Architectural Programming

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ARCHITECTURAL PROGRAMMING is the research and decision-making process that defines the problem to be solved

by design.
Programming is problem seeking.
Design is problem solving.
Programming is analysis.
Design is synthesis.
entified.

Five- Step Design Process Four considerations or Design


Determinants

PROGRAMMING

Programming Statement of the Problem Design


(The last step in problem seeking and the first step in problem solving.)
“CONTENT” concerns the principle relating to an architectural PRODUCT.

Programming the Built Environment


by Jay Farbstein
Three major thrusts:
-behavioral science concerns and methods
-participatory involvement of users
-high-quality architectural and environmental programming services

Format:
1.Literature survey
2.User description
3.Develop performance criteria
4.Consider options
5.Prepare the space specification

Architectural Programming, Creative Techniques for Design Professionals (1995)


by Robert Kumlin
Checklist of Program Elements:
1.Priority statement
2.Issues, program objectives, and program concepts
3.Space standards
4.Organization diagrams
5.Space lists
6.Affinities and grouping
7.Flow diagrams
8.Room data sheets
9.Architectural and engineering criteria
10.Codes, ordinances and regulations
11.General criteria and standards
12.Equipment data sheets
13.Site evaluation
14.Existing facility analysis
15.Cost evaluation and budget development
16.Schedule
17.Unresolved issues
18.Other information (design guidelines, etc.)
19.Site selection criteria

Architectural Programming: Information Management for Design (1993)


by Donna P. Duerk
Categories:
1.Defining an issue
•Issues
•Facts
•Solutions
2.Values
•Goals for priority issues
•Quality continuum
•Conflicting values
•Developing issue checklist
3.Marking critical decisions: focusing the design
4.Information search strategy
An Architectural Programming Primer
(1969; 3rd ed. 1987 )
by William Peña and John Focke
Introduced one of the first formats specifically designed for architectural projects.

A.User Analysis

-Behavior Analysis

B.Interrelationship Analysis

grams

CRITERIArefers to the program requirements


MATRIXrefers to the “rectangular arrangement of elements into rows and columns ”

-a-glance” format

C. Qualitative Analysis

FIVE STEPS
1.Establish GOALS.
2.Collect and analyze FACTS.
3.Uncover and test CONCEPTS.
4.Determine NEEDS.
5.State the PROBLEM.
---
-refer to abstract ideas intended for functional solutions;
-these relate to performance problems

-refer to concrete ideas intended as physical solutions;


-these relate to architectural problems
Examples

Programmatic concept:convertibility Design concept:folding door

Programmatic concept:shelter Design concept:roof

Programmatic concept:barrier Design concept:wall/partition

1.Priority
2.Hierarchy
3.Character
4.Density
5.Service grouping
6.Activity grouping
7.People grouping
8.Home base
9.Relationships
10.Communica-tions
11.Neighbors
12.Accessibility
13.Separated flow
14.Mixed flow
15.Sequential flow
16.Orientation
17.Flexibility
18.Tolerance
19.Safety
20.Security controls
21.Energy conservation
22.Environmental controls
23.Phasing
24.Cost control

FUNCTION
•1 PEOPLE
•2 ACTIVITIES
•3 RELATIONSHIPS

FORM
•4 SITE
•5 ENVIRONMENT
•6 QUALITY

ECONOMY
•7 INITIAL BUDGET
•8 OPERATING COSTS
•9 LIFE CYCLE COSTS

TIME
•PAST
•PRESENT
•FUTURE

GOALS FACTS CONCEPTS NEEDS PROBLEM


STATEMENT
FUNCTION
FORM
ECONOMY
TIME

D. QUANTITATIVE ANALYSIS

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