Architectural Learning Model in Context
Architectural Learning Model in Context
March 2020
Introduction
The theories of human evolution weave around the events retained in the memory. As memory-retention
is classified as ‘knowledge’, the techniques to acquire knowledge are listed as ‘taxonomy’. The teaching
and learning method or pedagogy has become the cornerstone of knowledge acquisition process. In
earlier times, people memorised the lullabies, folk tales and stories and narrated them from generation
to generation. The younger lot were encouraged to explore their surroundings and master their skills,
using the information stored in their individual memories. As society evolved, people began to specialize
in different vocations. Learning took a new role with the mentors or teachers, taking the centre-stage in
a civilized set-up. Teachings were documented and texts were handed down to the pupils as part of their
personal baggage of lessons. The top- down pyramid emerged with various pedagogical models adaptable
to different mechanisms. However, the approach to training in Architectural Design continued as
internship for disciples working under a master builder in the latter’s studio until the establishment of
‘Bauhaus School’ by Walter Gropius and advocated as the traditional method of learning Architectural
Design.
This paper presents an introspective review of literature to find out whether the traditional tools of
creative logic and innovative problem- solving processes hold significance in the Artificial Intelligence
enabled environment This research progresses with an interpretation of design program and process;
effectiveness of modelling objectives and virtual collaborations; and the receptivity of senses and reflex
responses; as learning mechanism. An insight into the undergraduate Architectural Design studio learning
models has helped the author evolve an effective model vis-a-vis digital paradigm.
3D
Form Modelling
Iterating Finalisation
Statement solutions
Conceptual Fragmentation
Library visualization
Problem Study
Statement
Fig. 1. Algorithmic Design Process. (source: author)
1
In the words of Frank Gehry, “The end-product rises to Art”.
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
Problem Problem
Statement Solution
Architectural DESIGN
PREDESIGN Program
Analysis Synthesis
Rational Intuitive
2
Gehry designed ‘The Fish Barcelona’ in 1992 on CATIA developed by Dassault Systems
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
Intelligence. This integration gains a strong-hold because of the geometry shared between parametric
modelling and compositional design.
The repetitive patterns of fractal geometry, vector-based generators called Directrix, and techniques of
rapid prototyping ease the industrious digital fabrication processes. Manoeuvring hands to iterate
conceptual spatial models in virtual environments and digital sketching applications, help the designers in
controlling prospective propositions, contradictions and illusions. VR smoothens the optimization of the
design journey on the concepts of ‘Immersion, Interaction and User Involvement’. The users, who are
engaged in modifying and prototyping models in immersive media, are enriched with futuristic
experiences. The role of the architects extends beyond the boundaries of studio to include the engineering
analysis, energy optimization, project management and post-occupancy maintenance etc. And with
Augmented Reality (AR), the users are able to analyse sensory and visual experiments. Hence the inter-
operability of tools is of utmost importance which should facilitate communication between the
collaborators.
Many a thinker has devised a systematized model of learning and updated it with the prevailing trends.
Vis; Benjamin Samuel Bloom3 proposed a taxonomy of learning goals based on C.A.P. model of learning.
While proposing digital vocabulary to Blooms taxonomy, Andrew Churches(Churches, 2008) referred to a
two-sided scale – Lower Order Thinking Skills or LOTs at the bottom of pyramid beginning with
‘Remember’ to Higher Order Thinking Skills or HOTs at the top of pyramid culminating in ‘Create’. His
intent was to target the students’ engagement with learning; right from lesson planning to course
mapping.
3
Benjamin Samuel Bloom , a doctorate in education from University of Chicago, edited the first volume of The
Taxonomy of Educational Objectives: The Classification of Educational Goals in 1956.
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
Fig. 3. Bloom’s Taxonomy in consonance with Digital Architecture Design (source: author)
Sabu Francis (Francis, 1989) states that computing is not just a tool but is the way to communicate. It is a
tool for programming4 and an epistemological device that helps stack (operational chatbots), heap (long-
term memory), provoke serendipity (coincident occurrences), do static and dynamic modelling or just-in-
time modelling, detect and utilize patterns.
The skill- based domains can, hence, be rearranged in a reflexive model of Artificial Intelligence, as
illustrated in The Apttus5 Intelligence Capability Model(Shankar, 2018)
4
Programming is iterating models to achieve final product, thus discarding undesired ones.
5
Forbes list of top 100 cloud-based solutions recognizes the enterprise software company- ‘Apttus’ founded in
2006, as a leader.
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
2.1. AI Taxonomy
A Danish architectural practice, ‘3XN’(Edem Agbodjan, Kristian Prieme, Maja Olsson, Paul Jaeggi, 2019a)
and its subservient company ‘GXN’(Edem Agbodjan, Kristian Prieme, Maja Olsson, Paul Jaeggi, 2019b),
along with students of Master program in Strategic Design & Entrepreneurship, initiated an inquiry into
the role of AI in letting architects exploit research and strategic design. Their findings have been published
in the form of reports in June 2019. Edem et. al., quoted the research question as: “How could Artificial
Intelligence affect the creative design process within an architectural practice?” The objective of the
investigation was stated as identifying the possibilities for applying AI in Architecture for procuring
information, utilizing it to imbibe inferences and curating learning for future projects. The whole process
of handling a project right from its inception to finally handing it over to the clients, was classified into
three main activities: research, design and knowledge management, with all the teams as actors
collaborating in a network to come out with desired solutions.
Edem et. al. devised a taxonomical model pertaining to the learning domains; with generative design
(akella, 2016), natural language generation, natural language processing, machine learning, deep learning
and artificial neural networks stimulating the visual learning aspects of the cognitive domain; big data,
quantum computing, internet of things and robotics evoking AI-hardware based response; biometrics and
personalised treatments stimulating the sensorial facets of affective learning; artificial co-workers and
chatbots responding to tactile forms of psychomotor skills; self-driving vehicles and 3D mobility adding
to the kinesthetics of knowledge acquisition process. The reports confirmed that Machine learning6
6
Self-training by computing machines for applying statistical algorithms to process big data (for Architects, Data
comprises of sketches, technical drawings, models, regulations etc.) is referred to as Machine Learning., which is
further classified as:
i. Processing untagged images is called Unsupervised Learning;
ii. Processing labelled images is called Supervised Learning;
iii. Rewarding themselves for correct actions is Reinforced Learning;
iv. Neural networks imitating functioning of human brain to let information flow is called Deep Learning.
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
and Internet of Things (IOT)7 can capture information and restructure it to create distinctive AI
environment - parallel to the creative mind, yielding design solutions that are more people-oriented than
regulation-oriented.
D I K W
•DATA - raw information captured •INFORMATION - •KNOWLEDGE - how to •WISDOM -when
from different sources contextually filtered data use filtered data and why to use it
The self-reliant form of AI can be entrusted to deliver responsive and intuitive solutions by bringing
together multiple technologies with varied attributes. Its capacity to transform tacit8 knowledge to
explicit9 knowledge without human intervention provokes a comparison with the human senses –
outcome similar to peer-group functionalities. Stancombe Christopher of Capgemini(Stancombe
Christopher, 2017), reiterates if human intelligence (HI) is a mix of senses, knowledge and experiences;
then AI has the potential to clue up to these senses.
a. General AI deals with all kinds of activities a human mind can perform
b. Narrow AI deals with specific activities like self-driving cars, smart speakers, web search etc.
7
Information captured with the help of sensors and other IOT instruments at site can be analyzed and controlled for
improving performativity.
8
Tacit knowledge is experience based knowledge embedded in our memory
9 Explicit knowledge is articulated knowledge embedded in rule-books or information systems.
DEFINE BRIEF
Observe
LEARN FEEDBACK INTERPRET/ RESEARCH
BACKGROUND
Remember
Listen
DIGITAL
Fig. 10. Architectural Design Intelligence Learning Model (ADILM) (source: author)
10
Wisdom Age follows 4th Industrial Revolution- an era leading to Artificial Intelligence (AI), Virtual Reality (VR) and
3D printing; while 3rd Industrial Revolution led to digital era - late 20th century; 2nd Industrial Revolution led to
telecommunication and information period - early 20th century; 1st Industrial Revolution led to Industrial mode-
late 18th century.
Proceedings of the SAENP
Skills in Architectural Education a New Paradigm
March 2020
The exercise to remodel the Architectural Design institutes, requires a clear perception of the outcomes
in terms of knowledge domains and the students’ growth. Hence, the infra-structure compatible to
intelligence domains resounds with the establishment of Parametric Modelling Labs for harvesting
Analytical Intelligence; Computer Augmented Studios and Immersive Labs for empowering Innovative
Intelligence; Exhibition and Inventive Interaction Spaces for pushing the Exploratory Intelligence and the
Model Making and Building Mechatronics workshops for reaping Practical Intelligence. The ‘Transaction
of Learning’ promulgates distinct domains when the contexts for Architectural Design subscribe to the
languages of AI. With the result, a new model of teaching Architectural Design in AI enabled environment
emerges:
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Edutainment is encouraging learning by assimilating the scale and shape grammar of objects
12
NURBS: Non Uniform Rational Basis Spline
5. Conclusion
The program of Architecture, is multi-disciplinary in nature. The cohesiveness, with which it binds the
parameters of Arts, Sciences, Humanities and Technology, urges the future Architects to stay ahead of the
prevailing industry standards because employability and adaptability to change comprise the scales to
measure the relevance of education. Such cause-effect relationship spurs the validation of edutainment13
as an eminent part of core curriculum and builds a climate of trust for Digital Design pedagogy.
Computers have ushered in ‘Intelligence Revolution’ and ‘Wisdom Age’ is a product of the same. Machines
are being designed to replicate humans so that humans could spare themselves from the labour of all the
repetitive /menial jobs and concentrate on more productive and creative ones. Although AI is not
contesting the empathetic nature of a creative mind yet it is powerful enough to present binomial
solutions. The Architectural Design Intelligence Learning Model and AI Integrated Digital Design Pedagogy
are developed to optimize studio pedagogy with the aim to instill collaborative skills in young minds.
References:
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Combination of education and entertainment
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