Generative Design in Architecture
and
Mass-Customization
Belinda Torus, BArch, Student of SMArchS
Design
and Computation Unit, Faculty of Architecture, Yildiz Technical University,
Istanbul, Turkey.
e-mail:
belindatorus@yahoo.com
In this study, the generative design in housing is
characterized through the utilization of shape grammars. The functions and the
relations within a chosen housing typology are described and different types
are produced through the defined relations. Three main constraints are the
number of inhabitants (room numbers and sizes), the number of storeys and the
main module. In this case, cube is selected as the main module. Mardin is selected as a region to be focused on
because of its grammatical housing morphology. Different colors are given to
different functions; kitchens, living spaces, rooms, bathrooms, semi-open
spaces and open spaces. Different types and variations are produced
computationally, and by using this method, it is aimed to integrate the
customers to the generative design process. This method is likely to emphasize
variation and personalization and make a start to mass customization.
“Generative design is a
design methodology that differs from other approaches insofar that during the design
process the designer does not interact with materials and products in a direct
(“hands-on”) way but via a generative system.” [1] In this study generative
design is used via shape grammars. Shape grammars are generative grammars which
new shapes can be created by an initial shape, shape elements and production
rules. [2] New shapes are generated using production rule or rules. Analyzing a
house typology through shape grammars is also reasonable as well as generating
new ones similar to Birgul Colakoglu’s dissertation for “hayat” houses. [3]
Parallel grammars are also used in which two or more grammars work
together simultaneously. [4] Jose P. Duarté’s study for Malagueria Houses is
one of the examples of parallel grammar. [5] In Malagueria Houses Duarté used
Alvaro Siza Vieria’s grammar and new grammar together. Another property of this
study is using mass customization and computation.
Mass customization and mass personalization is based on the variations
of a design while mass production is built on the idea of serial repetitions in
order to decrease the cost. In the twentieth and twenty-first century the
paradigm shifts from mass production to mass customization by the help and
development of digital technologies. Mass customization becomes one of the most
“popular” methods in decreasing the cost. Variations are used instead of
repetitions and different types within a language are created. The places, that
have repetitive functions like houses, dormitories, offices etc., can be mass
customized.
Figure 1 - Jose P. Duarté -
Malagueria Housing
In this study generative design
method of shape grammar is utilized for housing design. Mardin, having a
grammatical architecture in original is chosen as case study for this project.
The study is based on Prof. Fusun Alioglu’s dissertation on Mardin houses [6]
and Hakan Ozbek’s master thesis on shape grammatical analysis of Mardin
morphology. [7]
Mardin is a city in the south
eastern region of Turkey. The old city is located on a sloping terrain looking
towards the Mesopotamian Plain. Semi-open spaces “eyvan” and “revak” have
developed under the effect of climate and play an important role in the
perception of the city. The open spaces like courtyards, gardens, terraces and
streets enclosed by walls give the void effect. The scenery of Mesopotamian
Plain and the orientation play an important role in the configuration of these
units. The places cause different effects according to their inclinations and
location.
The morphology of the city is
composed of units and their repetitions. The units are approximately 4m*4m
(~13ft*13ft) because of the constraints of the masonry building system. All
buildings with different functionalities have similar properties, so it is
difficult to perceive the function in the general structure. Religious
buildings or educational buildings are all composed of basic units.
Another important point is
that the morphology of Mardin has evolved in time; developing according to the
needs. This formation shows the cultural properties of the city
inhabitants.
Figure 2 – Mardin
Crowded large
families (adding a unit for the married son and the family expanding), respect
(not blocking the view of other houses), conservation (the houses designed such
that, terraces of other houses must not be seen) are the main rules for the
development of Mardin. Also this formation has developed an organic structure
for the city.
The main module -a
cube- is one of the constraints, which is derived from the city morphology.
Consecutively the number of the rooms, the inhabitants, the storeys will be
considered. Large families are common in Mardin, as a result of traditional
life-style of the city dwellers. As for the houses that are located on a slope,
two or three storied houses are the most common type. Thus are the main
limitations for the preliminary design described. However these limitations can
be altered during the process, according to the outcome.
The shape
grammatical rules in Hakan Ozbek’s thesis are the general rules of Mardin.
These rules describe the relations between open (yards and terraces), semi-open
(eyvan and revak) and closed spaces. They also describe their relations in the
third dimension in related to stairs and stair types. The stairs are important
elements because they connect different types of spaces with each other
according to the needs.
These rules are
function free rules. They are the main rules of Mardin morphology. In a
specialized project like housing, new rules must be added. Mardin is on a
sloping terrain so the number of stories is selected as two or three.
Functions, accepted as additional constraint, are given different colors.
Kitchens, living rooms, bedrooms, guestrooms and bathrooms are all given a
different coloring. The functional relations are also described without
undervaluing the grammatical rules. The shared places like kitchens and living
rooms are in the first story, while bedrooms and personal places are in the
second and third stories with a semi-open space.
Figure 3 – Legend
The number of
people and room numbers are another main constraint for the generation. It is
selected as four to eight people in the early generations. Room numbers can
vary from two (for parents and two children) to eight (for parents, six
children and a guest room).
Basic module |
Cube - 4m*4m |
Number of storeys |
2-3 |
Number of people |
4-8 (Room number:
2-8) |
First generations constraints
The generations are
made in 3dsMax environment by scripting. In the first generations, abstract
models are generated. The two or three storied houses four various number of
people with the functional relations and grammatical rules of Mardin are
generated. “Random” is also used.
Figure 4 - A1/Three story building
Figure 5 - C3/Two story building
After generating
abstract models, plan types for each function are designed so that the abstract
cubes can be solidified. For each function various plan types are designed. The
plans can be selected individually or can randomly be placed. It is also
possible to improve or change the plans.
All abstract
generations are done by the scripts which are written according to the
constraints, limitations and assumed initial conditions. Later, when
transforming the abstract design to a solid form, the abovementioned plans are
also taken into consideration and used as parameters in the generation phase.
Integration of
customers to the project is provided with an interface for this script. Via
this interface, the customer is allowed to enter the parameters like the number
of stories, number of people the house is expected to accommodate or the room
numbers. Thus ultimate customization is permitted. With the help of this
interface and the designer working with the customer, the abstract models or
the solid project can be derived in the digital environment at minimum time and
financial cost. It is possible to generate different variations with the same
limitations. So alternatives can be generated.
After generating
the houses or after selecting from the generations, modifications and
manipulations can de done. Also with changing limitations and varying the
initials new forms can be sought.
Figure 6 – Interface on 3dsMax
5. Conclusion
This study is the
first step of an ongoing project in which generative design method and mass
customization techniques will be explored for housing design. In this first
section, solutions for housing for four to eight people in houses that have two
or three stories is sought. Then with the shape grammatical rules of Hakan
Ozbek’s master thesis and some newly defined rules, abstract generations and
variations are made. By designing plan types for each function, the generations
are solidified. New models and alternatives within the same language are
explored.
In the second
section, the customer demands are integrated to the design process with the
help of the script interface. The next step in the project will be seeking
housing typologies for different numbers of people, stories, basic modules and
plan types in the limits of Mardin grammar. The aim is to integrate it with the script in order
to support mass customization.
More details can be
added to the scripts and generations, like the window types and sizes, the wall
endings, and the orientations. The script and interface can be improved by
these details or according to the needs of the customers by the feedbacks from
the customers.
6. Acknowledgement
I’d like to acknowledge and thank the academic and
research stuff in Design and Computation Unit in Yildiz Technical University,
especially my supervisor Assist. Prof. Birgul Colakoglu.
7. References
[1]
Fischer, T. and Herr, C. M., (2001), “Teaching Generative Design”, GA2001
(www.generativeart.com/ga2001_PDF/fischer.pdf)
[2] Stiny,
G. (1980), “Introduction to Shape and Shape Grammars”, Environment and Planning B: Planning and Design 7:343-351
[3]Colakoglu,
B., (2005), “Design by Grammar: an interpretation and generation of vernacular
hayat houses in contemporary context”, Environment
and Planning B: Planning and Design 32:141-149
[4] Knight, T.W., (2004), “Interaction in Visual Design Computing”,
(http://architecture.mit.edu/descomp/works/KnightInteractInVisDesign.pdf)
[5] Duarte,
J. P., (1999) “Customising Mass Housing: the grammar of Siza's Houses at
Malagueira”
(http://www.civil.ist.utl.pt/%7Ejduarte/assda/EPB_CustomizingMassHousing_JosePDuarte.PDF)
[6]
Alioglu, F., (2000), “Mardin Şehir Dokusu ve Evler”, Türkiye Ekonomik ve
Toplumsal Tarih Vakfı Yayınları
[7]
Ozbek, H., (2004), “Gelenekselden Türeyen Çağdaş Mardin Konut
Yerleşimi”, Master Thesis