ac3.1 dissertation
DESCRIPTION
The effect Frank Gehry’s practice had in the development of digital representation in architecture and its effect on buildingTRANSCRIPT
AC3.1 Architecture
Dissertation The effect Frank Gehry’s practice had in the
development of digital representation in
architecture and its effect on building
Bradley McArdle
Student no .33255523
pg. 1
pg. 2
pg. 3
Page of Contents
1. Introduction
2. The advance in software and virtual reality
2.1. Early programs
2.2. Development of software
2.3. Shift in the profession
3. Effect on building design
3.1. Brought to the masses – Disney Concert Hall
3.2. Digital and physical
3.3. Form and function
4. Effect on construction techniques
4.1. Disney Concert Hall stalled
4.2. Projects developing the technology
4.3. Effect on construction after
5. Present day
5.1. Buildings born of the digital
5.2. Projects utilising the digital
5.3. Personal experience of the digital
pg. 4
6. Conclusion
7. Bibliography
pg. 5
Introduction
The advances in the digital representation of architecture continues to change our
perception of architectural design, the question arises of how this will affect the
development of the places and buildings in which we live. Mankind has become ever more
reliant on technology for business, comfort, and leisure and this will have an effect on the
way in which we design and use our buildings.
As the realms of digital technology and architecture merged, and paper documents were
replaced with computer screens and keyboards in the late 1980’s, the architects themselves
found they had to adapt to new technologies. Those who adopted saw the merging as the
catalyst for breeding new ways of thinking and the unlocking of design potential. These
potentials were first explored by buildings such as Frank Gehry’s Guggenheim Museum,
which was designed using a variety of digital tools that included software and programs
such as CAD/CAM and networking based communications between numerous groups to
produce a powerful collaborative work, even though Gehry has a self-proclaimed
“illiteracy with and scepticism of computers” 1. It is also changing the way in which
architects communicate with colleagues and clients. Traditional plans, sections, and
elevations are being replaced with cinematic experiences and fly-through’s to better
express design intentions and allows the building to be experienced without having to be
constructed first. This would not be achievable without the use of digital technology. With
this in mind, in this essay I aim to analyse the development of digital representation with
the use of case studies of projects carried
out by Frank Gehry and his practice.
Critics see the digital software and
representation as nothing more than free
design which will be confined to the
computer screen until it can conform to
the tectonic requirements of the real
world. Of course, there are times when the
design is realised where the old view of
the tectonic versus the digital design is
replaced with the idea of the digital in service of the material. For example, the Yokohama
Figure 1
pg. 6
Ferry Terminal in Japan by Foreign Office Architects (figure 1) was explored digitally
with the form expressing the programmatic, constructional and structural concerns. The
building was not only born but realised on a computer. This led to the exploration of
interactive spaces such as the Fluxspace Project by Hani Rashid with pneumatically
controlled air-filler envelopes which ever mutating form is relayed onto the web. The
digital is used in a way of augmenting our experience of a physical space. As architects,
we want to create spaces that provoke emotion and feelings, if digital technologies allow
us to better provoke these emotions, then I see no reason why they should not be utilised.
The digital of course does not only relate to the physical space but also to the virtual
space. With virtual space already playing a large role in our lives (many shops and
businesses now with their own online equivalent, even the Guggenheim Museum has
virtual double which allows visitors to wonder round the exhibits without ever having to
leave their homes) the future seems even more dependent on the virtual. We are already
seeing the emergence of a network economy with modern day business relying on the
balance between the material and the digital as a means of connecting consumers with
suppliers and distributors. Companies such as Apple Inc. are already decentralised with a
large amount of their production being outsourced to other companies and their
communication allowing them to constantly adapt to ever changing circumstances.
I believe that digital technology has had a positive effect on practice. Its greatest
achievement I believe is that is has allowed architecture to cross over from the material
world and into the virtual; it has allowed places that do not even exist to gain architectural
merit. The New York Times conducted a survey of words used in press since 1996.
Architecture was mentioned a total of 7,084 times, this wasn’t including the amount of
times it was used to “refer to structures in computer programming rather than buildings” 2.
I also feel that the boundaries of design have been pushed far beyond what was achievable
before, the creative is no longer limited by skill with a pen and paper.
I believe the main reason the traditional practices criticise digital representation maybe
resentment. After years of honing their skills with drawing boards and sketching, the
technology has come along to allow someone with poor drawing skills to produce
something to the same standard (and possibly higher) with the click of a button. Of course,
this could lead to the debate of whether or not it is the person or the computer doing the
design and if computers will replace architects all together. I believe though that
pg. 7
technology will never be able to match the passion or commitment that a person has,
which of course comes across in design.
I this essay I aim to analyse the development of digital representation and its effect on
architecture and building, mainly with case studies from Frank Gehry’s practice. This is
for two reasons. Firstly, the projects I am going to analyse each had a profound effect on
the other, each developing certain aspects of digital design and manufacture that would
later be employed in future projects. Secondly, Frank Gehry was one of the first architects
to fully exploit digital representation and manufacturing techniques to create aesthetically
pleasing and functional buildings, despite his computer illiteracy.
The advances in software and virtual reality
Early Programs
In the 1960’s the first graphical systems were developed for computer design. The main
aim of these systems was to try and mimic the “predictive possibilities that…were being
well practised in the field of structural engineering” 3. However, it was soon realised that
optimisation was not an ideal approach. This is because the number of constraints,
requirements, and intentions that come with an architectural problem cannot simply be
solved by optimisation. This development took place at the same time as cybernetic theory
was becoming popular. This questioned the new existence of man-machine relationships,
suggesting that computers may indeed be utilised to stimulate and expand the human
intellect. This led to the idea that architecture can be viewed and pursued as a system. The
formulation of architectural solutions occurs through understanding and developing the
complex relationships of material and social
engagement that leads the shaping of form,
space and structure.
The first systems to be developed such as
Sketchpad, GRASP and LOKAT were based
up a systems-based approach. For example,
Sketchpad, created by MIT member Ivan
Sutherland (figure 2) applied the idea of
Figure 2
pg. 8
constraints to allow the testing and flexing of
geometries. It was the first system of its kind
to allow design to occur through a graphical
input. The system worked by a light-pen
creating points of geometry and geometry
dependencies (figure 3). This allowed a
graphic representation of parametric
instances showing different aspects of form, space and structure. It aided the development
of fundamental computational methods such as parametrics and ruled-based systems
generation. GRASP was a similar program, but generated random form utilising rule
systems based on solar exposure and programmatic organization. LOKAT generated form
but based on programmatic associations and proximity.
This led to a shift in the view of architecture. It was no longer seen as a material object. It
was now seen as being constructed from a series of interrelated systems. Programs could
capture interrelated geometries, and utilise environmental factors to generate forms.
“Chaos is the natural consequence of information overload, in which case, the power of
information-processing machines might prove useful” 4. Early experiments were often
based on single design briefs, but as programs would need to grow to adapt to more
scenarios, they became more biased towards methods and objects which would eventually
become standardised. These programs provided the framework which was necessary for
the generation of complex forms, order and structure. Even in these early programs, the
roots of computational architecture could be seen.
Development in Software
To understand the development of software, we must first look at the processes they take
influence from. One such process is morphogenesis. This is the natural development of
systems that provide complex organization, form and structure. The end result of which is
a functional combination of system of performance and material resourcefulness.
Applying this to architecture, the programs were used to design the form from a set of
instructions which were defined by internal and external forces. This is linked to ideas
discussed in John Frazer’s book, An Evolutionary Architecture. This suggested that
architecture would develop like biological systems, through a series of environmental and
Figure 3
pg. 9
evolutionary factors. This
would be reflected in how
the building would interact
with its environment.
This led to computer
programs operating on an
evolutionary basis.
Parameters would generate
a number of potential
solutions within the framework of a given brief. Algorithms are used to generate solutions
to these briefs. They work on an evolutionary basis producing potential solutions without
ever explicitly defining the evolutionary process itself, working on a multitude of
possibilities as opposed to one (figure 4). Much like the natural systems they are based on,
evolutionary algorithms they find novel solutions through evolution of selection, mutation
and inheritance. This allows for truly explorative processes for form generation. Peter
Weibel stated the “character of creativity is an open horizon, even though it is generated
through a finite number of rules” 5. Algorithms are described as being the soul of the
software as they are what allow the magnitude of form generation. In virtual reality
algorithms are used to create simplified worlds where the very workings of materials can
be studied with accuracy. This allowed architects to create interesting forms; however
these had to be combined with a knowledge of the structural properties of form along with
stresses and strains. Computers allow for design based upon “what is understood, but also
as vehicles for exploring what is not understood.” 6. This software affected not only
architects but other professions such as structural engineers. This allowed them to gain
much greater understanding of surface tectonics, stresses and strains. Of course this aided
the architects whose designs of the digital could now be realised in the real world.
CAD/CAM software allowed these structures to be designed and built. It had been a
mainstay in the design and engineering industry for the past 50 years. The CAD/CAM
Software could easily be used to:
Produce scale models
Rapidly prototype
Figure 4
pg. 10
Allow for print scalability
3D model production
Similar programs such as CATIA (Computer Aided Three-dimensional Interactive
Application) were used in the aerospace industry to develop and construct products. The
reason that this kind of technology was such a mainstay in the aerospace industry is
because the demands of this industry are unique. The products themselves must provide
the highest possible performance. The reliability of these products has to be indisputable,
as of course, people lives are at risk when undertaking air travel. Furthermore, as the air
travel industry boomed, the demand for more products to be produced in shorter time
periods became an issue. This kind of technology allows design ideas to be converted into
real products and manufactured as quickly and as accurately as possible. Applied to
architecture, it could be used to study structural analysis and construction techniques of a
given design. The development of 3D modelling allowed architectural design and
construction to expand.
Shift in the profession
This led to a radical departure from the norm in the profession. These programs spawned a
new way of thinking in process of building design and manufacture that had not
previously been explored but is evident today in contemporary architecture. This shift only
occurred during the late 1980’s with architects like Frank Gehry working on projects such
as the Disney Concert Hall. “The newfound ability to generate construction information
directly from design information and not the complex curving forms is what defines the
most profound aspect of much of the contemporary architecture” 7.
Effect on building design
Brought to the masses
Advances in technologies had radicalized how buildings were being formed and
constructed. The first major scheme to bring this new form of technology to the masses
was from Frank Gehry’s office. Gehry had been an architect for sixteen years before he
came to recognition for designing his own house (Gehry House in Santa Monica,
California in 1978). He was trained in an era when being an architect was an “act of social
pg. 11
responsibility” 8. Although
today he is known primarily
for his use of digital aids in
his design, even though
Gehry claims to have an
illiteracy of computers, he
maintains that his main
conceptual development is
through sketching,
modelling and client
communication, utilising the
digital world in service of the material world. The Disney Concert Hall (figure 5) is a
perfect example of the digital aiding the material.
Form and Function
The brief of the project was to design a concert hall on the Los Angeles music centre site,
next to the Dorothy Chandler Pavilion, which was used as an opera house. The opera
house was currently being used by the Philharmonic orchestra but the current building was
not acoustically adequate for symphony music. During this point of the project, an
acoustician was taken on board to carry out a number of studies on different concert hall
configurations to find the perfect solution for the acoustics. They would create CAD
drafted hand-cut models onto which the acoustician would perform ray-tracing studies. A
common method of three dimensional scanning utilises a digitizing probe that traces
surfaces features of the physical
model (figure 6). This can be done in
either two ways, manually or
automatically. It is manually carried
out using a three-dimensional
digitising arm. It is automatically
carried out using a Coordinate
Measuring Machine (CMM). This
utilises a digitising position sensor that is kept in contact with the surface of the physical
model. These techniques usually employ laser light to illuminate the surface of the model
which in turn are captured by digital cameras. These images are reproduced using optical
Figure 5
Figure 6
pg. 12
recognition that recreates a digitized version of the scanned object. This can then be used
in digital analysis or modelling applications. The configuration that was eventually
decided upon was a modified shoebox in-the-round configuration. The acousticians
“selection and influence on the project is an aspect…that Frank Gehry has often talked
about” 9.
Classical symphony halls hold 2,000 people, but the Disney Concert Hall had to hold
2,400. In order for them to adjust to the volume that the hall would require, further
acoustic ray-tracing studies were carried out on the physical model that had been
produced. This allowed them to place reflective, acoustical, tilted walls were developed on
to the traditional shoebox design. This allowed the hall itself to maintain greater noise
levels in the same acoustic volume that was theoretically correct for a 2,000 seat hall. The
acoustical curvature of the concert hall would become the form generator of the building.
The curvilinear forms of the interior would become reflected in the geometry of the
exterior of the building.
The exterior form of the building was achieved through a combination of both physical
models and digital models. The digital form of the building was achieved by digitally
scanning the physical model. The building consistently moved “back and forth between
physical and digital surface models” 10. In Gehry’s case the digital is not used as
conception but used as translation. The process of scanning the physical into the digital is
the inverse of CAM and is often referred to as reverse engineering. This scanning creates
digitally what is a known as a point-cloud. This is a pattern of dots that is mapped
digitally. This is then converted by software to produce a close approximation of the forms
geometry. This technique was used to model the entire exterior of the building as one of
the concepts for the design would be that the exterior geometry would reflect the geometry
of the interior. These digital surface models allowed for mock-up façade designs to be
produced. This in turn produces digital control coding which is used to drive the various
fabrication machines. Utilising both the digital and physical allows for any changes to the
design to be made relatively quickly in the digital which of course can then be used to
produce a model of the revised design, this of course is much more cost and time effective
than producing a physical model by hand every time the design changes. Of course, once
the mock-up designs have been finalised, they can be scaled up and produced at full scale.
pg. 13
This new way of design thinking, incorporating the use of both physical and digital
models, revealed that the complex and varied geometries of the form, would not
necessarily affect fabrication costs. This led to the realization that computer-aided
manufacture can produce a series of unique and individual pieces with almost the identical
effort it requires to mass produce identical pieces. This realization led to a change in
architectural manufacture and has since been exploited for design and aesthetic effect.
Effect on construction techniques
Disney Concert Hall stalled
Although, designs had been completed and the project was underway, a lack of funding
and issues of how it would be built caused the project to stop in 1991, although a $100
million had been donated to the scheme by the Disney family. The halt was a due to
concerns over the feasibility of the construction. One of the first questions asked of the
scheme was “How do we build this, from what materials and systems?” 11. Another area
called into question was the ability to complete all the documentation required for the
normal portions of the building. In 1991, digital architectural production was still a taboo
and it proved difficult to acquire the backing to complete the scheme. However, at the
same time that the Disney Concert Hall was put on hold, a number of other projects were
underway that utilised the digital for design and manufacture. These projects proved that
the project was feasible and restored faith in the Disney Concert Hall.
Projects developing the technology
One of the projects that helped
restore faith in the Disney Concert
Hall was the construction of the
Bilbao Guggenheim Museum
(figure 7) also by Gehry, which
would influence the structural
design and manufacture that,
would later be employed to help
realise the Concert Hall. The
design process of the Guggenheim
Figure 7
pg. 14
(was similar to that of the Disney Concert Hall. It began with the design switching back
and forth between the physical and the digital, again utilising the program CATIA to
model the various elements of the buildings construction. The curvature of the
Guggenheims form was used to its advantage as it would aid in the stabilization of the
structure itself. The curves themselves were developed from a single standardized detail.
These were then bent into the various shapes that were required. The design of the
structure was aided by the development of programs such as Bocad. This program allows
highly detailed steel design to be produced which can then be run through CAD/CAM
manufacturing systems. The entire structure was designed through this program, proving
that earlier concerns about the manufacture of the Disney Concert Hall could indeed be
accomplished.
During this point in the project, the cladding of the Concert Hall was changed. Originally,
the clients did not want any kind of “Gehry style
steel mesh” to clad the building, but once they
had seen the aesthetic value of the Guggenheim,
they decided to switch to a steel cladding. One
of the reasons for this change was the fact that
the building was to sit near the Northridge
earthquake site. Many of the buildings in the
area were constructed using moment frame
structures, and had suffered damage during the
earthquake. As the garage to the Concert Hall
had already been built to the old criteria, the
decision to lighten the building was undertaken.
The Experience Music Project (EMP) in Seattle
allowed for the exploration in steel forms that influenced the fabrication of the cladding
for the Concert Hall (figure 8). As with the concert hall, the exploration into the
possibilities had been carried out utilising the digital as the primary source of data
collection. These explorations were done using generative shape grammar algorithms (rule
based systems for composition). These grammar algorithms have “the capacity to use the
information of the digital model in a way that extends the number of variations a designer
can evaluate” 12. The building itself was quite evolutionary as all the components had been
Figure 8
pg. 15
fabricated directly from the digital models. By doing this, it allowed for quite a complex
geometric form to be constructed on site, without mock-ups first being produced. The café
area of the project had originally been designed based upon a polygonal grid as it was
considered an inexpensive method of constructing it. However, by using digital methods,
it was found to be much cheaper to produce a free form structure. As all the components
necessary for the construction had been taken from the same digital model, it took only
four weeks for it to be constructed. It proved that the computational processes were viable
methods of constructing buildings.
The methods used to construct the curvilinear acoustical roof of the Disney Concert Hall
were also influenced by the EMP building. The fabrication of the steel and aluminium ribs
would be used as support in the EMP were produced using CAD/CAM. CNC guided
plasma cutters were used to cut
the curving structural members
with computer controlled rolling
machines used to bend the
flanges to the correct angle. This
allowed for mass customization
of pieces. The rib members
produced were “curves of the
11th
order meaning there is no
true radius…No two of the
buildings 239 ribs are alike” 13. These ribs are what gave the project its structural strength.
This knowledge was then applied to how the wooden roof (figure 9) of the Concert Hall
would be designed and manufactured. With the aid of CAD/CAM, the surface of the roof
was digitally modelled to complete the acoustical envelope that the symphony hall
required. CAD/CAM was then used to generate all the templates for the individual
wooden members. These could then be panelised with the inclusion of such fixtures as
light fittings and hang points for connections and adjustments once in place. By adopting
this method of fabrication, it allowed the roof members to be constructed with an accuracy
of equal to, or less than 1/16th
of an inch. The structure above the wooden members of the
roof was complicated as it had to accommodate the primary structural supports and the
mechanical service systems. To tackle this problem, the entire construction sequence and
Figure 9
pg. 16
panel sequence was derived from control points that had been directly taken from the
CATIA model, the digital in service of the physical.
The cladding system employed was undertaken by a company that was confident in
fabrication from digital data. The system used would be a shotcrete shell that would have
panels placed directly on top of this. The system was developed digitally. This was done
by importing the structural steel system created in XSteel into the CATIA program.
Utilising these programs, they produced a stud frame system that was used to create ruling
lines for were the cladding would be fixed onto the structure. As the model had been used
to design and produce the entire cladding system, it allowed for the precision placement of
connection points for the cladding to attach to the structure. The horizontal lines of the
frame have back pan as infill which had all been pre-cut, numbered and coded in reference
to the digital model. The cladding panels themselves were attached to this line system
which formed the parameter of the back pan and the guttering. The numbering and coding
of each individual panel had proved so effective that during construction, building
schedules had to be adjusted as cladding was being fitted so quickly. Digital technology
had actually improved building efficiency to a point where it was too efficient for the rest
of the project.
Effect on construction after
The experimentation carried out by Gehry in the Disney Concert Hall project and the other
projects that helped develop its construction and fabrication changed how buildings were
constructed after. For the first time, computer technology that had been viewed as an aid to
design as opposed to a hindrance. The combination of both the physical and the digital had
created a new way of thinking that allowed for greater exploration into realms of design
that were beyond the capabilities of the hand and pencil, and construction techniques that
were much more time and cost effective. In architectural design today, it is the norm for
elements, if not entire buildings, to be produced using digital design software.
pg. 17
Present Day
Buildings born of the digital
Of course, Gehry is not the only architect
that utilises digital techniques for design
and manufacture. Since technology has
started to play a much more prominent
role in architectural design, more and
more practices are producing buildings
that have been completely designed and
manufactured digitally. Practices such as Foreign Office Architects and Coop
Himmelb(l)au have produced some of the most prominent digital work to date, namely
Yokohama Ferry Terminal in Japan (figure 10) by Foreign Office and the BMW Welt in
Munich. Both buildings relied heavily on the digital technology for design, fabrication and
construction. The complex form of the Ferry Terminal is comprised of programmatic
order, structural and constructional concerns into a single form. Only through the use of
the digital could the complex mutating form be fully designed and developed through a
range of sections. These revealed the best way in which to manufacture and construct the
building. The Ferry Terminal is a project that design and manufacture was not only aided
by the digital, but in fact, born through the digital. As building design continues to develop
and push the boundaries of form, the need for digital software to aid in design,
construction and manufacture will be become more and more prominent.
Projects utilising the digital
Of course, it is not only full scale buildings that use digital design tools, but smaller scale
projects also. As technology has
been prominent for some time, it
has started to make its way into
mostly universities and in some
cases, even schools. On a recent trip
to Stuttgart, I visited the Stuttgart
University Institute for
Computational Design (figure 11).
The university, allowing with its
Figure 10
Figure 11
pg. 18
architecture students, produced a research pavilion utilising the digital for the design and
manufacture. The Pavilion explores the biological principles of a sea urchin through
computer aided simulation methods. The project aimed to explore the biological
morphology of the sea urchin (figure 12) and apply these principles to architectural design,
to allow for a high degree of adaptability and performance. The Echinoidea sea urchin
proved to be the main influence on the pavilions design. The shell of this particular urchin
is a modular system of polygonal plates which are linked by finger-like calcite protrusions.
The high load bearing capacity of this structure is achieved by the geometric arrangement
of the individual shell plates. Three plate’s edges always meet together at one point. This
allows the transfer of normal and sheer forces to be put onto the structure without any
bending moments between the joints. The individual elements of the pavilion were
designed using numerous computer simulation programs to recreate a structurally strong
form derived from the sea urchins shell and produced using CNC machines. The strength
of the individual members allowed the entire structure to be produced from 6.5mm
plywood. The structure itself was very light considering its overall size, and even needed
anchoring to the site to help it resist wind suction loads. The resulting structure itself is
quite impressive and takes pride of place between the two university buildings on the
campus (figure 13). These kinds of projects have only been made possible by the
advancement in the realms of digital design and manufacture. The digital has allowed the
students to explore biological processes, apply them to architectural design, and then
produce the project itself within the university workshops. The digital is indeed playing a
more and more prominent role in architecture, not only in practice, but in the learning
environment too.
Figure 12 Figure 13
pg. 19
Personal experience of the digital
My personal experience of digital technologies has
expanded recently. We recently acquired a RepRap
machine (figure 14) for the production of our project
models. It is in effect, a three-dimensional printer that
produces models from digital design software using
plastic cabling to create the forms. This basic form of
computer-aided design has allowed students such as
myself to experiment with producing mock-ups,
prototyping, and of course, to much more quickly
produce models (figure 15). The use of digital
technology and manufacture is clearly becoming
more and more prominent in each aspect of
architectural practice, even the study.
Conclusion
The development of digital technology has effected how buildings are designed and
manufactured. Before the digital age, architects could only draw what they could
construct, and they could only construct what they could draw. The digital age allowed the
boundaries of design to be pushed further than was ever considered before as traditional
methods and new age methods have begun to be used simultaneously. Pioneers such as
Frank Gehry used sketches to produce physical models that could then be translated to a
digital model through scanning, which would then allow it to be manipulated to produce
complex geometric forms that would be too difficult to successfully communicate through
just drawings, such as the Bilbao Guggenheim Museum. I believe the digital has expanded
architectural expression as buildings can now take on complex forms that were considered
unachievable before. Digital design programs have also allowed for forms to mimic
biological processes, evolving through a series of processes based upon numerous
possibilities. Of course, a common idea is that as technology evolves, it will gradually
become more and more like biological systems. This is because biological systems
respond directly to their environment, in both function and form, similar to successful
architecture.
Figure 14
Figure 15
pg. 20
The advancement of computer-aided manufacture has also effected how buildings are
constructed. Parts can now be coded and numbered so that construction teams can quickly
erect structures as each part is labelled to it specific location within the building. This
helps to improve construction times and can improve construction efficiency. The
construction of the cladding on the Disney Concert Hall caused the schedules of
construction to be adjusted as the numbering and coding of individual parts proved so
effective that it was being built too efficiently for the rest of the building be built at the
same rate.
I feel that digital technologies will only continue to play a more and more prominent role
in all aspects of architecture. Building efficiency has improved so greatly that it would be
almost a step backwards to shun it from modern design and construction. The café of the
EMP building was constructed in just four weeks as all components were manufactured
from the same digital model. Of course, human manufacture will always have its place
within the construction of building components; however it will not be able to match the
accuracy of computer generated components. The degree of accuracy has allowed
complex forms to be produced, with fully customized parts, with almost the same effort it
would require to produce identical pieces.
In my opinion I believe that the greatest achievement of the digital technologies is
allowing designs that were only achievable in the virtual world to be realised in the
material world. Digital technology in architecture has opened up new horizons and
potentials for design can now be pushed further than were considered possible.
Of course, this kind of digital technology has found its way into other professions, one of
the most notable being medicine. One of the most exciting developments in recent years
has been the work carried out by Dr. Anthony Atala at the Wake Forest Institute for
Regenerative Medicine. Utilising digital technologies, he has carried out early experiments
to solve the organ donor crisis. Using technologies such as ray-tracing and 3D modelling
similar to those used in architecture, he uses living cells to manufacture organs that can be
used in human bodies. Laser scans of the patient’s organ are taken which are then
converted into a digital model. This is then used to ‘print’ an organ layer by layer using
the patient’s own cells. One of the first cases of this was Luke Massella. He received an
engineered bladder from Dr. Atala and his team when he was ten years old. This bladder
has allowed him a better quality of life than he would have experienced had he not
pg. 21
undertaken the transplant. This technology however is still in its experimental stages and
is some years from global distribution.
In conclusion, the development of digital design and manufacture has made a great impact
on not only the way in which buildings are now designed and manufactured, but also is
now beginning to have an impact on the quality of human life as well. It has made the
transition from the aerospace industry, to architecture, and now to medicine. It will be
interesting to see where it leads to in the future.
pg. 22
pg. 23
Bibliography
1) Lindsey, B (2001). Digital Gehry. Switzerland: Birkhauser. p12.
2) Lindsey, B (2001). Digital Gehry. Switzerland: Birkhauser. p10.
3) Menges, A and Ahlquist, S (2011). Computational Design Thinking. London: John
Wiley & Sons. p11.
4) Milne, M (1975). Computer Aids to Design. London: Mason/Charter Publishers. P31.
5) Weibal, P (2003). Algorithm and Creativity. Vienna: Bohlau Verlag. p96.
6) Terzidis, K (2006). Algorithmic Architecture. p59.
7) Iwamoto, L (2009). Digital Fabrications: Architectural and Material techniques. New
York: Princeton Architectural Press. p5.
8) Lindsey, B (2001). Digital Gehry. Switzerland: Birkhauser. p21.
9) Kolaveric, B (2003). Architecture in the Digital Age: Design and Manufacturing. New
York: Spoon Press. p104.
10) Iwamoto, L (2009). Digital Fabrications: Architectural and Material techniques. New
York: Princeton Architectural Press. p5.
11) Kolaveric, B (2003). Architecture in the Digital Age: Design and Manufacturing. New
York: Spoon Press. p104.
12) Lindsey, B (2001). Digital Gehry. Switzerland: Birkhauser. p72.
13) Gragg, R (1999). Museum Design Tests Hoffman’s learning Curve. The Oregonian
pg. 24
Image Index
1) Mashima, S (2004). Yokohama Ferry Terminal. [photograph] (Foreign Office
Architects).
2) (1963). Sketchpad computer design programme. [photograph] (MIT Museum archive).
3) (1963). Sketchpad being used to create geometries. [photograph] (mirage.studio.7).
4) (2009). Algorithms producing numerous variations on form. [image] (nz Architecture).
5) (2011). Disney Concert Hall exterior. [photograph] (Encyclopaedia Britannica).
6) White, J (1989). Digitizing one of the physical models. [photograph] (Architecture in
the digital age).
7) (2007). Guggenheim Museum in Bilbao. [photograph] (www.guggenheim-bilbao.es).
8) Matthews, K (2000). EMP Building by Frank Gehry. [photograph]
(www.greatbuildings.com).
9) (2010). Disney Concert Hall symphony hall ceiling. [photograph]
(jasoninhollywood.blogspot.com).
10) Mashima, S (2004). Yokohama Ferry Terminal. [photograph] (Foreign Office
Architects).
11) McArdle, B (2011). Stuttgart University building from the courtyard. [photograph]
(Personal photograph collection).
12) (2009). Echinoidea sea urchin shell structure. [photograph]
(www.flickr.com/photos/haruspex).
13) McArdle, B (2011). Stuttgart University pavilion structure in the courtyard.
[photograph] (Personal photograph collection).
14) Whelan, D (2012). RepRap machine and computer with the software set-up.
[photograph] (Personal photograph collection).
pg. 25
15) Whelan, D (2012). RepRap machine on the test run. [photograph] (Personal
photograph collection).
Cover page
White, J (1989). Digitizing one of the physical models. [photograph] (Architecture in
the digital age).
pg. 26
pg. 27