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ARCHIVE: THE APP FOR ARCHITECTS Thesis presented to the Faculty of the Department of Architecture & Design at SUNY Alfred State In Partial Fulfillment of the Requirements for the Degree Bachelor of Architecture by Colin Davidson Dr. Alex Bitterman, Thesis Chair May 2019

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Page 1: ARCHIVE: THE APP FOR ARCHITECTSweb.alfredstate.edu/faculty/petricja/S19_DAVIDSON_THESISBOOK_.pdf · Deliverables The final deliverables will include a detailed analysis report that

ARCHIVE: THE APP FOR ARCHITECTS

Thesis

presented to

the Faculty of the Department of Architecture & Design

at SUNY Alfred State

In Partial Fulfillment

of the Requirements for the Degree

Bachelor of Architecture

by

Colin Davidson

Dr. Alex Bitterman, Thesis Chair

May 2019

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A R C H I V E

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Copyright Information

This book is the culmination of an architectural thesis project at Alfred State College in Alfred, NY. The re-search and investigation for this project was carried

out by the student representative with the help of the advisory council.

Copyright © 2019 by Colin Davidson

All rights reserved. No part of this book may be repro-duced or used in any manner without written permis-

sion of the copyright owner except for the use of quota-tions in reviews and academic articles.

First edition May 2019

Book design by Colin Davidson

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Acknowledgments

For my advisory team, this project would never have been pos-sible without them.

For Alex Bitterman, his guidance over the last five years have shaped my life for the better.

For my parents and family, the guidance outside of my educa-tion molded me into the man I am today. My great family ties are

some of the best memories and my favorite aspects of my life.

For my friends, the group of people I get to call my friends hold my life together and I am forever grateful.

Primary AdvisorDr. Alex Bitterman

Alfred State

Secondary AdvisorProf. Evan Enke

Alfred State

Advisory Board

Professional AdvisorKasey KlimesGoogle, Inc.

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Exploration.

Thesis Abstract

Advisory Team Signatures

Initial Proposal

Problem Statement

Hypothesis

Methodology

Competition.Precedent Studies

• Archimaps

• Buildings

• Google Trips

• Izi.Travel

• Erie County GIS Data

• Zillow

Table of Contents

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InformationLiterature Review

• What types of information are

people exposed to?

• How do people gather informa

tion?

• What do people take from the

information they experience?

• What are the effects of an increase

of informational stimulation on

society?

• How does the information era

impact the built environment?

Execution.Site Analysis

Programming

Schematic Design

Completed Design

Completed Thesis Signature Page

Endnotes

References

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Exploration.

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AbstractThis thesis endeavor was aimed at developing a better understanding of how the field of architecture engages with the information that relates to the built environment around us. The final product of this study was the creation of a mobile application pro-totype and theoretical development of a data aggregation platform that would collect and redistribute architectural information in a more efficient and manageable manner.

The inclusion of both facets of this final product allows us to engage in a secondary study of how information changes architecture. The increase in access to information pertaining to the buildings around us will change the way designers see their cities and how they in turn design future built structures.

The research and development that was performed in this endeavor is only a fraction of the potential that this idea holds for improvement of the future.

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Initial Proposal

Problem

Information is a commodity that is passed down, traded, and gained through the explo-ration of unique environments. Information is the basis on how we explore and understand. One specific set of information is data about the built environment in urban landscapes. This field has a vast database that often takes time and patience to access. Data such as architects, style, construction dates, etc. exist for every building in every city around the world. This information is helpful and useful when under-standing and researching urban environments. The long process of gathering this data often hinders observer’s ability to fully understand what they are looking at. Currently, there is no system set in place to make this process of information access faster and more efficient on a mobile platform. An effort should be made to try and increase the general knowledge of our

architectural community so that we can main-tain, preserve, and respect the architecture that has been created over the centuries.

Societal Need

Information pertaining to the existing built environment is often highly regarded by the community that the architecture is set in. Com-munities take pride in the architecture that has been created in their cities. Communities need to pass on the information about the histories and futures of their urban settings so that the information is not lost over new generations. According to an article on Medium written by TMD Studios, more than 2.5 quintillion bytes of data are created every day. This is a massive amount of information that is being added to the data that has already been recorded. The use of this data in design is crucial. TMD Stu-dios stated, “Data also offers the opportunity to speed up and improve the design process itself. These benefits must be captured to deliver

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urban areas that develop more sustainably and operate more efficiently.” (Studios, 2017) If this process can be simplified so that it can easily be added to the design process, the context of the built environment would benefit greatly.

Process

The process to create this app can be broken down into two steps: utilization research and software development. The first step, utiliza-tion research, is focused on the detailed analy-sis of how the user of the app interacts with the problem. Data sets such as who is the target user group, which building information is most important, and graphic interface and response will be a part of the research conducted. This stage is provided to create the basis for a well-functioning app that provides a well-de-signed solution for the end users. To aid in the further exploration of research, the profession-al and academic advisors will give advice and recommendations for making a better product,

guide towards tools and resources that will be useful to create this product, and explain some of the processes that occur in the professional world, so work can be done quickly and effi-ciently.

The second step of this process is the develop-ment of the application on a mobile device. This stage is by far the more complex of the two. The concept for this app includes the use of augmented reality and GPS in new ways, so the complexity and scheduling of the development process is hard to determine. In this step the advice and expertise of the professional advi-sors will become critical. In a discussion I had with a professional in the software field, Kasey Klimes, we discussed the logistics of creating an application in the prescribed amount of time. Kasey Klimes is a user experience researcher in San Francisco, CA. He has worked closely with Gehl Studios and Google to analyze urban data and create products that showcase that research. Kasey informed me that in a realis-tic perspective, the notion of creating a fully

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developed app in the eight months that make up thesis is not explicitly feasible. He suggested that a revision of scope would be necessary to create a worthwhile project. (Klimes, 2018) So, the point to which the application is physically developed will depend on the advancement and research of augmented reality technology and strategies. This final product will be revisited multiple times over the course of the project to ensure quality in the eventual creation.

Architecture Thesis

Building data research is a crucial part of any architectural process. Understanding the site that a structure is being created on is the start of any good design procedure. Creating a tool that allows for easier access to this type of information enables architects in urban envi-ronments to better understand and develop a design that respects its surroundings and reflects the characteristics and history of the urban fabric around it.

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Expected Conclusion

In May, this project will have explored the architectural lexicon of building elements and provided a strategy to create an application that allows for easier access to that informa-tion. The difference between proof of concept and a fully functioning app is distinct, but that difference establishes what is considered a successful project and the level of feasibility changes greatly between the two. The develop-ment of the application will be applied to a scale that shows the intent of the project and the fur-ther uses. Evaluations of the scope of the work will need to be conducted often to maintain an achievable goal.

Deliverables

The final deliverables will include a detailed analysis report that includes research on architectural documentation, user interface in an architectural information setting, research on the development of augmented reality usage on mobile platforms, and the development of an application that shows the intent of concept.

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Hypothesis

The general architectural knowledge of the av-erage person does not reflect the depth of his-tory encased in the built environment in cities all around the world. In an effort to increase the general architectural knowledge of the popula-tion, this thesis endeavor is aimed to allow easy access to an assortment of information such as dates, architects, styles, significant impact, etc. The variety of information that is accessed will vary on a use by use basis, but the main data set that will be produced provides the main study of this thesis project. This thesis will be a study into what information is most valuable to the user both as a quick reference and as an in-depth analysis of a building. The idea of different scales of analysis will dictate some of the research performed.

Whether the user is in the urban environment or is researching a destination, if they open this application, then they will be able

to easily access information pertaining to the built environment that is displayed through an augmented reality experience. This statement is the simple explanation of the purpose for this mobile application. This app is to serve as a plat-form for access to information pertaining to the built world. That being said, the question that arises is: what information is most valued to the user when they use the application in an urban environment? This information will change from person to person depending on how much architectural information they know about the spaces around them. In theory, if the user is an architect, they will have a base of knowledge that is stronger than if the user were in anoth-er occupation such as an accountant, plumber or teacher. The average, or base-line, amount of knowledge that the user starts with will be determined by analyzing the responses of care-fully structured survey responses and focus groups. The intent of these focus groups will be to create a selection of users that represent a

>Consolidation of Information changes the building construction.

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variety of attributes including, but not limited to, occupation, age, and gender. The data that is collected from these focus groups will guide the types of information that is represented in the mobile application. The user of this mobile ap-plication will not always be located in the urban environment that they are interested in. This mobile application will not only provide a tool to reference information about the buildings in your current context, but it will also provide a tool that will allow the user to do research before exploring their urban environments. This will allow for a deeper connection with the cities that the user is visiting.

Augmented Reality, or AR, is a facet of this project that could bring a sense of ease to the end-user of this product. The augmented reality aspect of this mobile application will have to be assessed to ensure that the inclusion of the feature is an asset to the end product and not simply an unnecessary addition. If the Augmented Reality feature is done well, then

the application would have a greater sense of novelty due to the fact that no other appli-cation has the power to do so in this manner. If the application proves to not need the AR aspect, another means of effectively relaying the information being accessed will be provided so that the process of accessing data remains simple and efficient. A solution to the problem could be a low-tech route that could prove to be the most effective but also the most difficult and time consuming to the user. This could include the use of physically scanning codes or directing the user to access information that is located on a database. In an effort to keep the utilization of this product as user-friendly as possible, measures would have to be taken to ensure that the information that is accessed through the code is worth the extra amount of effort.

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>Education of both the client and the architect allows for better conversations.

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The research that will be conducted for this thesis project will be an in-depth analysis of the types of users that will be interacting with this application, as well as a study to discern what information pertaining to the architec-tural environment is available. To make this an in-depth analysis of the users, multiple types of studies will be performed. The main focus of this thesis is to gather data that reflects the architectural knowledge of the current popula-tion. To achieve this, surveys and focus groups will be utilized to gather data pertaining to a large range of users. The surveys will be aimed at the collection of data specifically referring to the information that the population knows about the built environment. This data will al-low the development of this mobile application to directly relate to the needs of the users. The focus groups will relate more to the efficiency of the project. The focus groups will asses the application’s content, appearance, user expe-rience, etc. These groups will apply a direct re-sponse to the content that is generated during the research portion of this project.

The culmination of the data collected in the sur-veys when added to the analysis and revision from the focus studies will create a product that fulfills the goals of this thesis project.

The main purpose of a mobile application and this thesis project is to create a product that is easy to use and achieves the desired effect well. One of the main elements that is included in the ease of use is the graphic design aspect. Every time a person uses their mobile phone, they are berated with graphics that vie for the attention of the user. Creating an application that is both graphically well designed and easy to use can make the difference between good and great.

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Prediction

There are multiple stages to the success of this project. The first stage will be the completion of a series of research analyses. The analysis will be focused around the collection of data that shows the general architectural knowledge of the intended users of this application. The re-search will include studies exploring what data sets are necessary to improve the knowledge of the users, as well as the data that will provide a well-rounded analysis of the urban environ-ment. This research will be translated into a se-ries of guidelines as to what data is showcased on the final version of the application. This will provide a platform for which the application can be built upon. The research will reflect the statistics of a variety of characteristics that can be assigned to a multitude of the users of this product. In an effort to engage as many differ-ent types of users, whether they differentiate in profession, age, gender, or intellectual back-ground, this application will be able to teach

users, of a variety of abilities, information about the urban landscapes they are located in.

The second stage of this project will include the assembly of the user data that was collected in stage 1. After the data is analyzed, the user information can be processed into a form of in-formation delivery that will be the preliminary response to the stated problem. At this point the varied focus groups will be introduced to verify proper direction of the project as well as to assure that a well-designed product is being created. The focus groups will target content quality, information delivery systems, ease of use standards, as well as other aspects of the design. The information that is generated from the focus groups will allow an iterative process of application format generation to occur. This iterative process will allow the composition of the mobile application to fully observe the needs of the user. This is part of the quality con-

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trol checks that will be contained in this thesis process. This will take us to the final stage of this thesis project, which is the development of the true mobile application.

With the information gathered from the earlier stages of this project, a process for the de-livery of the application can be designed and put into a working context. The feasibility of creating a fully functioning mobile application will be in a constant state of flux as the project moves ahead. The domain of computer infor-mation technology is an ever-changing area of expertise. This can lead to drastic changes in the ability to create a product that differenti-ates from any other applications of computer technology that exist today. The goal of inclu-sion of an augmented reality feature is the main priority, but a realistic focus of creating a product that provides architectural information to its users is the bottom line. At the end of this thesis endeavor, each stage of the project will provide a different product that showcases a

distinct observation or application of the data that correlates to the research before it. In it’s complete form, this thesis will present the state of knowledge pertaining to architectural infor-mation in the users of this application, provide an analysis of the user data, and potentially the development of a mobile application that provides access to architectural information in an urban environment.

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Variance

The creation of this mobile application has the potential to create a product that will simpli-fy the architectural data collection process therefore providing a solution to the deficit in knowledge that is currently present. This appli-cation has the potential to increase the general architectural knowledge of the user, as well as becoming an aid in research and analysis of the built environment. This increase in general architectural knowledge will allow for an esca-lation of quality in design response to a specific site. This will be caused by the ease of access to information allowing the user to maintain a better sense of place when doing site research and analysis. The uses of this application have an endless supply of material to be applied to. The concept of urban exploration is a concept that is shared by both architect and architec-tural enthusiast alike. Anyone who is interested in the built environment can benefit from the information that this mobile application will

hold. This increase in access to information will make the community better designers, better observers, and better admirers of the architec-ture around us.

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Competition.

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Summary

ArchiMaps created by Funciona Soluciones In-formaticas, SL is a travel and culture application that is run on mobile platforms. The applica-tion was created in 2017 and is currently still updating. The purpose of the app is to allow the user to see what significant architecture is in the current area. The data is focused on a specific set of cities. These cities are current-ly Barcelona, Chicago, London, Los Angeles, Madrid, and New York City. The user can open a map for each of these cities that shows them the significant architecture of the city. This list of architecture can then be filtered by a num-ber of characteristics such as time, period of style, and architect. When the user chooses a building to study, the app provides the name, architect, use, and style. This small set of data is expanded with a link to the Wikipedia page for the building.

Analysis

ArchiMaps does a good job of giving a quick visit to the architecture in the cities they pro-vide maps for, but the information that they present does not give a deep synopsis of the architecture in the city. The information that they do provide is a good start to looking at the most significant architecture in a city, but the significant architecture is not always what the user is looking for. To create a tool that can effectively be used in an urban environment, a deeper study of the built world needs to take place. What ArchiMaps does well is provide a platform that is graphically well designed and easy to use. The application offers a lot of fea-tures that streamline the process of finding the information that you are looking for.

Archimaps by Funciona Soluciones Informaticas, SL

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Takeaway

The major takeaways from this application include content, user experience, and graphic representation. The first takeaway, content, is the most crucial. ArchiMaps gives a selection of architecture to the user but the analysis of the urban environment does not lend itself to making this application a powerful reference tool. The approach from the ArchiMaps appli-cation is suited well for a travel guide, but when making the next step to creating a source for as much architectural information as possible it falls short. The next takeaway is the user expe-rience. The user experience in this application is streamlined to the point where the user can quickly and easily access information. Taking both points into consideration, the content and the user experience can only be observed at how well they establish a connection with a city

that they have provided content for. This limits the capabilities of the product. The last take-away relates purely to the design quality of the graphics in this application. The graphics that were developed for this project seem to have a unique style that displays the information well. Overall the culmination of these points shows that this application is a product that can be admired and respected.

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Summary

The buildings app created by Despark Ltd. is a mobile application that shows the user signifi-cant architecture in their area. This application was released in 2010 and discontinued up-dating their services in 2012. The application displayed information on a map-based system that showed the architecture as points of inter-est. The information that was displayed when choosing a building was the name, architect, location, and the distance from your current position. A feature that was added to this application was the inclusion of multiple photos pertaining to the building. These photos were added both as a standard for the application as well as a user addition portion. This allowed a stronger connection to the building due to the multiple angles that photos can be taken or the many facets of activities that can take place in and around the architecture.

Analysis

Since the application has stopped updating and cannot be downloaded on current operating systems, a full analysis of the application cannot be performed. The information that can be reviewed shows the general concept of the ap-plication. This concept of this application shows a product that could be useful as a travel and culture application. The app does accomplish the task of providing a selection of information pertaining to the architecture around the user, but the selection appears to be limited. The so-cial aspect of this application sets it apart. This application features a system of social network-ing and sharing that allows for the content to be spread and updated quickly. The Buildings app seems like it was heading in a good direction but failed to lay a solid foundation to continue development.

Buildings by Despark Ltd.

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Takeaway

The takeaways from this application involve content and social interaction. The content that is displayed in this mobile application appears to lack the depth of analysis that should be seen in an architecture encyclopedia. To truly be utilized as a standard, effective tool the content must have a sense of depth and precision that allows the user to trust and gain knowledge from the application. This distinction is the difference between a travel and culture ap-plication and a useful reference tool. If a new reference tool is going to be created, then the content must have a depth that reflects the intentions of the users. The second takeaway from this application is the social aspect. Social features in a mobile application can have both positive and negative impacts. On one hand the social aspect can add useful information to a data set therefore improving the gener-al knowledge. On the other hand, the social aspect can bring information that is unchecked and potentially incorrect, as well as bringing

in opinions and open discussions that can lead to many places. The idea of having a respected standard for data organization is something to strive for. When the user undeniably trusts that the information has been checked and verified they can have a deeper connection with their urban environment. The review of this appli-cation is hard to gauge fully due to the lack of physical interaction with the application itself. It seems that the purpose of this application did not have a solid foundation, so in the end there was not a significant goal to propel the development farther. This idea of establishing a priority of purpose allows projects to continue to develop into something worthwhile.

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Summary

Google Trips created by Google, Inc. is a travel and culture application that is meant to provide assistance for your travel experience. This ap-plication was released in 2016 and is currently still being updated. The Google Trips mobile application allows the user to customize a trip itinerary before departure and consolidate all the information they need for the trip to be used during the trip. The data is stored offline so that the information can be accessed even if the user does not have access to an internet connection. This requires a certain amount of planning before departure to ensure that all the information the user needs is accessible when they need it. This application provides informa-tion about the local attractions around the user and allows the attractions to be filtered into different categories to find the activities that they specifically want.

Analysis

This application can be a useful tool for anyone that is traveling around the world. The organi-zational aspects of this application help aid the user so that they do not make mistakes when traveling. This application differs slightly from the scope of this thesis project because it is not focused on the built environment but rather the experiences that happen around it. This application provides a graphically well designed and simple user interface that accomplishes the task of being a travel assistant well. Often a traveler can waste time trying to see everything that they can and failing to organize effectively. The solution provided efficiently and effec-tively organizes a route through a series of destinations. This feature is a major asset to the application.

Google Trips by Google, Inc.

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Takeaway

The takeaways from this application include content organization, user experience, and graphic quality. The system that the content is organized in this application allows for a deeper connection and in theory a better trip experience. The division of online and offline content is both beneficial and detrimental. One of the most influential benefits of making content available offline is that it allows the user to take that information anywhere, but the urban environment contains a vast network of information that is constantly changing. In a situation where the user essentially knows what they want to do the information can be lo-calized. In a situation where the user is looking to explore a new context, the information needs to have more fluidity. This brings up the user experience. The user experience involved in this application consolidates all the information into a series of easy to use and helpful windows and diagrams. The graphics of the application are simple and easy to understand and when

paired with the efficient user experience design create an application that is an essential tool for traveling. The main takeaway from this proj-ect is simply the study of how the application presents information to the user. The simplicity and organization of this application sets Google Trips apart.

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Summary

izi.TRAVEL created by Informap Technology Center LLC is a travel and culture application for mobile devices. izi.TRAVEL was launched in 2015 as a mobile application and currently updates content. This application is focused on the storytelling and history aspects of a region. The izi.TRAVEL desktop platform is a broad database that supports the framework for the mobile application. The application is complete-ly GPS and map-based content. The content that is generated for this application is defined by large network of third-party users that cre-ate content based on city guides in their loca-tions. The touring capacity of this application is not limited to the guides that are provided. The guides are broken down into individual stories that are accessed in free walk mode. This allows the user to visit unique spaces and check to see what stories they hold. The history that is told through the stories on izi.TRAVEL are incredi-bly detailed and specific to the place.

Analysis

The izi.TRAVEL mobile application offers an experience that differs from other applications because it doesn’t just showcase information about buildings or spaces, it gives the history of unique spaces all around the world. This distinction places this application into its own category that stands along side other travel applications but becomes distinctly unique. The content that is generated is limited to what is posted by the users, but there are options to purchase expansions for some cities and locations.

Izi.Travel by Informap Technology Center LLC

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Takeaway

The takeaways from the izi.TRAVEL application involve content, user experience, and graphic quality. The content that izi.TRAVEL provides is the distinguishing factor in this application. The user feedback that can be seen in comments sections for the application in app marketplaces shows that the application is well reviewed, and users enjoy the content that is provided to them. The content that is provided does not attempt to be a blanket coverage for all the stories relating to a user’s urban fabric, but instead the content appears to be more of a bonus to traveling. This sense of establishing an achievable goal works better for the developers because it keeps the expectations of the users in check. The second takeaway from this appli-cation is the user experience. Most of the con-tent on this application is generated through user experiences. This creates a culture in the application that allows the user to feel like they are a significant part of the application’s society. Lastly, this application’s graphic quality helps

bring a sense of solidarity to the content being generated. Since the application itself looks nice and works efficiently, the content seems to be more official and well accepted. Overall, this application provides an experience that differs from other applications like it. This allows it to stand apart and become a truly unique experi-ence.

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Summary

Most counties in the United States have a set of GIS, or geographic information systems, that is specific to their own counties. This GIS data holds information about the individual parcels according to the county that counts them towards their jurisdiction. This informa-tion can change from county to county, but the main data set includes area, local jurisdiction, coordinates, owners, and other information relating to the county. These sites are useful to professionals in the construction fields because they offer the initial set of research to aid in the construction process. The data that is present-ed often sways design and construction deci-sions heavily.

Analysis

The data that is provided by the local GIS systems offers unique insight to the context of the space. Often this information is essential to continue the building and design process of a building. In most situations the inclusion of GIS data at the beginning of the design pro-cess is necessary to ensure that the design is meeting all of the code regulations. Code regulations are a major obstacle in the design process. Learning as much as you can before starting the process will make the procedure go much quicker and the room for mistakes will decrease. The main drawback for local GIS data systems is that the information is often com-piled by analog means, which most often take the form of the local municipal government. This analog status often takes much longer to aggregate the data compared to if the data was compiled using digital means.

Erie County GIS Data

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Takeaway

The elements of the design process that per-tain to the codes and regulations specific to a municipality are some of the most influential elements on a project. Code enforcement is an issue for designers all around the world from the world’s largest cities to the smallest towns. Having an understanding of the context of your site as it relates to the municipal government is a good way to ensure that you are creating a product that efficiently and effectively provides a solution to the problem. The current form of GIS data aggregation does not match the needs and speed of the modern world. This informa-tion, being some of the most valuable to a proj-ect, needs to be streamlined and the accessibili-ty of the information needs to improve.

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Summary

OpenStreetMap is an online platform that brings together open source geographic, archi-tectural, and social data. This mapping platform is based on a mix of user generated content. The content that is displayed is an assortment of the different perspectives of the multitude of users that are included in this project. Open-StreetMaps offers a resource that can be used to export specific geographic data sets to be used in a variety of applications. One of the features that sets this application apart from others like it is the aspect of the social commu-nity. OpenStreetMaps offers a social function to their users so they can get in touch with the community that open source mapping can create. This creates a feature that takes the program beyond the base product of a mapping software.

Analysis

OpenStreetMaps does a good job of creating a content that is well-designed, applicable, and shareable. The social aspect that is created on this platform allows for a better integration into the community both that exists and that they have created. Bringing more people into the fold creates more content but there is a major issue with relying on user generated content: accuracy. User generated content needs to be evaluated and checked for accuracy on a regular basis to ensure that the product that is created is still performing well. This requires a considerable amount of work which can inhibit quality.

OpenStreetMap

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Takeaway

To ensure that the product that an application creates provides a well-designed and trusted source for information, the data that is collect-ed and displayed should show a blend of user generated content and well-established factual information. The data collection process of established information takes much more time and effort on the part of the developers, but it is a necessary step when creating a platform that the intent is to have users trust the infor-mation. The other distinction here is that in the architectural field, the consumers of this data will be relying on the information to be accurate, so they can use this to influence their decisions in the design process.

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Summary

Zillow is an information aggregation platform in the housing industry. Zillow collects infor-mation about the housing market across the nation and provides access to this data to consumers and real estate agencies alike. The company is separated from the housing market when looking at the financial aspect. Instead, the commodity that they provide is simply the information that pertains to the houses that people are interested in. They have become the standard for most home-buying experiences. Most people look to Zillow when researching and making decisions on the houses they are buying and selling. The information that Zillow provides has solidified their position in the real estate market with authority.

Analysis

Zillow is a great example of the power of creat-ing a space where consumers can engage with providers. The concept of the network has giv-en Zillow a large amount of influence in the real estate market. This influence is an incredible accomplishment because they have become the standard for information in the process of what to most consumers is the largest purchase of their lives. Unlike the commercial market where monetary value of a property is split between investors, the private residential housing mar-ket directly impacts the lives of a majority of the population in the United States. Zillow can control the user experience of the home-buying process with a simple switch of some coding. Currently, the relationships that Zillow has with the real estate industry creates symbiotic part-nerships where everyone benefits, but if that balance changes, a major economic shift could come to surface.

Zillow

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Takeaway

The power that an aggregation company has is substantial. People place value on the things they feel they can understand. When access to information is provided in a simple and easy fashion then the consumer places value on that information. Zillow has created a situ-ation where they have allowed and inspired their network to grow at a rate that places this commodity in the hands of any consumer that wishes to access it. The simple relationship between the network connections and data ag-gregation are the exercises to study here. In the Zillow example as well as many other examples, when the connections that the network creates expands the platform exponentially the power and potential influence is close to follow.

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These precedent studies gave good insight into how mobile applications and data aggregation platforms successfully and unsuccessfully handle information manage-ment. Some of the biggest takeaways from these studies were the concepts of data creation techniques and the idea of how information is showcased to the user.

The concept of data creation is one of the largest hurdles to overcome for an appli-cation and platform such as Archive due to the fact that without the data there is no product at all. In these precedent studies,

three main forms of data creation showed themselves. These three were user-gener-ated content, developer-generated content, and scraped or sourced content. The first two options require the most amount of invested time to create the content, while the third option holds value in the idea that the information is already out in the world.The idea that the information that relates to the architectural site analysis process exists currently in the world is the entire basis for this project. The architectural site analysis process currently takes a consid-erable amount of time due to the inefficien-

Overall Takeaways

User Generated

Developer Generated

Sourced / Scraped

Content

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cies of the organization of the data. With the Archive platform we hope to create a product that will allow the user to engage with the intended data in a more efficient and easy process.

The second portion of the takeaways that the precedent studies showed was the idea of hierarchy of information and user inter-face design. A lot of the existing resources that are available for design professionals and architectural enthusiasts have outdat-ed user interface design and a deficiency in accurate data.

The Archive platform and mobile applica-tion will have a focus on creating a space that allows architects, designers, and clients to engage with a clean and simple user interface that allows access to as much information as possible in one location. Creating a space that has the attributes of existing resources as well as tools that bring new technologies to the table will al-low the users of the Archive application and platform to have a deeper connection with the spaces around them.

Flat

Content-Driven

Hierarchical

Hierarchy

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Information.

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Literature Review

What types of information are people ex-posed to:

How much information does the average person take in daily? What are the sources of the information that people are exposed to? How do people learn from the information they choose to take in? All these questions are facets of the massive stream of information that is present every day in society. People are exposed to many different forms of informa-tion in the modern world. Information can be broken down into two main typologies: primary data sets and metadata. A primary data set is the information that is completely factual. It is information that makes up the subject matter. If you look at a book, the primary data set is the contents of the book, or what is contained in the chapters. The other portions of that same book are the metadata. Metadata is the information that describes the primary data

set. The metadata of a book would include things such as the title, author, publisher, etc. There are many different examples of each of these forms of information. We, as a society, see primary data sets everywhere we can look, see, and hear, but metadata is often below the surface and offers a system to organize and filter data easily. Some of the best examples of metadata include ISBNs for books, Barcodes, and QR codes. All three of these examples are systems that are set in place to help organize certain facets of information collection and distribution. ISBN, or international standard book number, is the format that most books are documented and cataloged for sale. An ISBN is a 13-digit number that provides a unique identity for that specific book. Factors that this data collects are product form, such as hard copy or soft copy, title, series, edition, language, etc. This individual and unique number for book classification allows for anyone in the world to search and find the information that pertains to the book. This standardization has been adopt-ed by most countries all over the world. The

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United States component of this standard is controlled by the Bowker company. The Bowk-er company controls the output of ISBNs and barcodes for books. According to the Bowker website, “The most important tools for discov-ery of publications is the development of an ISBN, a barcode, and general marketing.” (ISBN, 2014) The ISBN is generally paired with its own unique barcode. There are two types of bar-codes: one-dimensional and two-dimensional. A one-dimensional barcode is the classic series of bars that you can find on every product in every supermarket across the country. The barcode acts as the standard for most consum-er products in the modern world. The design of the barcode was first created in the 1960s by Joseph Woodland and further developed and put into service in 1974 by George Laurer. The work of Woodland and Laurer was implement-ed into supermarkets all across the country and allowed the stores to maximize profits by reducing cost margins at the checkout line. (Mingle, 2014) The technology of the one-di-mensional barcode was more recently taken to

the next level with the invention of two-dimen-sional barcodes. A traditional one-dimensional barcode has 95 even bars that are arranged in a vertical format that provide a scannable object but can only be scanned in one direction: horizontally. Two-dimensional barcodes take that technology a step further by allowing the scanner to read both vertically and horizontally. This innovation allows for a larger data set to be translated. A specific type of two-dimension-al barcode is the QR code, or quick response code. A QR code has the capacity to hold over 200 times the amount of information that can be held in a traditional one-dimensional bar-code. (Denso, 2011) All these forms of data exist in the modern world as a vast network of information that provides insight into all facets of our society. People are rushed with all sorts of primary data sets whether they are coming from the news, friends, social media, internet sources, libraries, etc. while the meta-data that pertains to this information is filtered and sourced to help us decipher what we are looking at.

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How do people gather information:

People gather information in a large variety of ways. In a survey performed by the Pew National Research Center in Washington D.C. the habits of 3,015 U.S. citizens were analyzed to see how they are introduced to information and how it influences their lives. The study broke down the factors that occur when people are faced with information into five groups. These five groups included interest, trust of the source, level of eagerness, lifestyle aspects, and baseline of education. These allowed the analysts to group the participants into one of five typologies that describes their informa-tion collection habits as well as their outlook towards the information. The typologies were named: “Eager and Willing”, “Confident”, “Cau-tious and Curious”, “Doubtful”, and “Wary.” The classification of these typologies shows that there is no typical consumer of information in the United States. The “Eager and Willing” and “Confident” participants showed the highest

level of information coming into their lives and the highest levels of trust in the information. The “Doubtful” and “Wary” typologies had the lowest levels of information access and the lowest levels of trust. Finally, the “Cautious and Curious” typology represented the middle ground for the participants. Across the board the main ways that people sourced information were through means of cell phone usage, desk-top internet usage, personal connections, and libraries. According to the study, 77% of the re-spondents had a smartphone, 73% have a home broad band connection, and 51% had a tablet. These sources provided the information that people needed for their daily tasks of life while other information remained superficial and re-lated more to current society issues. (Horrigan, 2017) The modern digital world is full of infor-mation that does not directly impact the lives of the viewers. With the rise of the modern smart-phone, people are influenced more and more by social media and news, both national and local, that pervades into the information stream that is all around us. This doesn’t mean that the

>Figure 1 - Percentage of adults who say they think the public library helps them...

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viewers of the information entirely trust the media that they are connecting with. The 2016 Pew Research Center survey titled How people approach facts and information stated that the most trusted sources of information still were related to the established models of infor-mation collection such as libraries, librarian’s advice, and health care providers. To contrast this, the models that inspired the least amount of trust were national news sources, financial institutions, and social media. (Horrigan, 2017) This creates an interesting dichotomy between the information that people choose to gather, or where they gather it from, and the amount of trust that they instill in it. In an article titled Most Americans – especially Millennials – say libraries can help them find reliable, trust-worthy information written by Abigail Geiger, Geiger states that in the era of fake news that an abundance of information has created, we struggle to find the accurate and trustworthy information. 78% of the Americans that par-ticipated in the study said that public libraries hold useful information that they can trust and

can help them accomplish the tasks at hand. The same study revealed that millennials were the age demographic that valued the library the most. In the Millennials more likely than older generations to say libraries help them find trustworthy information, learn new things, and make informed decisions” figure we can see that millennials averaged higher than the Gen X, Boomers, and the Silent generations on trust in the library system. The usage of the established sources for information gather-ing are not being forgotten but the speed and quality of the information suffers when it is put up against the rapid response of the internet sources. In Geiger’s article she states that:“While the library is seen as one useful re-source, the survey also found that 55% of adults say that training to gain confidence in us-ing computers, smartphones, and the internet would help in making decisions.” (Geiger, 2017)The library, like many other analog sources for information are struggling to keep up with the increasing speed of digital sources. (Geiger, 2017)

>Figure 2 - Growth Mentality vs. Fixed Mentality

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What do people take from the information they experience:

After the information has been gathered, another interesting connection begins to develop: the relationship between the mind-set of the viewer and the information they are viewing. When information is presented to the population it is immediately judged on the content that it shows. The idea of judgment of content inspires different mindsets to formu-late. One of the most forward researchers in mindset and mentality is Carol Dweck. Carol Dweck has taught at a variety of ivy league and higher-level educational institutions. Her research focuses on the mindset psychological trait and the effects of mentality on society. One of her most established concepts is the idea of the growth mentality. The concept of a growth mentality is the idea that when people are faced with adversity they choose to accept the difficulty of the task and work through the problem as best they can. This comes in direct

contrast to the concept of a fixed mentality where a person when faced with adversity gets caught in the fear of failure that they choose to ignore the problem entirely. In a 2014 TED talk that Carol Dweck provided in Norrköping, Sweden, Dweck explained the positive effects of the power of understanding the concept of yet. The idea that things are always in a state of potential for the future breaks down the finality of most situations. Instead of living in a world of black and white, or failure and success, a whole spectrum of grey areas are introduced. When people, especially children, align themselves with this view it helps them cope with the struggles of life. Dweck explained that when MRIs are performed on a student who has a prescribed fixed mindset, the brain activity of the student decreases when they are faced with difficult tasks and questions. When the same scan is performed on a student with a prescribed growth mindset, the students brain activity increases as they attempt to work through the problem. (Dweck, 2014) Most of Dr. Dweck’s studies are focused on a student

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>Figure 3 - Demographics of the five typologies

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population to see the effects of this concept on a developing mind, but the Pew Research Cen-ter applied her theory to the 2016 survey How people approach facts and information. The re-search group asked questions to try and gauge the participants position when it came to fixed mindset versus a growth mindset. The ques-tions gauged the respondents view on whether or not people can learn skills through study and practice. From the typologies that were men-tioned earlier in this document, the “Eager and Willing” and the “Cautious and Curious” typolo-gies had the highest levels of growth mentality participants. In figure 2 you can see that the percentage of positive growth mentalities in the “Eager and Willing” and the “Cautious and Curious” typologies are much larger than those of “Confident”, “Doubtful”, and “Wary.” The interesting correlation that develops here is the relationship between the participants trust in the information and the mentality that they hold. The “Eager and Willing” typology holds a strong growth mentality rate while maintaining trust in the information that is expressed, but

the “Cautious and Curious” typology holds an even higher level of growth mentality while expressing some of the least amount of trust in the information. One explanation of this correlation could come in an analysis of the financial state and baseline education of the two groups. In figure 3 the demographics of the study group are shown. When analyzing the income and education of the “Eager and Will-ing” and the “Cautious and Curious” typologies it is apparent that the “Cautious and Curious” group has a larger percentage of both educa-tion and financial stability. The presence of a better situation in the “Cautious and Curious” group could inspire them to tackle more prob-lems but still be wary of the information and the effects of their research. The mentality towards data collection and research changes from sit-uation to situation but the groups that engage the most with information often persevere and succeed more frequently. (Horrigan, 2017)

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What are the effects of an increase of infor-mational stimulation on society:

With these factors and sources of information engaging with the population there is a major societal impact that is created. The concept of information overload has been studied by many organizations across the country and the world. As more and more information is opened to be accessed by the masses, how do we as a society cope with the increase in stimulation. In a study done in 2016 by John B. Horrigan, an analysis of the effects of information overload was studied. The results of the study proved that the majority of the Americans surveyed were happy with the amount of information that they were engaged with. Of the 1,520 U.S. citizens that participated in the survey, 77% said that they feel like they can cope well with the stream of information in their lives while only 20% of the respondents stated that they felt overwhelmed. A similar study was per-formed in 2013. The major difference between

the two surveys was that the percentage of people who stated that they felt overwhelmed had decreased. This correlates to the devel-opment of technology and it’s inclusion in the lives of more people. In the 2016 survey, 72% of the respondents had a smartphone, 70% had a home internet connection, and 48% had a tablet. 39% stated that they had all three forms of technology. (Horrigan, 2016) As technology spreads into more facets of society and as the population acclimates to the usage of technolo-gy, we will become more and more accustomed to handling the amount of information that we access. Horrigan stated in the article “…there is a modern world of digital information available to those who are proficient with digital tools.” (Horrigan, 2016) As technology continues to develop and include itself in society, the rela-tionship between information and the daily lives of consumers will continue to grow.

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>Figure 4 - Technology assets

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How does the information era impact the built environment?:

The data that pertains to the architecture of the built environment exists as a deep reservoir of factual information that is stored in vari-ous places. The data collection process when researching the built environment often takes a considerable amount of time to complete a full analysis of the space. The idea of aggregating data in order to simplify and streamline the re-search process is closely related to the amount of information that is available. As the amount of information increases, the need for modu-larization and commoditization increases as well. In a podcast episode of the show Exponent with hosts James Allworth and Ben Thompson, the concepts of platforms and aggregators were discussed. The discussion reviewed the effects of having a business model that is set as an aggregator, which brings together the data and allows people to access it externally. They also discussed the effects of when the model

goes beyond just displaying data and provides a platform for content. Thompson explained that a lot of the distinction in this area comes from the concept of the network effect. The network effect is the explanation of when a single system brings on users, those users in turn create interest in the system which brings more people to the group therefore creating an increasing growth cycle. A system that draws users by the connections they can make and then capitalizes with the use of internal upgrad-ing can quickly become a strong platform for any kind of content. Thompson referenced an interview with Semil Shah and Chamath Pali-hapitiya where Palihapitiya said that Bill Gates once told him, “A platform is when the eco-nomic value of everybody that uses it exceeds the value of the company that created it.” That statement expresses the idea that value comes from the interest that people place on it. The value of the network in theory is established by how many people are included. (Thompson & Allworth, 2018)

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In the architectural field, the demand for information is extremely high and the network of people looking to access this information is broad. When involved in the building and con-struction process, research plays a large role in the development of projects. The informa-tion that architects and designers study helps inform the design of the built form. In theory, if an easier route to this information can be pro-vided, better design work could be developed. This high demand for the information relates directly to the need for modularization and commoditization. In an article from Stratechery titled Zillow, Aggregation, and Integration written by Ben Thompson, Thompson reviews the aggregation theory related to the company Zillow. Zillow is a company that aggregates data pertaining to the housing market. They are completely separate from the purchasing component of the industry, but they provide a service that acts as a tool for all facets of the real estate market. Zillow acts as the middle man for information between the consumers, real estate agency, and the actual homes them-

selves. The network effect can be studied here. Zillow provides connections with the consum-er market and realtors. Zillow, by providing a source for information pertaining to one of the biggest purchases most people will make, has established themselves as the standard for in-formation collection and representation in the housing market. Thompson can be quoted in his article saying:

“Zillow is in nearly every aspect already an aggregator: it is by far the number one place people go when they want to look for a new house, and at minimum the starting point for research when they want to sell one. They own the customer relationship!” (Thompson, 2018)

The customer relationship is the most import-ant feature of the network effect. The connec-tions that Zillow can make with the customer gives them an incredible amount of power. When Zillow became a recognized source for factual information pertaining to the housing market, the company solidified their position

“Zillow is in nearly every aspect already an aggregator...

- Ben Thompson, Stratechery

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of power in the heart of the real estate market. In the consumer market, decisions are made based on the profit that can be gained. In this particular instance, Zillow has established such a commodity in the information that they gathered that they can capitalize by involving themselves in symbiotic relationships with the real estate market. If a view is taken of this situation from a different perspective, a broad-er perspective, Zillow is the mode of modular-ization and commoditization that follows the evolution of technology in society. The stream-lined approach to research and data collection that Zillow provides inspires more sets of data to be aggregated. The consumer perspective of the Zillow model aims to make the purchasing process faster and easier, but when the same principle is applied to a larger field the impact on society will be substantial.

...They own thecustomer relationship!”

- Ben Thompson, Stratechery

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Execution.

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>Exploded axon of the Delaware block showing the site lines, vegetation, and existing buildings

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Site Analysis

This project would not have a full understand-ing with out the inclusion of a physical site that would allow the research performed during this project to be applied.

The site that I chose to showcase the Archive platform is the 200 block of Delaware Avenue in Buffalo, New York. This site is home to a variety of different site attributes that could change the context of a new building as well as an assortment of restrictions and guidelines that often change the direction and scope of projects.

>Plan of Buffalo, NY with the Delaware Block highlighted.

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Vegetation

The 200 Delaware block offers a unique expe-rience of vegetation in the urban landscape of Buffalo. Buffalo, New York has an abundance of park spaces that are scattered around the greater Buffalo area, but once in the down-town metropolitan area the number of public green spaces diminishes. The Delaware block sits across the street from Johnson Park and Hutchinson Technical High School which sits on a large open lot.

Vegetation is a source of a lot of tension be-tween architects and clients when regarding new green technologies. The design world of-ten wants to include as many green, eco-friend-ly options into buildings but the client often sees the cost behind these attributes. A higher understanding of the site context will help make these conversations more effective.

>Vegetation Plan with the Delaware Block highlighted.

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>3D Axon showing the location of the local vegetation looking NW.

>3D Axon showing the location of the local vegetation looking SE.

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>3D Axon showing the existing adjacent buildings looking SE.

>3D Axon showing the existing adjacent buildings looking NW.

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Existing Buildings

Existing buildings both on your site and on the sites that lie adjacent to yours often leave a large assortment of restrictions that need to be met. Whether these restrictions are caused by adjacent building uses, proximity concerns, or existing building conditions on site the outcome of the project relies heavily on what exists around the site currently. Not all of these attributes need to have a negative connotation associated with them.

Adjacent properties offer unique solutions and added value to new spaces. Tying into the existing infrastructure that surrounds a new construction project or adaptive reuse allows the space to blend seamlessly into the existing conditions.

>Existing Building Plan with the Delaware Block highlighted.

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Site Patterns

Long term site patterns and attributes influence a building project to a great degree. Analyzing the topographic surface of a site is the start to every project. It lays the foundation for the rest of the project. Having a complete understanding of the scenario that you are engaging in can make the difference between a good and great building.

Short term site attributes impact the final building form less than the long term, but understanding how people move around the intended site gives a strong perspec-tive and understanding of how the building needs to be built in order to operate effi-ciently. Analyzing patterns such as vehic-ular and pedestrian traffic, solar changes, wind patterns, etc. all engage the building with the everyday life of the site.

>Site Topography with the Delaware Block highlighted.

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>3D Axon showing the traffic patterns around the buildings looking NW.

>3D Axon showing the traffic patterns around the buildings looking SE.

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Programming

In architectural programming, the act of programming is the responsibility of the owner. It is the first step in establishing a working relationship with the architects and other design staff in order to create a series of goals and objectives that lay out the timeline and expected outcome for the project. The programming is one of the most influential and crucial steps in the design process because it has the ability to ensure the production of a quality product or allow the project to fail or not meet the expectations of both the client and archi-tect.

For the Archive project, although the project is based in the architectural field, the project has a different set of goals and aspirations that pertain to programming.

One of the most unique attributes that can describe the Archive programming process is the fact that the intended application is meant to reach a large array of intended users. This concept has both positive and negative impacts to the final product, but more importantly it shapes the process of programming significantly. For the final

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application to reach the intended users efficiently, certain tests, surveys, and sets of analyses are performed to create a variable matrix that allows the development process to create an application that displays both what the users want to see as well as what they truly need. Establishing a consumer profile or set of consumer profiles is the first stage of the programming process in Archive. The second stage is the creation of standards that will reflect the mechanics and information relation strategies that are then implemented in the product of an application.

From the development of both stage 1, establishing consumer profiles, and stage 2, establishing application standards, a series of guidelines will be created in order to ensure that the product created at the end of this thesis endeavor reflects an efficient and worth-while application. Here we will provide an outline for the programming elements that will define the consumer in order to define the application.

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Schematic design for this project varied from the traditional architectural thesis model. The schematic process for this project included the creation of an initial prototype of the Archive mobile application to see what the most important functions and what the most important aspects of the user interface are. This design went through multiple iterations to ensure that the best product was being presented.

The protoypes for this application utilized the program Adobe XD to assemble a work-ing application that shows a vision of what the application could look like and what it can do. This tool was very helpful in convey-ing ideas to professors and colleagues.

After creating initial prototypes, the most valuable experience this tool provided was being able to watch other people use the application to see where the deficiencies

were and how they could be addressed. This allowed the iterative process to refine the application to a point that efficiently showcased the correct information.

The images above are initial studies on how the application was to be layed out. Studies like these allowed the Archive team to solve problems through discussion and working through problems on a table.

The images to the right are showing the process in Adobe XD. The XD application allows users to create artboards and link together sequences that take the user of the mobile application down different paths utilizing buttons and gestures.

Schematic Design

>Early design prototypes for the user interface and user experience layouts.

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>Schematic artboard layout in Adobe XD.

>Schematic wire connection sequences in Adobe XD.

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Existing Buildings

Vegetation

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Zoning

Building Code

Important Building Information

Part of this study was aimed at identifying the most important as-pects of the architectural site analysis process as this would shape the important features of the aggregation platform as well as the mobile application user experience.

During the lifespan of this thesis project, there were multiple studies that engaged with fellow professionals to establish the best practices of site design and the practices that are used most often. These stud-ies often included one-on-one interaction with individuals that al-lowed the design of the application prototype to reflect these findings.

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Archive.The app for Architects.

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>Final artboard layouts in Adobe XD.

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AT&T AT&T

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Portable.Archive allows users to takethe power of the platform with them.

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The overall aesthetic of the archive appli-cation wants to have a clean and modern design. From the beginning, when a userstarts utilizing this application they will see clean graphics and smooth user interface / experiences. This application holds new ways to interact with urban environments and an easy transition to this tool is neces-sary.

AT&T AT&T

Graphic Design

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The Archive platform will have two main screens focused on urban exploration and connection within the community. From these screens, buttons in the dock will take you to the different forms of analyzing buildings. Also in the dock is the scanning feature which allows users to utilize ma-chine recognition to observe urban land-scapes.

AT&T AT&T

Easy Access

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To expand on the machine recognition features of this application, there will also be traditional forms of information access. This allows a larger variety of users to ac-cess information as efficiently as possible.

When moving into a new type of technolo-gy, a seamless transition needs to occur. Al-lowing users to access information in ways they understand can bridge that gap.

AT&T AT&T

Familiar Experience

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Each building will have a profile where information from multiple information resources will be collected into a single, easy-to-use page. Here you will be able to find information that can help both the enthusiast and the professional.

Information verification is something that sets certain applications apart from the rest. Ensuring the accuracy of provided in-formation can make this the trusted source for architectural information.

AT&T AT&T

Accurate Information

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In the professional world, architects and designers often do not have the time to research all of these aspects, but if we can streamline the process then the products that are put into the world could be de-signed better. These combinations are just a few possibilities of the outcome that this platform and application can create.

Environmental restrictions and potential are always one of the main driving forces for any architectural project. Starting at the site conditions that are more permanent like topography and moving up to rapidly changing aspects such as weather or veg-etation, environmental concerns can influ-ence a whole variety of design choices and designers.

Laws, Regulations, Building History, Histor-ic guidelines, etc., etc., etc.

At the end of the day, architecture is noth-ing without the people that inhabit the spaces. Knowing how people interact with a site at a pedestrian scale as well as a larger vehicular scale is an important part of un-derstanding a site. Creating a space that is specifically tailored with an understanding of how people will use the space takes good design to great.

These aspects of the site analysis process are often the most important components of a design. They can make or break a proj-ect and having quick and easy access this info is crucial.

Information Potential

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This project has been an interesting insight to how architects engage with information and how they use it in everyday practice. The way that information is presented to both the public and professional sides of the architectural profession holds the pow-er to change architecture for the better or for the worse. This power that is held in the information is something that we, as a profession, need to hold the highest respect for. Throughout this experience, I have realized that the amount of time that is put into the site analysis process, in both the professional world as well as the stu-dent side, does not do the end product any justice. The engagement that we put into a project at the beginning of a project allows us to create better spaces that are more personally tailored to the site that it will sit on.

The development of the Archive platform and mobile application during this thesis project is only a small taste of what poten-tially could come in the future. The power that the Archive platform holds has poten-tial to change the profession’s vision of the site analysis process for the better. There is a certain degree of social responsibility to take this to the next level and finish a prod-uct that could help future generations.

This thesis endeavor has been incredibly fulfilling and rewarding. The connections and skills learned through this process have been a journey worth taking. I have an unbelievable amount of thanks to give to my team that helped me get through this project and have some fun while doing it. Hopefully we can take this to the next stage together and create a system that can help the world become a agent of better, more socially responsible design.

Project Summary

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References.

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Initial Proposal

Klimes, K. (2018, 09 05). Initial Discussion. (C. Davidson, Interviewer)

Studios, T. (2017, February 12). Designing with Data. Retrieved from Medium: https://medium.com/studiotmd/designing-with-da-ta-8fd73345afb8

Literature Review

Horrigan, J. (2017). How People Approach Facts and Information. Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/2017/09/11/how-people-approach-facts-and-informa-tion/, October 7, 2018.

Horrigan, J. (2016). Information Overload. Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/2016/12/07/information-overload/. October 7, 2018.

Geiger, A. (2017). Most Americans – es-pecially millennials – say libraries can help them find reliable, trustworthy informa-tion. Pew Internet & American Life Project. Retrieved from http://www.pewresearch.org/fact-tank/2017/08/30/most-amer-icans-especially-millennials-say-librar-ies-can-help-them-find-reliable-trust-worthy-information/. October 7, 2018.

Dweck, C. (2014). The power of believing that you can improve [Video File]. Re-trieved from https://www.ted.com/talks/carol_dweck_the_power_of_believing_that_you_can_improve?language=en. October 7, 2018.

Thompson, B., & Allworth, J. (2018). Epi-sode 152 – Platforms versus Aggregators [Audio File]. Exponent. Retrieved from https://exponent.fm/episode-152-plat-forms-versus-aggregators/. October 7, 2018.

Thompson, B. (2018). Zillow, Aggregation, and Integration. Stratechery. Retrieved from https://stratechery.com/2018/zil-low-aggregation-and-integration/. October 7, 2018.

Mingle, K. (2014). Episode 108 -Barcodes [Audio File]. 99 Percent Invisible. Retrieved from https://99percentinvisible.org/epi-sode/barcodes/. October 7, 2018.

Denso. (2011). QR Code Essentials. Denso. Retrieved from http://www.nacs.org/LinkClick.aspx?fileticket=D1FpVAv-vJuo%3D&tabid=1426&mid=4802. Octo-ber 7, 2018.

ISBN. (2014). ISBN Home Page. ISBN.org by Bowker. Retrieved from https://www.isbn.org/. October 7, 2018.

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Colophon

This book was set in four different typefac-es: Franklin Gothic Demi Condensed, Lato Light, Moon Bold, and Moon Light.

Lazy Brown DogFranklin Gothic Demi Condensed36 point

Lazy Brown DogFranklin Gothic Demi Condensed16 point

Lazy Brown DogMoon Bold14 point

lazy Brown Dog

Moon Light10 point

Lazy Brown DogLato Light11 point

Orange

C: 0M: 40Y: 85K: 0

Blue

C: 52M: 15Y: 0K: 0

Black

C: 0M: 0Y: 0K: 100

60% Grey

C: 0M: 0Y: 0K: 60

40% Grey

C: 0M: 0Y: 0K: 40

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Created by Colin Davidson

This thesis book contains proprietary information that is not to be shared, copied, disclosed, or other-

wise compromised without the consent of Colin Da-vidson or expressed consent from the Alfred State

College Institution.