The document outlines a series of lectures on architecture in the information age, discussing how architecture can be understood through its form, function, and the spaces it creates. A variety of theoretical perspectives are presented on how these elements of architecture are shaped by materiality, technology, code, and meaning. Students are assigned homework questioning how architecture can be defined in terms of these concepts.
ECGBL 2011 - What Happens off the Field? Proposing a rhetorical approach of t...Joachim Vlieghe
Slides and audio recording of the presentation for the fifth European Conference on Game Based Learning (October 19-20 2011).
Paper: "What Happens off the Field? Proposing a Rhetorical Approach of the Affinity Spaces Surrounding Games".
Presenter: Joachim Vlieghe
Co-authors: Jeroen Bourgonjon, Kris Rutten, Ronald Soetaert.
Comments and questions can be send to: joachim.vlieghe@ugent.be
This document discusses the relationship between space and narrative identity, and how they are constructed through digital and nonlinear media. It explores how time-based media has replaced written and aural narration by proposing different scales for measuring and editing narratives. Research is seen as being replaced by appropriation and market forces. Painting is discussed as using spatial-narrative codes to produce multiple stories without main plots or endings. The body and identity are seen as using sameness upon spatial and temporal heterogeneity for multiple narratives. The author, Klaus Hu, is introduced as focusing his work on narrative and spatial concepts using various media.
Anthropometry is the measurement of human body dimensions used in ergonomic design. It includes structural measurements of stationary body parts as well as functional measurements of moving body parts. Anthropometric data is highly variable between individuals due to factors like age, sex, culture, occupation, and historical trends. When designing environments for human use, anthropometric data from the relevant population must be considered to account for this variability and ensure usability for all potential users.
ECGBL 2011 - What Happens off the Field? Proposing a rhetorical approach of t...Joachim Vlieghe
Slides and audio recording of the presentation for the fifth European Conference on Game Based Learning (October 19-20 2011).
Paper: "What Happens off the Field? Proposing a Rhetorical Approach of the Affinity Spaces Surrounding Games".
Presenter: Joachim Vlieghe
Co-authors: Jeroen Bourgonjon, Kris Rutten, Ronald Soetaert.
Comments and questions can be send to: joachim.vlieghe@ugent.be
This document discusses the relationship between space and narrative identity, and how they are constructed through digital and nonlinear media. It explores how time-based media has replaced written and aural narration by proposing different scales for measuring and editing narratives. Research is seen as being replaced by appropriation and market forces. Painting is discussed as using spatial-narrative codes to produce multiple stories without main plots or endings. The body and identity are seen as using sameness upon spatial and temporal heterogeneity for multiple narratives. The author, Klaus Hu, is introduced as focusing his work on narrative and spatial concepts using various media.
Anthropometry is the measurement of human body dimensions used in ergonomic design. It includes structural measurements of stationary body parts as well as functional measurements of moving body parts. Anthropometric data is highly variable between individuals due to factors like age, sex, culture, occupation, and historical trends. When designing environments for human use, anthropometric data from the relevant population must be considered to account for this variability and ensure usability for all potential users.
The document discusses anthropometrics, human factors, and ergonomics in design. It defines anthropometrics as human measurement data that designers use to ensure products fit users of varying sizes. Human factors involves studying human interaction to improve performance, safety, and user experience. Ergonomics designs for human needs and optimizes well-being and system performance. The document emphasizes that considering these factors leads to inclusive, safe, and effective designs while ignoring them can cause injury or unusable products. It provides examples of pioneering designer Henry Dreyfuss who applied anthropometrics to improve product usability.
The document analyzes anthropometric data collected from 32 male students and 38 female students. It includes measurements of height, seat height, seat depth, seat breadth, elbow rest height, and shoulder to seat height. Distribution and correlation analyses were performed to examine relationships between variables. Key findings included a positive correlation between height and seat height/breadth dimensions. The 5th, 50th, and 95th percentiles were also reported.
Anthropometry is the quantitative measurement of the human body and is used to assess nutritional status. Key anthropometric measurements include weight, height, head circumference, chest circumference, mid-upper arm circumference, and skinfold thickness. Growth charts are used to monitor these measurements over time and identify undernutrition or overnutrition. Various indices based on these measurements can classify malnutrition as mild, moderate, or severe.
Ergonomics is the study of fitting jobs and workplaces to human capabilities. It aims to maximize productivity while minimizing risks of musculoskeletal disorders. There are three types of ergonomics - physical, cognitive, and organizational. As a facilities planner, one should apply ergonomic principles to provide a safe work environment and workstations. Proper ergonomics can prevent injuries by reducing risk factors like repetitive motions, awkward postures, forceful exertions, and static loading.
This document discusses Dr. Martyn Dade-Robertson's introductory lecture titled "Loosing the Ballast of Materiality". The lecture is part of a series on architecture in the information age. It focuses on how architecture is losing its ties to the physical or material world as the digital world grows in influence. The lecture series explores topics like cyberspace, augmented space, and sentient space to understand how information technologies are impacting architecture.
This document provides an overview of the topics and schedule for the ARC8027 Ambience and Atmospheres course at Newcastle University. The following key points are discussed:
- The course covers topics like architecture and interaction design, ambience and atmospheres, workshops on active forms and proximity/fields/thresholds.
- Guest speakers will discuss topics like transport planning and ambient computing.
- Homework assignments involve reading about journeying toward extravagant place-based computing, and finding examples of interaction design projects that go beyond ambient computing and subtly change architectural spaces.
- The schedule provides dates for topics, workshops, reviews and tutorials from February to May.
Isd architecture and interaction designfor webMartynDR
This document contains the timetable and schedule for the ARC8027 Architecture and Interaction Design course at Newcastle University. It lists the dates and topics to be covered from February to May, including workshops, tutorials, and reviews. It also includes provocations about digital architecture and interactive spaces. Finally, it outlines the history of human-computer interaction and interaction design through fields like psychology, engineering, art, and advances in computing technology from the 1800s to present.
This is the introductory lecture for the module Interactive Space Design at Newcastle University's School of Architecture, Planning and Landscape. Part of the MArch and MSc in Digital Architecture.
Introduction to Architecture in the Information AgeMartynDR
This is the introductory lecture for the 'Architecture in the Information Age' module given in Newcastle University's School of Architecture, Planning and Landscape.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
The document discusses anthropometrics, human factors, and ergonomics in design. It defines anthropometrics as human measurement data that designers use to ensure products fit users of varying sizes. Human factors involves studying human interaction to improve performance, safety, and user experience. Ergonomics designs for human needs and optimizes well-being and system performance. The document emphasizes that considering these factors leads to inclusive, safe, and effective designs while ignoring them can cause injury or unusable products. It provides examples of pioneering designer Henry Dreyfuss who applied anthropometrics to improve product usability.
The document analyzes anthropometric data collected from 32 male students and 38 female students. It includes measurements of height, seat height, seat depth, seat breadth, elbow rest height, and shoulder to seat height. Distribution and correlation analyses were performed to examine relationships between variables. Key findings included a positive correlation between height and seat height/breadth dimensions. The 5th, 50th, and 95th percentiles were also reported.
Anthropometry is the quantitative measurement of the human body and is used to assess nutritional status. Key anthropometric measurements include weight, height, head circumference, chest circumference, mid-upper arm circumference, and skinfold thickness. Growth charts are used to monitor these measurements over time and identify undernutrition or overnutrition. Various indices based on these measurements can classify malnutrition as mild, moderate, or severe.
Ergonomics is the study of fitting jobs and workplaces to human capabilities. It aims to maximize productivity while minimizing risks of musculoskeletal disorders. There are three types of ergonomics - physical, cognitive, and organizational. As a facilities planner, one should apply ergonomic principles to provide a safe work environment and workstations. Proper ergonomics can prevent injuries by reducing risk factors like repetitive motions, awkward postures, forceful exertions, and static loading.
This document discusses Dr. Martyn Dade-Robertson's introductory lecture titled "Loosing the Ballast of Materiality". The lecture is part of a series on architecture in the information age. It focuses on how architecture is losing its ties to the physical or material world as the digital world grows in influence. The lecture series explores topics like cyberspace, augmented space, and sentient space to understand how information technologies are impacting architecture.
This document provides an overview of the topics and schedule for the ARC8027 Ambience and Atmospheres course at Newcastle University. The following key points are discussed:
- The course covers topics like architecture and interaction design, ambience and atmospheres, workshops on active forms and proximity/fields/thresholds.
- Guest speakers will discuss topics like transport planning and ambient computing.
- Homework assignments involve reading about journeying toward extravagant place-based computing, and finding examples of interaction design projects that go beyond ambient computing and subtly change architectural spaces.
- The schedule provides dates for topics, workshops, reviews and tutorials from February to May.
Isd architecture and interaction designfor webMartynDR
This document contains the timetable and schedule for the ARC8027 Architecture and Interaction Design course at Newcastle University. It lists the dates and topics to be covered from February to May, including workshops, tutorials, and reviews. It also includes provocations about digital architecture and interactive spaces. Finally, it outlines the history of human-computer interaction and interaction design through fields like psychology, engineering, art, and advances in computing technology from the 1800s to present.
This is the introductory lecture for the module Interactive Space Design at Newcastle University's School of Architecture, Planning and Landscape. Part of the MArch and MSc in Digital Architecture.
Introduction to Architecture in the Information AgeMartynDR
This is the introductory lecture for the 'Architecture in the Information Age' module given in Newcastle University's School of Architecture, Planning and Landscape.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
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Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
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- Resources
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In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Storytelling For The Web: Integrate Storytelling in your Design Process
Lecture 2 Origins
1. Architecture in the Information Age
Origins 2: The Architectural Context
Dr Martyn Dade-Robertson
2. Monday 30th January Introductory Lecture
Monday 6th February Lecture 1 Origins
Monday 13th February Lecture 2 Origins
Monday 20th February Lecture 3 Loosing the Ballast of Materiality
Monday 27th February Lecture 4 Cyberspace
Monday 5th March Lecture 5 Augmented Space
Monday 12th March Lecture 6 Sentient Space
Monday 16th April Lecture 7 Programming Architecture
14. Architecture organises space surrounding
man. It organizes this space as a whole
and with respect to man in his entirety, that
is with respect to all the physical or
psychic actions of which man is capable...
(Mukařovský 1977: 240)
Buildings and Power
Mukarovsky (1977)
54. Space
Intimate
(0.5)
Personal
(1.2)
Social The Hidden
Dimension
(3.0) Hall (1988)
Proxemics
Discipline:
Behavioural Psychology
55. Morphological
Space
Intimate
Visual
(0.5)
Personal
Perceptual (1.2)
Social The Hidden
Dimension
(3.0)
Social Hall (1988)
Functional
Temporal Proxemics
Discipline:
Behavioural Psychology
56. Morphological: Ergonomic
Space
Intimate
Visual
(0.5)
Personal
Perceptual (1.2)
Social The Hidden
Dimension
(3.0)
Social Hall (1988)
Functional
Temporal Proxemics
Discipline:
Behavioural Psychology
57. Morphological: Ergonomic
Space
Intimate
Visual: Myopic
(0.5)
Personal
Perceptual: (1.2)
Social The Hidden
Dimension
(3.0)
Social Hall (1988)
Functional
Temporal Proxemics
Discipline:
Behavioural Psychology
58. Morphological: Ergonomic
Space
Intimate
Visual: Myopic
(0.5)
Personal
Perceptual: multi sensory (emphasising touch)
(1.2)
Social The Hidden
Dimension
(3.0)
Social Hall (1988)
Functional
Temporal Proxemics
Discipline:
Behavioural Psychology
59. Morphological: Ergonomic
Space
Intimate
Visual: Myopic
(0.5)
Personal
Perceptual: multi sensory (emphasising touch)
(1.2)
Social The Hidden
Dimension
(3.0)
Social: one to one or one to few Hall (1988)
Functional
Temporal Proxemics
Discipline:
Behavioural Psychology
60. Morphological: Ergonomic
Space
Intimate
Visual: Myopic
(0.5)
Personal
Perceptual: multi sensory (emphasising touch)
(1.2)
Social The Hidden
Dimension
(3.0)
Social: one to one or one to few Hall (1988)
Functional: single focused actions
Temporal Proxemics
Discipline:
Behavioural Psychology
61. Morphological: Ergonomic
Space
Intimate
Visual: Myopic
(0.5)
Personal
Perceptual: multi sensory (emphasising touch)
(1.2)
Social The Hidden
Dimension
(3.0)
Social: one to one or one to few Hall (1988)
Functional: single focused actions
Temporal: instant/real-time Proxemics
Discipline:
Behavioural Psychology
62. Space
Intimate
(0.5)
Personal
(1.2)
Social The Hidden
DESIGN: Products, Tools, Interiors…
(3.0)
Dimension
Hall (1988)
Proxemics
Discipline:
Behavioural Psychology
76. Morphological: Topographical
Space
Visual: diagramatic/represented/mapped
Perceptual: visual and mediated
Social: modulation of flows
Functional
Temporal
77. Morphological: Topographical
Space
Visual: diagramatic/represented/mapped
Perceptual: visual and mediated
Social: modulation of flows
Functional: zoned, stratified and striated
Temporal
78. Morphological: Topographical
Space
Visual: diagramatic/represented/mapped
Perceptual: visual and mediated
Social: modulation of flows
Functional: zoned, stratified and striated
Temporal: time is a function of speed