descomp         









I.      Preliminaries




    
    
2. Design Problems
     
       Newell and Simon (1972) describe a problem as follows: “A person is confronted with a problem when he wants
       something and does not know immediately what series of actions he can perform to get it”. This definition is true
       for all problems. But one can distinguish different kinds of problems.

       For example, the problems of Euclidean geometry, or problems within any calculus, are either intuitively or
       demonstratively certain. They are solvable without direct reference to what exists in the physical world. For
       problems defined within games, one develops prompt understanding of the permissible actions and objectives
       and searches for the appropriate combination of actions that leads to the end. But there are problems where the
       permissible actions are not determined, and the objects of reasoning cannot be ascertained. The contrary of every
       assertion is possible without implied contradiction. Hume (1775) suggests that all reasoning concerning “facts”
       is of this type. And although it is often supposed that there is an evident connection between some fact X and
       another Y inferred from it, there is nothing to bind them together. Design problems belong to this last type of
       problems.

       Simon (1988) believes that “everyone designs who devises courses of action aimed at changing situations into
       preferred ones”. In architectural design a preferred situation can be understood in different ways. For example,
       certain arrangements of forms in physical space may be preferable to other because they cause a visual-
       intellectual, or psychological, response. Or, some arrangements succeed to accommodate particular activities
       more effectively than others, and this makes them preferable for some people. And, some other designs turn out
       to be more economical, in terms of space, time, materials etc.

       Architectural design includes problems that cannot be organized deterministically. One has to determine both the
       rules and the objectives of the search. A typical statement of a design problem is based on the analysis of the
       common practice. It mirrors the conventions, the habits and the optimum patterns of this practice. Statistical
       information, charts, diagrams, text regarding the building code, the program, or the site prohibit certain options
       while allowing others. But they do not determine the objective of designing. This demands interpretation and
       evaluation of the given information, which is not a trivial thing to produce.

       Further, designers approach the available information regarding a design problem without specific method. And,
       as they are different in their way of thinking, in culture, in their needs and their capacity for observation, their
       readings differ. Compounded with several elements demanding effort, attention, and often the most specialized
       knowledge, the process of designing has to remain finite. But, it cannot be reduced to a system of uniformly
       determined acts.

       At a particular state
s there is a certain understanding of the given conditions, sometimes a simple disposition,
       which becomes of great value, and impulse. It is the moment that one starts to act. A design concept is a
       hypothesis that corresponds to the intent-towards-action of the designer, produced at this stage, in response to
       the transitory understanding of the conditions. By accepting a minimum number of attitudes, and assuming
       certain  definitions, the designer limits the space of search and sets a basis upon which further decisions can be
       made.
C o n s t r u c t i n g   D e s i g n   C o n c e p t s :   A Computational Approach to the Synthesis of Architectural Form
Kotsopoulos S, Ph.D. Dissertation, Massachusetts Institute of Technology, 2005
r e s e a r c h