Module 1 - Points to Ponder

Submitted For
Module 1 - Points to Ponder
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Please share your comments on 3 of the following 5 questions.

What are the primary goals of creating a building model? Who are the key stakeholders?

The Architect, the engineer/carpenter, and the client

◦  What does each of them need from the model?

Architect: needs it to be an accurate representation of their vision. They need this to be understandable to the next professional to take it on, so that they can accurately execute the idea in the architect’s head. I must, above all else, contain the essence of their project so that even when creative liberties must be taken by someone else, the integrity of the concept perserveres.

Engineer/Carpenter: needs the model to be clear with EXTENSIVE details and instructions, so that they can build it with extreme accuracy to the plan. They also need the model to be realistic so that they can actually construct it. It must follow the laws of physics, employ obtainable materials, and perform all the functions necessary of the building.

Client: needs the model to deliver everything that they want. This is their final look into what the building will become once construction begins. It has to align with all their desires and give them confidence that the building will be built to their satisfaction.

◦  What do they care about most, and where do those priorities conflict?

Architect: Design essence. Can conflict with the restrictions of physics and material properties. Engineers often place limits on the imaginations of architects and can complicate their visions when certain elements need to change for practicality.

Engineer/Carpenter: Ease and Practicality. Can conflict with any extravigant vision of the architect and can also manifest in the cutting of corners and the sloppy craftsmanship of a rushed job. This can certainly conflict with the safety and quality of the final product for the client.

Client: Function and appearance. Requires a lot of work and attention to detail from the architects and engineers. Can also conflict with the creative and professional advice of the professionals when a client’s taste is simply unique.

A drawing is a picture of a building. A model is a description of one.

◦  What questions can you ask a model that you cannot ask a drawing?

First, you can ask it how the building looks from any perspective imaginable, whereas a drawing can only give you one. In this way, a model can tell you infinitely more about the relationship between different design elements and how they align from all directions. A model can also give a better sense of the experience a person would receive by interacting with the building (going inside of it), as every wall, ceiling, window, door, shelf, etc. is expressed relative to each other in 3D.

◦  Are there things a drawing still communicates better? Give an example.

Drawings are better at expressing a single idea or message that the creator wants to communicate. Because they can control the viewer’s perspective, they can make sure to show you exactly what they want you to see. In a section, you might be able to clearly see the differences in ceiling heights of the living room, kitchen, and entryway. This might be an intentional point that the architect is trying to make about the experience of moving through the space that you would not have been able to realize if you were given the freedom to look freely.

You will make hundreds of modeling decisions this quarter.

◦  Which ones are worth being slow and careful about?

The conceptual foundation of a project. This is the basis of so much work, so you better know why you’re doing what you’re doing. Also, take time for the measurements and alignments of elements. Everything must be able to stand. You simply cannot have gaps in walls and leaky, unsupported roofs.

◦  Which are worth being fast about, accepting that you may redo them?

Take risks on stylistic choices and playful design elements. Try making the roof dip down in the front or add a spontaneous skylight. You never know what might stick.

◦  How would you tell the difference before you have made the mistake?

Mistakes from rushed decisions are often driven by boredom, whereas healthy explorations of design are often rooted in curiosity.