to understand when to apply a skill as much as
they need to know the technical operations involved.
(Scardamalia, Bereiter, and Steinbach,1984) (Simon,
1978)
Next, students demonstrate the skill and receive
feedback from the instructor on their performance.
This is followed by more practice and feedback over
time and in concert with other skills to approximate
holistic design activities. The goal of coaching is to
cultivate not just practice but deliberate practice over
time – making the student aware of their own actions
and motivating retention and refinement. (Ericsson,
Krampe, and Clemens,1993). This creates deep and
lasting learning.
Adopting a coaching style of instruction requires
a change in how students are graded and given other
feedback. Most assessment in studios and seminars
is summative, meaning it measures the final outcome
of a students’ work. This is suboptimal for
shaping behaviors, as it does not measure the process
sufficiently and is often too late to influence a
student’s soft skills. Formative assessment techniques,
which encourage personal reflection, timely
feedback, and student response are useful support
for the “coaching”. (Vye et al., 1998) To supplement
these techniques, instructors should not only observe
student behaviors but review digital files, as well.
Many courses emphasize the final artifact and never
look at the files involved. Reviewing files is critical
so the instructor can observe attributes such as organization,
efficiency, and other procedural nuances.
Lastly, in order to properly cultivate habits, soft
skills should be reinforced in the studio and lab even
when they are not being formally taught. Instructors
should be mindful and consistent in their own habits,
demonstrating modeled behaviors in their personal
actions. For example, an instructor’s demonstration
files should be well-organized to set a good example
for the students. Student interactions should also
emphasize consistent behavior. If a student asks for
help with a tool, for instance, the instructor should
evaluate how the student asks questions and replay
the scenario with them while making explicit the
strategies involved. Learning should be embedded in
the classroom experience. It must be a continuous
practice, not merely an exercise.
3 DISCUSSION
The challenge of making claims about design
pedagogy interventions is proving their success. In
educational research the difficulties of empirical
measurement in traditional subjects like math and
reading are well-known (Black and Wiliam, 1998;
Shepard, 2000) but the challenges of demonstrating
the impact of an intervention upon design outcomes
– which are not easily measured or quantified –
make this task even more burdensome and its conclusions
unreliable. As such, there is no accepted
model for proving the effectiveness of design pedagogy.
At the same time, articulating these soft skills
and naming them allows a conversation to begin as
to why there is such inconsistency in digital education
across architectural curricula. Digital methodologies
have roosted and flourished in elite institutions
whereas other schools have been slow to change
(particularly in the area of early design education)
and to integrate digital and computational thinking.
What is more important and perhaps easier to
‘prove’ is that well-articulated digital soft skills create
a framework and a platform where technology
can be used expansively and in unique ways rather
than reductively and repetitively. The value of digital
soft skills is to suggest a replicable model which
remains relevant and useful for students as technology
changes, improves, and adapts.
4 CONCLUSION
While digital design skills are critical for 21st
century architects, architectural education must also
recognize and deliver more than technical proficiency.
Working creatively and effectively with computers,
digital fabrication machines, and other devices
requires a new set of workflows and adaptations to
professional behaviors. Boyer’s report makes it clear
that one of the key values of an architectural education
is developing learning habits. A present gap in
Shelby Elizabeth Doyle | 303
student learning is that traditional learning habits
have not been updated in response to changes in
technology. (Boyer, 1996) Digital soft skills can
help to bridge this gap.
Soft skills can and should be taught in architectural
education. Soft skills support the goal of not
only working well with technology, but together
with other people in technologically-supported
ways. They help support students who may not have
had access to technology or formal training prior to
college. Knowledge, abilities, attitudes, and habits
not only shape one’s process, but one’s design goals
and outcomes, as well. Soft-skills impact design and
so they extend beyond pedagogical or semantic arguments.
They should be of interest to anyone who
values good design.
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Blackwell, A., 2002. "What is Programming?" 14th Workshop
of the Psychology of Programming Interest Group.
Bransford, John D., and Barry S. Stein, 1984. "The IDEAL
problem solver."
Dans, Enrique, 2014. “The Absurd and Unfounded Myth of the
Digital Native.” Jun 4, 2014 https://medium.com/enrique-
dans/the-absurd-and-unfounded-myth-of-the-digital-native-
45d1ff397785#.t959mvxza Accessed January 9, 2016
Klahr, D. and Nigam, M., 2004. “The equivalence of learning
paths in early science instruction effects of direct instruction
and discovery learning.” Psychological Science,
15(10), pp.661-667.
McCombs, Barbara L., 1986. "Alternative perspectives for motivation."
Developing engaged readers in school and home
communities,pp. 67-87.
Mistrell, J., 1989. “Teaching Science for Understanding”.
pp129-149 in Resnick, Lauren B., and Leopold E. Klopfer.
Toward the Thinking Curriculum: Current Cognitive Research.
1989 ASCD Yearbook. Association for Supervision
and Curriculum Development.
Nealy, C., 2005. Integrating soft skills through active learning
in the management classroom. Journal of College Teaching
& Learning (TLC), 2(4).
Pea, R.D., 1987. Logo programming and problem solving.
Perkins, D.N. and Salomon, G., 1989. Are cognitive skills context-bound?.
Educational researcher, 18(1), pp.16-25.
Prensky, Marc., 2001. “Digital Natives, Digital Immigrants.”
On the Horizon. MCB University Press, Vol. 9 No. 5.
Raths, J., 2002. Improving instruction. Theory into Practice,
41(4), pp.233-237.
Scardamalia, M., Bereiter, C. and Steinbach, R., 1984. “Teachability
of reflective processes in written composition.”
Cognitive Science, 8(2), pp.173-190.
Schoenfeld, A.H., 1985. Mathematical Problem Solving. Orlando,
FL: Academic press.
Shepard, L.A., 2000. The role of assessment in a learning culture.
Educational researcher, 29(7), pp.4-14.
Simon, H.A., 1978. Problem solving and education. Carnegie-
Mellon University, Department of Psychology.
Sheil, B.A., 1983. “Coping with complexity.” Office Technology
and People, 1(4), pp.295-320.
Weiss, R.E., 2003. “Designing problems to promote higher-order
thinking.” New Directions for Teaching and Learning,
2003 (95), pp.25-31.
White, B.Y. and Frederiksen, J.R., 1998. “Inquiry, modeling,
and metacognition: Making science accessible to all students.”
Cognition and instruction, 16(1), pp.3-118.
Vye, N.J., Schwartz, D.L., Bransford, J.D., Barron, B.J. and
Zech, L., 1998. “SMART environments that support monitoring,
reflection, and revision.” Metacognition in Educational
Theory and Practice, pp.305-347.
Soft Skills for Digital Designers
Shelby Doyle and Nick Senske, Iowa State University
Introduction
Computer-‐Aided Drafting and Design (CADD) technologies have
become commonplace in architectural practice as tools of
efficiency and production. For these very reasons the
introduction of CADD in early architectural curricula has been
fraught with anxieties along a continuum: from the undoing of
creativity through positivist and reductionist logic 1 to a firm belief
that these technologies will revolutionize the way architects
practice and think about design. 2 At the same time, there is a
presumption that students who have grown up with digital
technologies are “digital natives” who possess special aptitudes
or insights which are disruptive to learning computing. The
presence of these anxieties and biases often leads to gaps in
digital design instruction, as tools are misunderstood and
misappropriated by students and teachers alike.
The aim of this paper is to take control of the pedagogical agenda
for digital design in architectural education by debunking the
myth of the digital native and by defining a new set of soft skills
for computational design and digital representation. This paper is
a discussion of architecture, design, and education; not an
argument for software and computer use in design. Soft skills
provide a framework for learning and understanding digital skills
which in turn support the development of technical skills. These
base proficiencies in turn facilitate the development of
sophisticated digital architectural designs.
Soft Skills and Fostering Learning Habits
Computer use in digital design is often discussed and taught as a
series of technical or “hard (as in absolute)” skills. In contrast,
“soft” skills are related to emotional intelligence, attitudes, habits,
and interpersonal relationships. An example of a soft skill is
resourcefulness: being inclined and able to find alternate
solutions to a problem, rather than giving up or deferring
responsibility. In this manner, soft skills influence the ways that an
individual applies technical skills to achieve goals. Professions
such as business and information services have cited employees’
lack of soft skills as one of the biggest reasons why projects fail. 3
For students, developing soft skills is equally as important, if not
more important, than learning technical skills.
This paper proposes that a set of complementary “soft” skills is
missing from most discussions of digital pedagogy and that
teaching these skills can improve student outcomes and the
integration of digital technologies into architectural pedagogy.
Fig. 1 Knowing how to operate a smartphone does not necessarily make
one an effective computer user.
While soft skills have a role to play in professional education and
practice, they are not to be confused with professionalism. 4
Professionalism is a social construct about social behavior in a
professional setting. At their core, soft skills support and activate
learning. The influential Boyer report on architectural education
concluded that:
[A]rchitectural education is really about fostering the learning
habits needed for the discovery, integration, application, and
sharing of knowledge over a lifetime. 5
Soft skills are the learning habits Boyer references and as such
must be taught rather assumed to be pre-‐existing skills. This also
Shelby Elizabeth Doyle | 305
Doyle and Senske
Soft Skills for Digital Designers
extends to those soft skills which relate to digital design and
digital tools. 6 Architectural education must recognize that
university students are not comprehensively or consistently
trained in digital technologies when they arrive on campus. This
is exacerbated when less privileged students are potentially less
digitally skilled than students from economically privileged
backgrounds. By not addressing these inequalities institutions,
such as architecture schools, are perpetuating disparities
through education.
The Myth of the Digital Native
The common belief that students are self-‐regulating when it
comes to learning and using technology may come from the
notion of digital natives. The label “digital native” derives from a
series of articles written by the technologist Marc Prensky during
the early 2000s. Prensky describes the generation of young
people born since 1980 as “digital natives” due to what he
perceives as an innate confidence in using new technologies such
as the internet, videogames, mobile telephones and “all the
other toys and tools of the digital age.” 7 Enrique Dans counters
Prensky’s claims: “Simply being born into the internet age does
not endow one with special powers. Learning how to use
technology properly requires learning and training, regardless of
one’s age.” Dans goes on to expand upon the issues of assuming
students do not need to be taught to use technology thereby
becoming “digital orphans”, lacking in any model to copy or
experiences that might have generated criteria for
understanding. 8
For this reason, beyond basic fluency, architectural instructors
are uniquely positioned to model substantive content creation
and healthy critical thinking about these technologies. By
perpetuating the myth of the digital native architectural
education is missing the opportunity to establish strong digital
foundations from which future digital advancements will
emerge.
Traditional vs. Digital Soft Skills
The kind of soft skills described in this paper are not entirely the
same as soft skills introduced earlier. While traditional soft skills
such as conscientiousness and empathy are helpful for
architects, digital soft skills have a different purpose and apply
specifically to the tools and processes used in digital design.
Digital soft skills, such as asking clear questions, estimation, and
planning skills, enable effective collaboration with other people
while using digital tools and promote effective workflows for
collections of digital tools. Digital soft skills support students as
they are learning digital design and, later, help students apply
technical skills successfully and with sophistication.
Digital soft skills also differ from traditional soft skills because they
take into account the particular challenges of computing and
digital machinery. The special attributes of digital tools that make
them powerful, such as symbolic logic, abstraction, and
automation, can invite cognitive biases when designers operate
those tools simplistically, at face-‐value (i.e. using a computer like
a cell phone, a pencil, or a typewriter). Humans must adapt their
thinking, expectations, and habits, as their natural inclinations
can interfere with working effectively with digital tools. 9 Even
those who work with digital tools frequently need to learn digital
soft skills, as they may have developed bad habits and
misconceptions over time. Merely using digital tools is not
enough to cultivate mindfulness of the medium and one’s
responses to it.
To cite an example: digital tools are often “black boxes” with
complex layers of interrelated procedures that make it difficult
for users to be aware of what they are doing and how their
software operates. Users expect simple cause-‐and-‐effect
relationships between their operations and the results on a
screen, when the reality is that many “hidden” processes are at
work and can affect the outcome of an interaction. 10 This is also
one reason why computers are not always dependable and why
they tend to break down in obscure and obtuse ways. Working
responsibly with digital tools requires a certain level of comfort
and responsiveness with an opaque tool. Students who lack the
digital soft skills to understand and respond to this condition
often have a poor attitude when faced with computer problems
and may spend their time in unproductive ways trying to “hack”
solutions to technical problems. 11 This affects not only their final
designs, but their outlook on technology in general.
Digital soft skills are similar to traditional soft skills in the way they
affect how students apply technical skills. Unfortunately, very
little time, if any, is given in digital design curricula to the explicit
cultivation of soft skills.
Samples of Digital Soft Skills
The following list is a representative sample of digital soft skills
which could be taught in an architectural curriculum, organized
according to four primary headings.
1. Communications Skills
Communicating clearly with others is a critical set of soft skills for
digital designers. For instance, many students have never been
explicitly taught how to ask a question via email: to provide
necessary information and files upfront, anticipate follow-‐up
questions, and to communicate their expectations for resolution.
This is important not only professionally, but especially when
trying to learn or fix something like a new piece of software.
Fig. 2 Example of a downloaded Grasshopper definition. Working
digitally demands questions of authorship and intellectual property be
discussed with students.
• Collaboration -‐ The ability to work with others digitally,
particularly at a distance. One aspect of this is
organizing files and sharing them across a digital
platform.
• Authorship -‐ This is the ability to understand digital
intellectual property and to distinguish between
resourcefulness and plagiarism. This notion of
authorship becomes increasingly important when the
line between programmer and designer is blurred by
the use of digital tools. Of particular note is the
downloading of code or Grasshopper definitions
which are then deployed as design generators.
• Support -‐ Designers should be able to seek, locate, and
pursue support for software and technical issues,
many of which might exceed the abilities of the
instructor of the support offered by an academic
institution. These skills include asking fellow students,
contacting the software maker directly, and using the
Internet as a resource.
2. Adaptability
Adaptability is resiliency in response to imperfect tools and a field
constantly in change. Digital designers should work with the
understanding that failures are to be expected, while being
empowered to seek alternatives. They must also update their
skills and abilities often while remaining critical users of
technology.
• Autodidacticism – The ability and inclination to teach
oneself (quickly) is a valuable skill for designers. This
includes planning and scheduling regular time to learn
and a recognition of common concepts and methods
shared between tools, which can make learning more
efficient.
• Conversion – An effective strategy for error recovery is
knowing how to share data several between types of
files and programs. It is important to also note that
many computer programs are able to convert various
file formats and often have similar procedures.
Fig. 3 Example of a response to a large print which failed. Soft skills
encourage students to anticipate such failures and to develop
alternatives, such as printing on 8.5x11 paper, creating analog versions,
and using a projector.
3. Time Management
Digital design projects are often complex, involving many
different programs and machines, as well as human team
members. Some of these elements can be hands-‐off (such as
rendering) or very hands-‐on (supervising CNC fabrication). Part of
completing them successfully is knowing the workflows involved
and having a sense of their coordination and time requirements.
Shelby Elizabeth Doyle | 307
Doyle and Senske
Soft Skills for Digital Designers
Fig. 4 Example of a time management and workflow issue common in
digital production. It must be reiterated that the computer is not
automatic nor is digital production in and of itself ‘fast.’ A tedious laser
file will become a tedious model to assemble.
• Estimation -‐ Determine the full amount of time
needed to complete a task or processes (e.g. milling,
printing, rendering).
• Sourcing -‐ Identify the most effective tool and process
for the development of the idea and in relation to the
time available for production.
• Preparation -‐ Plan for contingencies and alternatives.
Assume some things will inevitably not go as expected
and know the options available.
• Scheduling -‐ Develop internal deadlines, realistic
calendars, and skills for planning and implementing a
multi-‐step process. For instance: development of a
digital file for fabrication, then fabrication, then post-production.
4. Digital hygiene
Digital hygiene refers to the good habits of caring for equipment,
computer hardware and software as well as preventing and
recovering from errors.
Fig. 5 Example of a back up protocol. Soft skills enable students to feel
confident that computers will fail and that they are empowered to seek
alternatives.
• Organization -‐ Maintain files in a structure which is
both navigable and searchable by users.
• Backups -‐ Create a backup routine that is an
embedded part of the digital process (cloud, physical
media, & storage). This also includes knowledge and
use of software auto-‐backup and recovery. Keep at
least one physical backup off-‐site.
• Clean-‐up – Regularly sort, store, and purge project files
to manage storage and make important files easier to
locate.
Teaching Soft Skills
Many of the examples listed under soft skills can be classified as
character or personality traits. Successful students may already
practice soft skills and therefore it is often assumed that these are
character traits rather than teachable attributes. One might
wonder, given the age of many college students, if such habits
can be changed. However, the very notion of “soft skills” implies
that these behaviors and habits can be taught to students. There
is evidence to support the idea that, with training, young adult
students can learn new traits and learning strategies. 12
Another common argument is that soft skills are best learned in
the workplace. While the workplace presents an authentic
context, it does not offer the same opportunities for focused
learning as design school. Moreover, one of the reasons for
learning soft skills is to make one more competitive in finding
employment. Students should have a sense of them before they
enter the market.
How can schools teach digital soft skills? Merely lecturing to
students about them is not an effective strategy. While lectures
can be helpful for delivering information or persuading an
audience, changing and developing habits requires more
engagement. The method of training varies depending upon the
attribute and the audience, however, generally-‐speaking, habits
of learning can be developed through a process of investment
and practice.
Supporting a new habit which a student does not create
themselves requires helping them understand its
meaningfulness. It can be easy to dismiss soft skills out of hand
because they might seem to be obvious or less interesting than
learning technical skills. For this reason, it is important for the
instructor to communicate why new strategies and habits are
helpful. 13 Investment begins by identifying the soft skills in
question and explaining to students the value of the skills within
design and production workflows. To be most effective, those
values should be immediate and goal-‐oriented. Although it is true
that developing soft skills can help a student get a job in the
future, explaining to a student (for example) how organizing their
files saves them time and reduces errors on their current project
is less abstract and applies to their current situation. Helping
students understand the gaps in their present abilities and how
learning soft skills can help close those gaps is the first step
toward effective habituation.
To be most effective, teaching soft skills should be integrated
with hard skills teaching and preferably in the context of a
project. 14 It is not necessary to revamp an entire course around
soft skills. An instructor can introduce them where they naturally
occur within design and production processes. For example,
using an error that students commonly encounter to introduce
search, problem-‐solving, and communications skills. Relevant
material like this helps focus student attention while a legitimate
context helps them retain and access what they have learned
later.
Demonstrations can be more effective when they are supported
by teaching materials that help organize knowledge for
students. 15 A simple check-‐list, for example, can help students
remember how to organize a digital group project. Once
students have mastered the soft skills involved, the student will
not need the scaffolding provided by the list. However, if the
student makes a mistake or needs to refresh their learning later,
the list provides a useful reference and a prompt for activating
digital soft skills. Externalizing implicit practices and helping
students focus on relevant information and methods improves
the effectiveness of soft skills teaching.
Delivering soft skills in class benefits from a coaching approach.
Because the goal is to change student attitudes over time, rather
than delivering information or procedures, a “one and done”
demonstration is not an appropriate teaching style. 16, 17 With
coaching, the instructor discusses the advantages of a skill
(creating investment), then models the behavior while explaining
to the student what they are doing and why. This last step is
important because students need to understand when to apply
a skill as much as they need to know the technical operations
involved. 18, 19 Next, students demonstrate the skill and receive
feedback from the instructor on their performance. This is
followed by more practice and feedback over time and in concert
with other skills to approximate holistic design activities. The goal
of coaching is to cultivate not just practice but deliberate practice
over time – making the student aware of their own actions and
motivating retention and refinement. 20 This creates deep and
lasting learning.
Adopting a coaching style of instruction requires a change in how
students are graded and given other feedback. Most assessment
in studios and seminars is summative, meaning it measures the
final outcome of a students’ work. This is suboptimal for shaping
behaviors, as it does not measure the process sufficiently and is
often too late to influence a student’s soft skills. Formative
assessment techniques, which encourage personal reflection,
timely feedback, and student response are useful support for the
“coaching”. 21 To supplement these techniques, instructors
should not only observe student behaviors but review digital files,
as well. Many courses emphasize the final artifact and never look
at the files involved. Reviewing files is critical so the instructor can
observe attributes such as organization, efficiency, and other
procedural nuances.
Lastly, in order to properly cultivate habits, soft skills should be
reinforced in the studio and lab even when they are not being
formally taught. Instructors should be mindful and consistent in
their own habits, demonstrating modeled behaviors in their
personal actions. For example, an instructor’s demonstration
files should be well-‐organized to set a good example for the
students. Student interactions should also emphasize consistent
behavior. If a student asks for help with a tool, for instance, the
instructor should evaluate how the student asks questions and
replay the scenario with them while making explicit the strategies
involved. Learning should be embedded in the classroom
experience. It must be a continuous practice, not merely an
exercise.
Conclusion
While digital design skills are critical for 21 st century designers,
architectural education must also recognize and deliver more
than technical proficiency. Working creatively and effectively
with computers, digital fabrication machines, and other devices
requires a new set of workflows and adaptations to professional
behaviors. Soft skills support the goal of not only working well
with technology, but together with other people in
technologically-‐supported ways. Attitudes, habits, and
workflows not only shape one’s process, but one’s goals and
outcomes, as well. Soft skills impact design and so they should be
of interest to anyone who values good design.
Incorporating soft skills into existing digital instruction may
require more work from both the instructor and the students,
but the benefits are lasting. Becoming more aware of one’s
Shelby Elizabeth Doyle | 309
Doyle and Senske
process and developing good digital habits pays off, no matter
what software or tools one encounters. Ultimately, teaching soft
skills is about making students more independent and self-directed
learners. With the rapid pace of technological change,
students need to be comfortable with and capable of learning,
relearning, and integrating new programs and tools throughout
their career. For these reasons, soft skills can and should be
taught in foundation design.
Notes
1
Pullasmaa, Juhani. The Eyes of the Skin: Architecture and the Senses.
John Wiley & Sons, Inc., 1996.
2
Kieran, Stephen and James Timberlake. Refabricating Architecture:
How Manufacturing Methodologies Are Poised to Transform Building
Construction. McGraw-‐Hill Education, 2003.
3
Bancino, Randy, and Claire Zevalkink. "Soft Skills: The New Curriculum
for Hard-‐Core Technical Professionals." Techniques: Connecting
Education and Careers (J1) 82.5 (2007): 20-‐22.
4
Professionalism accounts for the skills, good judgment, and polished
behavior crucial to professional success. These traits include: consistent
academic preparation, actively engaging in discussions, meeting
deadlines, collaborating courteously with classmates, giving and
receiving respectful academic criticism, incorporating design feedback,
managing time effectively, respecting the course space and building,
and communicating in a polite and considered manner.
5
Boyer, Ernest L. and Lee D. Mitgang. Building Community: A New
Future for Architecture Education and Practice: A Special Report.
Jossey-‐Bass Inc., 1996. (Preface xvi)
6
Hereafter, digital tools refers to software programs, computing
devices such as laptops, tablets, etc., fabrication systems (laser cutters,
3d printers, CNC machines, etc.), robots, embedded systems, and
anything else that involves computers.
7
Prensky, Marc. “Digital Natives, Digital Immigrants.” On the Horizon.
MCB University Press, Vol. 9 No. 5, October 2001.
8
Enrique Dans, “The Absurd And Unfounded Myth Of The Digital
Native.” Jun 4, 2014 https://medium.com/enrique-‐dans/the-‐absurd-and-‐unfounded-‐myth-‐of-‐the-‐digital-‐native-‐45d1ff397785#.t959mvxza
Accessed January 9, 2016
9
Sheil, Beau A. "Coping with complexity." Office Technology and People
1.4 (1983): 295-‐320.
10
Blackwell, A. "What is programming?" 14th workshop of the
Psychology of Programming Interest Group. 2002.
11
Pea, Roy D. "Logo programming and problem solving." (1987).
12
Perkins, David N., and Gavriel Salomon. "Are cognitive skills context-‐
bound?." Educational Researcher 18.1 (1989): 16-‐25.
13
McCombs, Barbara L. "Alternative perspectives for motivation."
Developing engaged readers in school and home communities (1996):
67-‐87.
14
White, B. Y., and J. Frederickson. “Inquiry, modeling, and
metacognition: Making science accessible to all students." Cognition
and Instruction 6: l. 1998.
15
Bransford, John D., Ann L. Brown, and Rodney R. Cocking. How people
learn: Brain, mind, experience, and school. National Academy Press,
1999.
16
Mistrell, J. Teaching Science for Understanding. pp129-‐149 in
Resnick, Lauren B., and Leopold E. Klopfer. Toward the Thinking
Curriculum: Current Cognitive Research. 1989 ASCD Yearbook.
Association for Supervision and Curriculum Development, 1989.
17
Bransford, John D., and Barry S. Stein. "The IDEAL problem
solver."1984.
18
Scardamalia, Marlene, C. Bereiter, and R. Steinbach. "Teachability of
reflective processes in written composition." Cognitive Science 8.2
(1984): 173-‐190.
19
Simon, Herbert Alexander. Problem solving and education. Carnegie-‐
Mellon University, Department of Psychology, 1978.
20
Ericsson, K. Anders, Ralf T. Krampe, and Clemens Tesch-‐Römer. "The
role of deliberate practice in the acquisition of expert performance."
Psychological review 100.3 (1993): 363.
21
Vye, Nacy J., et al. Cognition and Technology Group at Vanderbilt.
“SMART environments that support monitoring, reflection, and
revision." Metacognition in educational theory and practice: 305-‐346.
1998.
Fig. 1 Bloom’s taxonomy was first introduced in 1956 and since then has seen widespread use in instructional design. A
revised version was issued in 2001, which changed the levels from nouns into active verbs, added the knowledge dimension,
and placed creation (synthesis) at the top of the hierarchy of cognitive process ( Krathwohl , 2002). More recently,
Churches created a “digital” version of Bloom’s taxonomy that updates many its application to computing activities
(2004).
The real issue is not that learning objectives do not exist for digital design courses, but rather that they are not
often used correctly, in response to the findings of educational research. First, many stated learning objectives do
not take into account the learning process for developing complex skills and thinking. As mentioned earlier,
traditional digital design pedagogy tends to emphasize learning through design tasks. The tacit learning objective
of most activities, ostensibly, is to design something via digital methods. However, this does not acknowledge the
steps involved to prepare students for design, such as learning about the tools, practicing methods, comparing
and selecting methods, etc. These skills and knowledge are implied by the goal of designing, but by not stating this
explicitly, the instructor might neglect teaching and assessing the constituent skills and knowledge that students
need, but might not manage to learn on their own.
When developing learning objectives, it is important for digital design instructors to acknowledge how
learning occurs as a developmental process. Creativity and autonomy, abilities exercised in design work, are
higher order thinking skills. Higher order thinking is dependent upon requisite technical skills and other cognitive
resources (Weiss, 2003). As such, these activities may not be beneficial learning experiences for beginner and
intermediate students. Research shows the importance of matching learning objectives to student level (Klahr
and Nigram, 2004). Novices benefit from direct guidance in basic skills and knowledge, while objectives for
advanced students should emphasize synthesis and independence.
Second, many learning objectives for digital design instruction conflate activities and goals with learning
outcomes. A goal is a statement of the overall intended outcome of a learning activity or course. Learning
objectives are specific achievements which contribute to the goal (Ferguson, 1998). For example, a course
description that says “students will be exposed to digital fabrication technologies” has presented a goal, but not
stated a specific, measurable outcome. Likewise, a statement such as “students will fabricate a small-scale
physical model” describes an activity, but does not provide enough information to discern what students are
supposed to learn from the activity. A learning objective that addresses these issues would be: “students will use
GIS data to generate a small-scale physical model using appropriate digital fabrication techniques.” This objective
presents a condition (GIS data), an outcome (the model), and assessment criteria (are the techniques
appropriate? / is the model is correct?). Understanding the learning objective helps define the cognitive skill level
of the activity and the appropriate assessment. For instance, if the objective was to learn about computing
concepts, issuing a quiz with questions about procedures would not be a helpful measurement. To facilitate
effective instruction, goals, activities, and learning objectives must be aligned with one another.
Last, many learning objectives as presented do not support a means of formative assessment. Most courses
only assign grades for projects, which are typically creative or design work. Again, these are higher order thinking
skills and may not be appropriate to assess from novices. Grading project submissions does not give the instructor
or the student much opportunity to remediate skills or knowledge that were misunderstood or not acquired.
Moreover, feedback on a design artifact may not help instructors and students achieve the goal of deep
understanding because it makes conceptual and procedural knowledge indistinguishable from the outcome.
Studies have shown that ability to perform procedural tasks does not mean students are able to explain what
they are doing or why. (Schoenfeld, 1985) This is not to say that instructors should never grade projects. This is
appropriate when the intent is to assess creative work and problem solving, particularly from an advanced class.
Learning objectives should measure the correct student outcomes for the level of the student and in a manner
that allows students to respond with changes in their performance.
Shelby Elizabeth Doyle | 311
Soft Skills and Fostering Learning Habits
The development of rigorous learning objectives is the first part of creating a learning environment for digital
design. The second proposal of this paper is to cultivate a set of complementary “soft” skills which are currently
missing in most digital design instruction. Computer use in architecture is often discussed and taught as a series of
technical or “hard (as in absolute)” skills. In contrast, “soft” skills are related to emotional intelligence, attitudes,
habits, and interpersonal relationships. An example of a soft skill is resourcefulness: being inclined and able to find
alternate solutions to a problem, rather than giving up or deferring responsibility. In this manner, soft skills
influence the ways that an individual applies technical skills to achieve goals, such as a design. Learning soft skills
has been related to improved employment outlook and better job performance. (Andrews and Higson, 2008;
Nealy, 2005) Professions such as business and information services have cited employees’ lack of soft skills as one
of the primary reasons why projects fail. (Bancino and Zevalkink, 2007) Thus, for students, developing soft skills is
equally as important, if not more important, than learning technical skills. This is because soft skills can be
reapplied to changing technology, whereas hard skills may fall away as technology changes
Fig. 2 Knowing how to operate a smartphone does not
necessarily make one an effective computer user.
symbolic logic, abstraction, and automation, can invite cognitive biases when designers operate those tools
simplistically, at face-value (i.e. using a computer like a cell phone, a pencil, or a typewriter). Humans must adapt
their thinking, expectations, and habits, as their natural inclinations can interfere with working effectively with
digital tools. (Sheil, 1983) Even those who work with digital tools frequently need to learn digital soft skills, as they
may have developed bad habits and misconceptions over time. Merely using digital tools is not enough to
cultivate mindfulness of the medium and one’s responses to it.
To cite an example: digital tools are often “black boxes” with complex layers of interrelated procedures that
make it difficult for users to be aware of what they are doing and how their software operates. Users expect
simple cause-and-effect relationships between their operations and the results on a screen, when the reality is
that many “hidden” processes are at work and can affect the outcome of an interaction. (Blackwell, 2002) This is
also one reason why computers are not always dependable and why they tend to break down in obscure and
obtuse ways. Working responsibly with digital tools requires a certain level of comfort and responsiveness with an
opaque tool. Students who lack the digital soft skills to understand and respond to this condition often have a
poor attitude when faced with computer problems and may spend their time in unproductive ways trying to
“hack” solutions to technical problems. (Pea, 1987) This affects not only the quality of their final designs, but their
outlook on technology in general. Digital soft skills are similar to traditional soft skills in the way they affect how
students apply technical skills. They are the bridge across the gap that often exists between design skills and
technical (hard) skills like digital methodologies. Unfortunately, very little time, if any, is given in architectural
curricula to the explicit cultivation of digital soft skills.
Fig. 3 The top diagram demonstrates a curriculum
where design (architecture) and hard skills
(technology) are typically taught in parallel.
The influential Boyer report on architectural education concluded that: “[A]rchitectural education is really
about fostering the learning habits needed for the discovery, integration, application, and sharing of knowledge
over a lifetime.”(Boyer, 1996) Soft skills are the learning habits Boyer references and as such must be taught
rather assumed to be pre-existing skills. This also extends to those soft skills which relate to digital design in
architecture. Hereafter, ‘digital tools’ refers to software programs, computing devices such as laptops, tablets,
etc., fabrication systems (laser cutters, 3d printers, CNC machines, etc.), robots, embedded systems, and anything
else that involves computers.
Architectural education must recognize that university students are not comprehensively or consistently
trained in digital technologies when they arrive on campus. This is exacerbated when less privileged students are
potentially less digitally skilled than students from economically privileged backgrounds. By not addressing these
inequalities institutions, such as architecture schools, are perpetuating disparities through education.
Traditional vs. Digital Soft Skills
The type of soft skills described in this paper are not entirely the same as soft skills introduced in the previous
section. While traditional soft skills such as conscientiousness and empathy are helpful for architects, digital soft
skills have a different purpose and apply specifically to the tools and processes used in digital design. Digital soft
skills, such as asking clear questions, estimation, and planning skills, enable effective collaboration with other
people while using digital tools and promoting effective workflows for collections of digital tools. Digital soft skills
support students as they are learning digital design and, later, help students apply technical skills successfully and
with sophistication and to adapt to a rapidly changing technologic landscape.
Digital soft skills also differ from traditional soft skills because they take into account the particular challenges
of computing and digital machinery. The special attributes of digital tools that make them powerful, such as
The bottom diagram demonstrates that soft
skills (learning habits) create the bridge between
design (architecture) and hard skills
(technology). Over time these skills become mutually
supportive.
Samples of Digital Soft Skills
The following list is a representative sample of digital soft skills which could be taught in an architectural
curriculum, organized according to four primary headings.
Communications Skills
Communicating clearly with others is a critical set of soft skills for architects, particularly when using digital
tools. For instance, many students have never been explicitly taught how to ask a question via email: to provide
necessary information and files upfront, anticipate follow-up questions, and to communicate their expectations
for resolution. This is important not only professionally, but especially when trying to learn or fix something like a
new piece of software.
Shelby Elizabeth Doyle | 313
Fig. 4 Example of a downloaded Grasshopper definition.
Working digitally demands questions of authorship and
intellectual property be discussed with students.
Fig. 5 Example of a response to a large print which
failed. Soft skills encourage students to anticipate such
failures and to develop alternatives, such as printing on
smaller paper, creating analog versions, and using a
projector.
Collaboration - The ability to work with others digitally, particularly at a distance. One aspect of this is
organizing files and sharing them across computing platforms and software versions.
Authorship - This is the ability to understand digital intellectual property and to distinguish between
resourcefulness and plagiarism. This notion of authorship becomes increasingly important when the line between
programmer and designer is blurred by the use of digital tools. Of particular note is the downloading of code or
Grasshopper definitions which are then deployed as design generators.
Support - Architects should be able to seek, locate, and pursue support for software and technical issues,
many of which might exceed the abilities of the instructor or the support offered by an academic institution.
These skills include asking fellow students, contacting the software maker directly, and using the Internet as a
resource.
Adaptability
Adaptability is resiliency in response to imperfect tools and a field constantly in change. Digital designers
should work with the understanding that failures are to be expected, while being empowered to seek
alternatives. They must also update their skills and abilities often while remaining critical users of technology.
Time Management
Digital design projects in architecture are often complex, involving many different programs and machines, as
well as human team members. Some of these elements can be hands-off (such as rendering) or very hands-on
(supervising CNC fabrication). Part of completing them successfully is knowing the workflows involved and having
a sense of their coordination and time requirements.
Fig. 6 Example of a time management and workflow issue
common in digital production. It must be reiterated
that the computer is not automatic nor is digital production
in and of itself ‘fast.’ A tedious laser file will become
a tedious model to assemble.
Autodidacticism – The ability and inclination to teach oneself (quickly) is a valuable skill for designers. This
includes planning and scheduling regular time to learn and a recognition of common concepts and methods
shared between tools, which can make learning more efficient.
Conversion – An effective strategy for error recovery is knowing how to share data several between types of files
and programs. It is important to also note that many computer programs are able to convert various file formats
and often have similar procedures.
Estimation - There is a common misconception that technology makes design faster and easier. It takes
experience and skill to determine the full amount of time needed to complete a digital task or processes (e.g.
milling, printing, rendering).
Sourcing - The ability to identify the most effective tool and process for the development of the idea and in
relation to the time available for production. This requires understanding the different elements of digital
production such as the difference between a raster and a vector.
Preparation - Plan for contingencies and alternatives. Assume some things will inevitably not go as expected and
know the options available.
Scheduling - Develop internal deadlines, realistic calendars, and skills for planning and implementing a multi-step
process. For instance: development of a digital file for fabrication, then fabrication, then post-production.
Digital hygiene
Shelby Elizabeth Doyle | 315
Digital hygiene refers to the good habits of caring for equipment, computer hardware and software as well as
preventing and recovering from errors.
Fig. 7 Example of a back up protocol. Soft skills enable
students to feel confident that computers will fail and
that they are empowered to seek alternatives.
Organization - Maintain files in a structure which is both navigable and searchable by users.
Backups - Create a backup routine that is an embedded part of the digital process (cloud, physical media, &
storage). This also includes knowledge and use of software auto-backup and recovery. Keep at least one physical
backup off-site.
Clean-up – Regularly sort, store, and purge project files to manage storage and make important files easier to
locate.
Teaching Digital Soft Skills
Many of the examples listed under soft skills can be classified as character or personality traits. Successful
students may already practice soft skills and therefore it is often assumed that these are character traits rather
than teachable attributes. One might wonder, given the age of many college students, if such habits can be
changed. However, the very notion of “soft skills” implies that these behaviors and habits can be taught to
students. There is evidence to support the idea that, with training, young adult students can learn new traits and
learning strategies. (Perkins, 1989)
Another common argument is that soft skills are best learned in the workplace. While the workplace presents
an authentic context, it does not offer the same opportunities for focused learning as design school. Moreover,
one of the reasons for learning soft skills is to make one more competitive in finding employment. Students
should have a sense of how these skills translate into practice before they enter the market.
How can schools teach digital soft skills? Merely lecturing to students about them is not an effective strategy.
While lectures can be helpful for delivering information or persuading an audience, changing and developing
habits requires more engagement. The method of training varies depending upon the attribute and the audience,
however, generally-speaking, habits of learning can be developed through a process of investment and practice.
Supporting a new habit which a student does not create themselves requires helping them understand its
meaningfulness. It can be easy to dismiss soft skills out of hand because they might seem to be obvious or less
interesting than learning technical skills. For this reason, it is important for the instructor to communicate why
new strategies and habits are helpful. (McCombs, 1996) Investment begins by identifying the soft skills in
question and explaining to students the value of the skills within design and production workflows. To be most
effective, those values should be immediate and goal-oriented. Although it is true that developing soft skills can
help a student get a job in the future, explaining to a student (for example) how organizing their files saves them
time and reduces errors on their current project is less abstract and applies to their current situation. Helping
students understand the gaps in their present abilities and how learning soft skills can help close those gaps is the
first step toward effective habituation.
To be most effective, teaching soft skills should be integrated with hard skills teaching and preferably in the
context of a project. (White and Frederickson, 1998) It is not necessary to revamp an entire course around soft
skills. An instructor can introduce them where they naturally occur within design and production processes. For
example, using an error that students commonly encounter to introduce search, problem-solving, and
communications skills. Relevant material like this helps focus student attention while a legitimate context helps
them retain and access what they have learned later.
Demonstrations can be more effective when they are supported by teaching materials that help organize
knowledge for students. (Bransford, Brown, and Cocking, 1999) A simple check-list, for example, can help
students remember how to organize a digital group project. Once students have mastered the soft skills involved,
the student will not need the scaffolding provided by the list. However, if the student makes a mistake or needs to
refresh their learning later, the list provides a useful reference and a prompt for activating digital soft skills.
Externalizing implicit practices and helping students focus on relevant information and methods improves the
effectiveness of soft skills teaching.
Delivering soft skills in class benefits from a coaching approach. Because the goal is to change student
attitudes over time, rather than delivering information or procedures, a “one and done” demonstration is not an
appropriate teaching style. (Mistrell, 1989) (Bransford and Stein, 1984) With coaching, the instructor discusses the
advantages of a skill (creating investment), then models the behavior while explaining to the student what they
are doing and why. This last step is important because students need to understand when to apply a skill as much
as they need to know the technical operations involved. (Scardamalia, Bereiter, and Steinbach,1984) (Simon,
1978)
Next, students demonstrate the skill and receive feedback from the instructor on their performance. This is
followed by more practice and feedback over time and in concert with other skills to approximate holistic design
activities. The goal of coaching is to cultivate not just practice but deliberate practice over time – making the
student aware of their own actions and motivating retention and refinement. (Ericsson, Krampe, and
Clemens,1993). This creates deep and lasting learning.
Adopting a coaching style of instruction requires a change in how students are graded and given other
feedback. Most assessment in studios and seminars is summative, meaning it measures the final outcome of a
students’ work. This is suboptimal for shaping behaviors, as it does not measure the process sufficiently and is
often too late to influence a student’s soft skills. Formative assessment techniques, which encourage personal
reflection, timely feedback, and student response are useful support for the “coaching”. (Vye et al., 1998) To
supplement these techniques, instructors should not only observe student behaviors but review digital files, as
well. Many courses emphasize the final artifact and never look at the files involved. Reviewing files is critical so the
instructor can observe attributes such as organization, efficiency, and other procedural nuances.
Lastly, in order to properly cultivate habits, soft skills should be reinforced in the studio and lab even when
they are not being formally taught. Instructors should be mindful and consistent in their own habits,
demonstrating modeled behaviors in their personal actions. For example, an instructor’s demonstration files
should be well-organized to set a good example for the students. Student interactions should also emphasize
consistent behavior. If a student asks for help with a tool, for instance, the instructor should evaluate how the
student asks questions and replay the scenario with them while making explicit the strategies involved. Learning
should be embedded in the classroom experience. It must be a continuous practice, not merely an exercise.
Discussion
The challenge of making claims about design pedagogy interventions, like soft skills, is proving their
effectiveness. In educational research the difficulties of empirical measurement in traditional subjects like math
and reading are well-known (Black and Wiliam, 1998; Shepard, 2000) but the challenges of demonstrating the
Shelby Elizabeth Doyle | 317
impact of an intervention upon design outcomes – which are not easily measured or quantified – make this task
even more burdensome and its conclusions unreliable. As such, there is no accepted model for proving the
effectiveness of design pedagogy. What is more important and perhaps easier to ‘prove’ is that well-articulated
digital soft skills create a framework and a platform where technology can be used expansively and in unique
ways rather than reductively and repetitively. The value of digital soft skills is to suggest a replicable model which
remains relevant and useful for students as technology changes, improves, and adapts.
With regards to learning objectives, their value is not what they add to a syllabus, but rather how they prompt
a larger conversation about educational and professional values and standards. Creating learning objectives for
digital design in architecture exposes many implicit assumptions about what faculty believe about learning and
the role of computing in the studio. At the same time, discussing learning objectives is a provocation towards
architecture schools to consider digital design as more than merely learning to operate tools and software
(activities which are not themselves valid learning objectives) and to instead connect these practices to design
thinking and the development of architectural designs.
Bloom’s taxonomy assists in framing a more constructive discussion about learning to design digitally by
offering a structure of cognitive accomplishments for students. This helps re-align architectural educators away
from frameworks derived from folk pedagogy and towards established theories and research into educational
psychology and learning cognition. Instead of teaching and learning digital skills and knowledge through a
hierarchy of the tool’s features or increasing complexity, Bloom’s taxonomy foregrounds processes of
remembering, thinking, and judgment. These objectives are more closely aligned with deeper understanding and
integrative mastery. This type of learning is precisely the antidote to the kind of superficial engagement one often
finds in architecture schools that prompts negativity towards the use of computing in design.
The purpose of reflecting upon learning objectives for digital design in architecture is not to produce a
definitive list of what students ought to learn. Learning objectives are written for specific curricula, student needs,
and faculty interests. They are useful because they provide a clear definition of expected outcomes and which
becomes a point of dialogue. In order to evaluate something, it first must be named. Through evaluation and
discussion, a discipline develops. When Bloom created the learning taxonomy, this was the goal. Not to explain or
lay claim to how students must learn, but to provide a shared structure so educators could compare their
approaches. In a similar manner, creating and sharing learning objectives for digital design instruction can
produce a more organized dialogue about how to align the use of digital tools with the core values of architectural
education and the development of the discipline itself. The development of a more coherent set of evaluation
criteria in digital education will increase the rigor of conversations about the future of digital design in
architecture. Learning objectives are not only for evaluating one’s students or teaching. They help departments
and educators understand whether they are teaching the right things. The question should always be: “how does
this improve design?”
Conclusion
While digital design skills are critical for 21 st century designers, architectural education must also recognize and
deliver more than technical proficiency. Working creatively and effectively with computers, digital fabrication
machines, and other devices requires a new set of workflows and adaptations to academic and professional
behaviors. Boyer’s report makes it clear that one of the key values of an architectural education is developing
learning habits. A present gap in student learning is that traditional learning habits have not been updated in
response to changes in technology. (Boyer, 1996) Learning objectives and soft skills for digital design can help to
bridge these gaps.
Incorporating learning objectives and soft skills into existing digital instruction may require more work from
both the instructor and the students, but the benefits are lasting. Becoming more aware of one’s process and
developing good digital habits pays off, no matter what software or tools one encounters. Ultimately, teaching
learning objectives and soft-skills is about making students more independent and self-directed learners. With the
rapid pace of technological change, students need to be comfortable with and capable of learning, relearning,
and integrating new programs and tools throughout their career. For these reasons, learning objectives and soft
skills can and should be implemented throughout digital design education.
Learning objects and soft skills support the goal of not only working well with technology, but together with
other people in technologically-supported ways. Knowledge, abilities, attitudes, and habits not only shape one’s
process, but one’s design goals and outcomes, as well. Soft-skills and learning objectives impact design and so
they extend beyond pedagogical or semantic arguments. They should be of interest to anyone who values how
technology supports good design.
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Shelby Elizabeth Doyle AIA NCARB LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Events
Back to Table
of Contents
BTES Conference 2017 | 1
BUILDING TECHNOLOGY EDUCATORS’ CONFERENCE
Summer 2017 co-hosted with Tom Leslie and Rob Whitehead
POETICS AND PRAGMATISM
Call for Papers
“Talk is cheap and easy; making dreams real takes hard, humble
work. Dreams in the Midwest are acceptable, just keep them to
yourself. Maybe tell your family, but don’t just talk—do something
about it.”
Peter Jenkins, Looking for Alaska
Poetics and Pragmatism Proceedings
Papers Presented at BTES 2017
co-editors
Shelby Doyle, Thomas Leslie, Rob Whitehead
Iowa State University
Building Technology Educators’ Society
2017 Conference Des Moines, IA 8-10 June 2017
btes2017.wordpress.com
The building technology educators’ society serves the community
of academics and professionals who are involved most directly
with the construction and structure of the built environment.
The mission of BTES is to promote and publish the best
pedagogic practices, relevant research, scholarship, and other
creative activity to facilitate student learning, advance innovation,
and enhance the status of building technology disciplines in the
profession at large. BTES:
__Shares the best architectural technology teaching practices
__Hosts critical discourse in focused research areas
__Enhances the mentoring process among faculty, students,
and practitioners
__Hosts discussions among building technology researchers
and professionals
__Facilitates connections and between researchers,
professionals, industry, and associated regulatory agenciese
Iowa opened to European-American settlers in 1834, and ever
since it has been a place where Americans have held a tenuous
grip on the land and against a climate that resists occupation.
Its soil produces grain for the entire continent; its legendary work
ethic has fueled generations of farmers but also writers, poets,
musicians, and astronomers. It is a place that takes the real
world seriously, but that has also raised the products of such
engagement to poetic levels; the novels of Marilynne Robinson,
the music of Greg Brown, and the paintings of Grant Wood
all speak to this possibility among the sublime landscapes of
our state. But it is also a place of technological engagement
and advancement: Iowa State can make a legitimate claim to
be the birthplace of digital computing, a legacy reflected in its
investment in fabrication and analysis initiatives today.
BTES’ first meeting in the Midwest offers an opportunity to ask
how building can address both practical and poetic desires. The
‘hard, humble work’ of constructing in an indifferent environment
can balance our needs with what that environment has to offer
while touching our deeper sensibilities. Indeed, cognitive science
has produced evidence suggesting that beauty, in the words
of Denis Dutton, is “nature’s way of acting at a distance,” an
instinctive preference for objects, landscapes, and sustenance
that can leverage our relations with the world.
How do the pragmatics and the poetics of building coincide?
How do they resist, challenge, or provoke one another? How do
buildings and the ways in which we build bridge realms of material
performance and aesthetics? And how does a new generation of
tools collide with, enhance, or critique these traditions? We seek
papers on a broad range of topics that address how and why
we build, that examine technology and techne in the contexts of
function, beauty, and poetics, and that reveal these links both
in contemporary practice and throughout history. Papers that
address Midwestern traditions are particularly welcome, but we
seek a broad mix of geographical, conceptual, and disciplinary
approaches.
Shelby Elizabeth Doyle | 325
MILLER FACULTY FELLOWSHIP
Shelby Doyle and Nick Senske
Office of the Senior Vice
President and Provost
1550 Beardshear Hall
Ames, IA 50011-2021
Phone 515 294-0070
FAX 515 294-8844
Interoffice Communication
Date: February 17, 2016
To:
From:
Nick Senske, Architecture
Shelby Doyle, Architecture
Jonathan Wickert
Senior Vice President and Provost
Computational Foundations Colloquium Schedule
Subject:
Miller Faculty Fellowship Award
Congratulations! I am delighted to inform you that your Miller Faculty Fellowship proposal
“Computational design and digital fabrication technology integration” has been funded in the
amount of $12,380 beginning July 1, 2016.
You will soon receive accounting information from my colleague Connie Bates. A final report
will be due to the Center for Excellence in Learning and Teaching within 30 days of the project’s
completion, or by July 31, 2017, whichever is sooner. In addition, Miller Faculty Fellows are
invited to give remarks on their projects at the Miller Faculty Fellowship luncheon. I look
forward to seeing the impact on undergraduate education that you will make as your project
progresses.
This year’s proposals were excellent and imaginative, making the task of reviewing and selecting
awardees enjoyable but challenging. The CELT Advisory Board, which includes faculty
representatives from each college, evaluated the proposals and prepared the ranking from which I
have chosen a final group of awardees. The Board applied the criteria listed in the Guidelines for
Preparation of Proposals and as outlined in the program’s scoring rubric.
Again, congratulations on being selected as a Miller Faculty Fellow, and thank you for your
creativity in making Iowa State be even more student-focused.
JW/jj
cc:
Steven Leath, President
Luis Rico-Gutierrez, Dean
Deborah Hauptmann, Chair
Connie Bates, Office of the SVPP
Sara Marcketti, CELT Associate Director
You’re invited to join us: April 17-18, 2017
Department of Architecture
Computational Foundations
Colloquium
Hosted by Shelby Doyle and Nick Senske, ISU Department of Architecture.
Made possible by the ISU Miller Faculty Fellowship
Jeana Ripple
University of Virginia
Carl Lostritto
Rhode Island School of Design
Chris Beorkrem
University of North Carolina at Charlotte
Monday, April 17, 2017
10.00-12.00 Doyle + Senske Introduction
Miller Goals + ARCH 202 and 230
ISU Computation + Construction Lab
12.00-1.00 Lunch + Continued Discussion
01.00-6.00 Walk through of ARCH 202 Work
06.00-9.00 Dinner with ARCH 202 Faculty
Department of Architecture Faculty Invited
Tuesday, April 18, 2017
10.00-01.00 Invited Presentations + Discussion
01.00-02.00 Lunch + Continued Discussion
02.00-04.00 Open Discussion
10.00 Jeana Ripple, University of Virginia
Jeana Ripple is an Assistant Professor at the University
of Virginia School of Architecture. Her background as a
professional hacker and computer science engineer informs
a rigorous attention to detail, complex systems, and a
willingness to take risks in her approach to design.
11.00 Carl Lostritto , Rhode Island School of Design
Carl Lostritto conducts research and teaches in the area
of computational design, with an emphasis on drawing
and media within the discipline of architecture. He
also co-founded and operates the RISD Code Studio,
an interdisciplinary group of RISD/Brown faculty and
students devoted to the critical, conceptual and technical
opportunities surrounding the craft of computing.
12.00 Chris Beorkrem, U of N Carolina at Charlotte
Chris Beorkrem is an Associate Professor in the School of
Architecture at the University of North Carolina, Charlotte.
He currently serves as coordinator for the Design +
Computation Dual Degree and works in the Digital Arts
Center in the College of Arts + Architecture.
Shelby Elizabeth Doyle | 327
ISU Architecture Welcomes >
Adaptive Facades Symposium
Scheman Center | 1st Floor Northwest | Thursday | April 19. 2018
ISU Architecture Welcomes >
Adaptive Facades Symposium
Scheman Center | 1st Floor Northwest | Thursday | April 19. 2018
9.00 AM Registration OPENS
9.45 AM Deborah HAUPTMANN
Chair and Professor of Architecture
Welcome
10.00 AM Ulrich KNAACK
Professor and Chair, TU Delft & TU Darmstadt
Facade Roadmap
11.00 AM Doris SUNG
Associate Professor, University of Southern California
Founding Principal, DOSU Studio Architecture
Taming Smart Materials to Behave
12.00 PM Shrikar BHAVE
Design Lead at Transsolar KlimaEngineering, New York
Climate Responsive Building Facades– Case Studies
1.00 PM Lunch BREAK
John Breidenbach, Tremco
Remarks
2.00 PM Steen ELSTED
Senior Constructing Architect & Facade Specialist
Henning Larsen Architecture, Copenhagen
Filtering the Environment
3.00 PM Lisa RAMMIG
Associate, Eckersley O-Callaghan Engineers San Francisco
Transparency and Innovation
4.00 PM Afternoon BREAK
4.30 PM Concluding Panel DISCUSSION
Speakers and Conveners
OVERVIEW
Building facades, like the human
skin, have to mediate a large
variety of external parameters and
conditions, such as sun, heat, wind,
water. Facades which can change
according to these conditions based
on their material, mechanical or kinetic
properties have been an architect’s
dream for many decades. Like the
lens of the camera or eye these façade
should be able to adapt to changing
external or internal conditions. Material
development, digital manufacturing
and computational advances in respect
to parametric environmental building
performance modeling have advanced
thus far, that adaptive facades are
the current and future innovations
constructed to mediate, sun, light and
heat to provide more energy efficiency,
more comfort, more conceptual
freedom and more opportunities for
occupants to adjust their environment
to their individual requirements.
SPONSORED BY
www.tremcoinc.com
CONVENERS
Deborah Hauptmann
Chair and Professor of Architecture
Ulrike Passe
Associate Professor of Architecture
Shelby Doyle
Assistant Professor of Architecture
THANK YOU
Thank you to the ISU Architecture Public
Programs student team: Erin Copeland,
Tom Goetz, Tomi Laja, Kimya Salari,
and Wade Vollink.
Thank you also to the College of Design
Adminstrative Services Office staff Jean
Holt and Hope Kepler.
Department of Architecture Public Programs
www.design.iastate.edu/architecture
Shelby Elizabeth Doyle | 329
Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
Workshop
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Constructing Textiles
Virtual Frictions All School Workshop
Louisiana State University
School of Architecture
INSTRUCTOR
Shelby Doyle AIA LEED AP
Assistant Professor of Architecture Iowa State University
ccl.design.iastate.edu @ISU_CCL
WORKSHOP DESCRIPTION
In groups of five to six people, students will design and construct textile
installations that explore the friction between digital simulations of textiles and
their physical construction. This will include modeling proposals in Kangaroo
Physics for Grasshopper then fabricating large peg looms, knitting panels,
and installing the knits to reflect the initial design proposal.
RECOMMENDED TECHNOLOGY
The following are not required but will aid in participating in the digital design
and production aspects of the workshop: Laptop, Rhinoceros (Rhino) v5.0 PC
Version + Grasshopper or Rhino v6.0, Kangaroo Physics. Adobe Creative
Suite (AfterEffects, Photoshop, Illustrator, InDesign).
Cory Natal (5)
Harris Quadir (2)
Braiden Beam (3)
Erin Steinkamp (4)
Berry Lee (2)
Luz Castro (G)
Neel Vyas (G)
Madeline Laperouse (2)
Samantha Siliezar (3)
Isabelle Veneracion (2)
Bryce Humbrecht (3)
Kire Thomas (5)
Chase Welch (3)
Mandisa Ndhlukula (2)
Zach Bell (4)
Rachel Barnett (2)
Andrea Barrios (G)
Allie White (5)
Anna Norman (3)
Maddy Cappy (2)
Holland Garner (3)
Alexander Vinet (5)
Thu Nguyen (2)
Clinton Boles (3)
Chryshanna Williams (5)
Willie Goliday (G)
Ian Ledo (4)
Natalie Angelette (2)
Andie Ottenweller (3)
Antonio Tejeda (5)
Brooke Loupe (2)
Pei Yu (5)
Hannah Mollere (3)
Zyzenti Brito (2)
Roberto Vindel (2)
Virtual
Frictions
Louisiana State University
School of Architecture
FEB 13 FEB 14 FEB 15
OPEN TO PUBLIC
KICK-OFF LECTURE
BRANDON CLIFFORD
“Professor Doyle sees ‘building technology education’ not simply as a noun, but as
a verb. She simultaneously explores how tools are learned and used, the
expanded possibilities of artifacts created by these tools, the way these artifacts
can influence public environments, and the cultural conditions that complicate
who participates in the design and production of architecture,” Whitehead said.
7 WORKSHOPS
“Of particular importance is Professor Doyle’s ability to frame design practices
and service as forums to critique and improve societal issues of equity. Who holds
“Virtual craft still seems like an oxymoron; any [CROP CIRCLES]
[INTER-DIMENSIONAL NARRATIVES]
fool can tell you that a craftsperson needs the to pen, the analog mouse algorithms
the hammer shouldn’t be a decision based VR designed on gender, and 3D forms
touch [their] work. This touch can be indirect I’ve seen Brandon her actively work Clifford to address and improve these conditions; Olga Mesa our students
—indeed no glassblower lays a hand on
benefit greatly Massachusetts from her advocacy,” Institute of he Technology
said.
Roger Williams University
molten material—but it must be physical and
continual, and it must provide control of whole Mystery and speculation surround the nocturnal
Prior to joining the Iowa State faculty, Doyle was a visiting assistant In pairs, students professor will inrespond to prompts to construct
processes ... more abstract endeavors such as creations of geometries in the landscape: Crop a spatial inter-dimensional narrative within a virtual
the Louisiana Circles. State As University cryptic as School their of creation Architecture stories and a research environment. fellow They with will examine the frictions and
conducting an orchestra or composing elegant are, the geometries that describe them are reciprocities inherent in traveling between physical
software have often been referred to as craft, the LSU Coastal universally Sustainability rule-based. Studio. Students She will also begin served by as an and instructor digital with space, theand the spatial perception and
this has always been in a more distant sense establishing their rule-based geometries at the
University of Houston Pan Asia Mekong Summer Program, Parsons physical The sensations New triggered by visual stimuli.
desk, then translate them into a computation
of the word ... Our digital practices seem more
Participants are encouraged to test the connection
School for method Design, that and constructs Urban Lab Phnom a code Penh to deploy and Limkokwing a between University the body Faculty and its movements to measure,
akin to traditional handicrafts, where a master drawing at a geological scale.
model, and control phenomena. A portion of their
continuously coaxes a material.” 1 for the Built Environment, both in Cambodia.
scenes will be translated into 3D printed objects that
[ZIP FORM]
embody their spatial constructs and appeal to our
Digital technologies have provided watershed A licensed digital architect curved and a LEED forms Accredited Professional, she imagination. is a member of the
moments for innovation and progress (promised AIA and Iowa Emily Women Baker in Architecture. She formerly served on [ROBOTIC the BTES board “AUGMENTED” of
VISION]
and realized). Innovations in computation
directors
University
and co-organized
of Arkansas
the 2017 BTES conference in Des Moines.
have offered exciting new possibilities for the
robotically captured AR videos
construction, consideration, and design of Contacts the The mathematical concept of parallel transport Ebrahim Poustinchi
will be physicalized as students design and create
built world. Architects tackling this new area of
Kent State University
Shelby Doyle, curving Architecture, steel forms (515) that 294-8711, “zip” together doyle@iastate.edu
from flat
expertise have long grappled with the challenge parts. Students will digitally model unique forms RAV investigates a possible medium to establish a
of reconciling the new languages of scripting, Rob Whitehead, using a Architecture, provided parametric (515) 294-8276, strategy. rwhitehd@iastate.edu
Simple workflow between a custom-made AR application
software, and virtual environments with Heather the analog jigs will enable the fabrication of these and a curated robotic motion. Enhanced through
Sauer, complex Design forms Communications, large scale. This (515) workshop 294-9289, hsauer@iastate.edu
established traditions of material craft, physical
the lens of the existing contemporary discourse
aims to reveal how analog fabrication techniques about representation, students use RAV workflow to
drafting and measure, and tactile response. -30- paired with computational design strategies can develop a hybrid actual/virtual video, that is half digital
make fabrication of complex geometries easy, and half physical. As an outcome of the workshop,
At the same time that the discipline has June seen 26, 2019 efficient, 12:10 and pm fun.
students will develop a robotic videography path for
digital fabrication shift from niche specialization
the UR5 robot arm to capture a curated video of the
towards a new status quo, some architects Tags: and Awards [REFLATE]
AR scene.
digitally designing inflatables
designers have shifted their investigations from
[GRAVITY-ASSISTED CASTING]
exploring the potentials new computational Jonathan Desi-Olive
variable parametric casting molds
and fabrication technologies present towards Kansas State University
Lavender Tessmer
possible reciprocities between computational
Massachusetts Institute of Technology
processes and traditional crafts or insights.
How can digital technologies learn from physical
craft? This is the sincere and challenging
question which Virtual Frictions proposes as
a launching point for a series of investigations
exploring the reciprocities between digital craft
and physical materials and tools. Seven invited
workshop instructors will lead investigations
into timely questions in digital fabrication.
Through their work, students will learn new
skills, explore new aspects of technologies, and
be introduced to making in new and exciting
ways. The three-day event will be kicked-off
with a lecture by Brandon Clifford, of MIT and
Matter Design, and will culminate in a roundtable
and reception to share the results of the
workshops.
1 McCullough, Malcolm. Abstracting Craft: the Practiced Digital
Hand. Cambridge (Massachusetts): MIT Press, 1998.
Organized by:
Niloufar Emami, Zachary Angles, and Soo Jeong Jo
sarch@lsu.edu
OPEN TO PUBLIC
ROUND TABLE &
RECEPTION
In teams, workshop participants will design and
build their own inflatable environments under
a very simple premise: the structures must be
made of HDPE plastic sheeting and must fit
within a volume of 5m x 5m x 5m with the whole
team inside. Upon completion, the “village” of
inflatable pavilion-like structures will be exhibited
across the LSU campus.
[CONSTRUCTING TEXTILES]
parametric knit forms
Shelby Doyle
Iowa State University
In groups of five to six people, students will
design and construct textile installations that
explore the friction between digital simulations of
textiles and their physical construction. This will
include modeling proposals in Kangaroo Physics
for Grasshopper then fabricating large peg
looms, knitting panels, and installing the knits to
reflect the initial design proposal.
The workshop will focus on casting as a scalable
form of production, examining the trade-offs
between geometric complexity, variation, and timing.
Projects will investigate a “gravity-assisted” casting
technique, using multiple possible orientations of
a partially filled casting mold to generate different
geometric permutations. Each team will produce
a mold that is capable of producing more than
one geometry using gravity-assisted variation—a
casting “machine” for producing an array of unique
geometries. Using digital modeling to maximize
the potential of geometric relationships in the mold
design, students will explore the interior and exterior
mold geometries along with different volumes of
casting material and number of separate material
deposits.
Funding provided by:
The LSBAE Mary “Teeny” Simmons Architectural Education and Research Fund
The LSU Center for Collaborative Knowledge
The LSU College of Art & Design
Poster Design: Zachary Angles
Loom Construction and Stitch Diagram
ELEVATION
16'-0"
3 1/2" 3 1/2"
3 1/2" 3 1/2"
3 1/2"
3 1/2"
3 1/2"
3 1/2"
4"
PLAN
4"
4"
4"
4"
4"
4"
4"
8'-0"
8'-0"
16'-0"
12'-0"
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7
6
5
4
3
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Shelby Elizabeth Doyle AIA LEED AP
Assistant Professor of Architecture
College of Design Iowa State University
Review of Tenure-Eligible Faculty
Iowa State University 2020
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