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Programming

Pertemuan ke 3
MK. Teori dan Metode Perancangan Arsitektur

References

y
y

Programming
og a
g : plan
p a of
o procedure
p o du
Programming is a systematic method of
inquiry that delineates the context within
which the designing must be done as
well as defines the requirements that
a successful
f l project
j t mustt meet.
t

Definition

Architectural
u a Programming
og a
g is
s the process
p o ss
of managing information so that right
kind of information is available at the
right stage of the design process and the
best possible decisions can be made in
shaping the outcome of the building
design

Understanding of architectural
programming

?
Programming
is problem
seeking

Design is
problem solving

Duerk
1.
2.
3.
4
4.
5.

Gathering
Organizing
Analyzing
Interpreting
Presenting

Penna
1.
2.
3
3.
4.
5.

Establish goal
Collect and
analyzing facts
Uncover and test
concepts
Determine needs
State the problem

Programming steps

Scheme: Design Process as Problem


Solving (William Pea,
Pea, 2001)
Information

Information

Problem
Seeking

Problem
Solving

Model of
Solution

Information
Design
ob e
Problem
Formulation

Design
Solution
So
ut o
Formulation

1.
2
2.
3.
4
4.
5.

Establish Goals
Collect and Analyze Fact
Undercover and Test Concepts
Determine Needs
State the Problems

The Steps in Programming


(William Pea
Pea,, 2001)

1.
2.
3
3.
4.
5.

Goals what does the clien want to


achieve and why?
Facts what do we know? What is given?
Concepts how does the client want to
achieve the goals?
Needs how much money and space?
What level of quality?
Problem what are the significant
conditions affecting the design of the
building? What are the general directions
the design should take?

The Five steps pose these questions


(Willi
(William
P , 2001)
Pea,
Pea

Framework for Programming


(Duerk
Duerk,, 1993)

Why do we need to do this project?

Mission question

Guggenheim Bilbao Museum

Before

After

Goals must be developed that clearly


express the level of quality to be reached
by
y the final design.
g
A goal is a statement of an ideal quality
level in which the design should have to
be 100% successful.
f

Goals

1.
2.
3
3.
4.

5.

6.

Goals should answer the question: how is the


mission for this project to be accomplished?
A goal statement is a statement of the quality
of the ideal solution for a design issue.
A goal statement is a statement of the future
condition that you wish to achieve
A goal statement should be as simply stated as
possible and should allow all the relevant
performance requirements to be covered in its
scope.
A goal statement should cover a priority issue
and be about the same scope and importances
as the rest of the other goals for the project
Ag
goal should be positive
p
and proactive
p
rather
than negative.

How to write a goal statement

landmark

1.

Interview

a. Do your homework
b. Maintain a comfortable level of eye contact
with
ith the
th person who
h is
i answering
i
your
questions.
c. Ask g
general,, open-ended
p
question first.
q
d. Do not plant the answer you are looking for.
e. State your time limit
f Know when
f.
h
to quit
g. Verification what you get

Technique for discovering client


goals

Scenario

2.

If its impossible to interview the client or user for


any reason, its a good to develop scenario about
the lives of possible clients or users.
users
A scenario takes the form of a narrative that tells
the story about a portion of the clients or users
live.
live
Writing scenario serves to raise questions about
the area of a persons or groups activity patterns
off about
b t their
th i philosophy
hil
h and
d values,
l
which
hi h imply
i
l
consequences for the design.

Technique for discovering client


goals

Aboday

3.

Obs
Observation
a o

a) Casual observation is getting the big picture.


b) Sytematic observation is counting occurences
off even number
b off people,
l or other
th spesific
ifi
data sets and then drawing conclusions.
c)) Statistical observation is the carefully
y
designed research study, using the scientific
method that proves a point by making highly
reliable predictions.
predictions

Technique for discovering client


goals

Aboday

The p
performance
o a
requirement
qu
is
s the
vehichle for commucation the level of
function required to implement a goal.
A performance requirement is a statement
of measureable function that the design
mustt live
li
up to
t in
i order
d for
f the
th goals
l to
t be
b
reached.

Perfomance Requirement

Spesific: something specially suited for a


given use or purpose.
2. Operational : means applicable, usable,
workable putting into action
workable,
action, ready to be
used.
3. Measurable means that there must be some
means, such
h as sett criteria,
it i standards,
t d d
rules, yardsticks, grades, benchmarks,
guidelines, or limits, for testing whether the
solution is up to the standars set by the
performance requirement.
1.

What makes a good performance


requirement?

y
y

A concept
p is statement of an ideal set of
relationship among several of the
elements under an architects control such
as form
form, material,
material texture,
texture color and
adjacency.
A concept
p statement is made up
p of a
simple diagram and a few words.
A concept can be develop for every level
of organization in a design
design, from the
overall parti (main organizing idea) to the
most minute detail of the design.
g

Concepts

y
y

A concept answer the question : what


relationship between physical things will most
likely insure the level of function required by the
performance requirement?
A concept can always be diagrammed simply.
simply
Each concept diagram should have a brief
caption that, together with the simple diagram,
is a whole idea
The diagram should always be the most generic
relationship possible to solve the functional
q
such that the designer
g
is g
given a
requirement
broad range of possibilities for implementing the
concept.
There should be enough concept for each
performance
f
requirement
i
t to
t cover thouroughly
th
hl
all aspect of performance.

Technique for developing clear concepts

The design of the building follows the style of Frank Gehry.


Inspired by the shapes and textures of a fish
fish, it can be
considered a sculpture, a work of art in itself. The forms do
not have any reason nor are governed by any geometric
law. The museum is essentially a shell that evokes the past
industrial life and port of Bilbao
Bilbao. It consists of a series of
interconnected volumes, some formed of orthogonal coated
stone and others from a titanium dkeleton covered by an
organic skin. The connection between volumes is created
by the glass skin.
skin The museum is integrated into the city
both by it height and the materials used. Being below the
benchmark of the city, it does not surpass the rest of the
buildings. The limestone, of a sandy tone, was selected
specially for this aim.
aim Seen from the river,
river the form
resembles a boat, but seen from above it resembles a
flower.

Concept of Bilbao Guggenheim


Museum

Guggenheim Museum Film

Mission
y Goal
Performance Requirement
y Concept
y

Case : Andra Matin House

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Case : Andra Matin House

Format pengumpulan pada halaman cover


:
y IDENTIFIKASI PROGRAMMING PADA
KASUS RUMAH ANDRA MATIN
y Nama kelompok
y Kampus Inderalaya/Palembang
y Kelas A/B

Case : Andra Matin House

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