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课堂讲稿


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审定:无
翻译:李宜静(简介并寄信)
编辑:陈盈(简介并寄信)


课程单元 描述
01a 我们设计及运算所依赖的隐喻
Metaphors We Design and Compute By
隐喻是一种强而有力、概念性的工具,能对一个未熟悉、陌生或抽象的经验及知识领域(就说是运算吧)加以组织及思考,而成为自身熟悉且具体的。我们将用到的隐喻观点,主要采用自当代认知语言学家乔治.莱考夫所发展出的隐喻理论。我们也将检视各种不同的隐喻,主要着重在我们在从事运算及设计的思考时,所常使用的无意识隐喻。我们要审视这些隐喻去突显、强调、强化某些对于运算及设计之想法,同时却排除了、边缘化其它想法的方式。这些考虑或许可以指引我们在设计里,看待运算的新观点及操作运算的新方式。
Metaphor is a powerful, conceptual device for structuring and thinking about an unfamiliar, new, or abstract domain of experience or knowledge (say, computation) in terms of another domain that is more familiar or concrete. The view of metaphor that we will work from is taken from the contemporary theory of metaphor developed by George Lakoff and others. We will examine the different, mostly unconscious metaphors that we use in thinking about and doing computation and design. We will look at the ways these metaphors highlight, emphasize, and enable some ways of thinking about computation and design, while disabling or marginalizing others. These reflections may point us to new ways of seeing and doing computation in design.
01b 我们设计及运算所依赖的隐喻(续)
Metaphors We Design and Compute By (cont.)
[回顾] 这堂课我们将分组,每组要讨论以前学生们组织设计及运算上的思考时所用过来表述的不同隐喻。
[Review] The class was divided in teams and each one worked on the metaphors that the students used in their Statement of Purpose to structure their thinking about design and computation.
02a 无声的游戏
Silent Game
演讲来宾:William Porter
Guest Speaker: William Porter

在体验无声的游戏里,我们的目的是提供一个舞台,这个舞台可以用来直接且集体地体验某些从设计与解读基本人工产品中,浮现之沟通上的吊诡现象。无声的游戏提供了对事物的意义如何被嵌进记忆、被传播的探索,并揭露了在一个人工产品的建构者与读者之间的沟通议题。无声的游戏提供一个塑造、体验这些现象,并目击他们互动的机会,进而启发创作与辨识的技巧。
In playing out the Silent Game, our intention is to provide a stage for experiencing directly and collectively some of the communication paradoxes that emerge from the design and reading of simple artifacts. The silent game allows exploration of how meaning gets embedded in, and conveyed through, form, and reveals issues of communication between builders and readers of an artifact. The Silent Game provides an opportunity to model some of these phenomena, play them out, and witness their interactions, thereby enlightening the mechanics of creation and recognition.
02b 无声的游戏(续)
Silent Game (cont.)
演讲来宾:William Porter
Guest Speaker: William Porter

客席演讲者:Edith Ackermann
Guest Critic: Edith Ackermann

[回顾]在体验无声游戏的课程与阅读完Habraken《概念设计计算机游戏─第二册》之后,同学们必须有系统地阐述一个的议题,这个议题在同学们心里必须是于无声游戏中,尚未被清晰揭露的,而同学们想要藉由对计算机游戏之精巧的变化以探索之议题。这个议题可以与特定策略或设计意图的确认、信赖的开发、角色设定的差异以及设计风格等,有所关联。
[Review] After playing the Silent Game in class and after reading Habraken's Concept Design Games, Book Two, students were to formulate an issue that, in their minds, was not clearly revealed in the Silent Game, an issue that they wanted to explore through some ingenious variation of the game. The issue could be related to areas such as confirmation of specific moves or of design intent, development of trust, differentiation of roles, design styles, etc.
03a 设计,规则,认知
Design, Rules, and Cognition
客席演讲者:Takehiko Nagakura
Guest Speaker: Takehiko Nagakura

在这堂课里,课程进入了更着重运算的阶段。这个阶段,阅读与口头报告的方式将至少分成两个层次:一个是“(相)对应”的层次,另一个是“技术上或方法上”的层次-甚至更多是介于这两者之间的层次。在反思自身的层次上,将着重于设计里环绕在某个特定运算方式上的非正式假设与论述。其目标将会发展出对“隐喻”的批判性的体认——一种被用以架构,明白或暗示的,对设计的思考之特定手法。在技术的层次上,则将着重于算法里特定的、多数为正式的、方法、和对运算进路的应用,及其有效性与极限。对于某些方法,这种技术层次也将延伸到一个更理论性的层次
With this module, the course enters a more computation-focused part. The approach to readings and presentations from this part and on will be on at least two levels - one "reflexive", the other "technical or methodological" - with lots of room for levels in-between. At the reflexive level, the focus will be on the informal assumptions and discourses surrounding a particular computational approach in design. The objective will be to develop a critical awareness of the metaphors that a particular approach uses to frame, explicitly or implicitly, thinking about design. At the technical level, the focus will be on the specific, mostly formal, techniques, methods, and applications of a computational approach, and the effectiveness and limitations of the approach. The technical level might also extend to a more "theoretical" level for some approaches.
03b 设计,规则,认知(续)
Design, Rules, and Cognition (cont.)
客席演讲者:Takehiko Nagakura
Guest Speaker: Takehiko Nagakura

[回顾]开放式实验。本班分成设计师跟使用者。设计师要根据某件建筑制图,准备一套不同形状跟组合这些形状的规则;使用者运用这套形状组合规则来解决某个设计问题。透过这个实验,这个班级不仅研究了规则在表述设计知识时所扮演的作用,也研究了规则本身如何被以不同方式编码,来体现这些知识。
[Review] Open Experiment. The class was divided into designers and players. The designers prepared a set of shapes and assembled rules from an architectural drawing. The players used the set to solve a design problem. Through this experiment, the class examined the roles rules can play in representation of design knowledge as well as different ways rules themselves are encoded to embody such knowledge.
03c 设计,实务,教育,文法
Design, Practice, Education, Grammars
演讲者:Terry Knight教授
Speaker: Terry Knight

什么是实务工作者进退两难的困境,而这个困境的源头是什么?
What is the dilemma of the practitioner and what are its sources?

什么样实务上问题的特质会使问题本身无法以技巧上合理的手法解决?
What are the special attributes of problems in practice that make them non-amenable to the techniques of technical rationality?

解决问题会与设定或形成问题互相抗衡指的是什么?
What is problem-solving versus problem setting or problem framing?

透过阅读 DonaldSchö的著作《教育(相)对应的实务工作者》与 Terry Knight 的文章《教育与实务里的形状文法:沿革及远景》,这是一些这堂课会探索的问题。
These are some of the questions that this module explored, through the reading of Donald Schön's book Educating the Reflective Practitioner and Terry Knight's "Shape Grammars in Education and Practice: History and Prospects" paper.
04 演化式计算:尖牙利爪下竞争之算法
Evolutionary Computation: Algorithms Red in Tooth and Claw
客席演讲者:Simon Greenwold
Guest speaker: Simon Greenwold

这堂课探索了演化式计算的影响力,基因程序设计与软件代理人在建筑设计上的探索。
This module explored the impact of evolutionary computation, genetic programming and software agents on architectural design exploration.
05a 可视化教育
Visual Calculating
客席演讲者:George Stiny
Guest Speaker: George Stiny

这堂课─可视化计算─延伸本班现在所熟悉的几个主题,作为设计中重要的因素:有隐喻、构成、行动中的对应等等。这些都与以我们所知、或随手可取的知识去看待事物的新(或不同)方法有关。在这堂课里,这些主题在一种非常特定的演算脉络中,被以形态规则的方式被重新审视。
The module Visual Calculating continues themes that the class is now familiar with - metaphor, framing, reflection-in-action, etc. as essential aspects of design. All are about new and different ways of looking at things in terms of what we already know or have at hand. In this module, these themes are revisited in a very specific computational context, that of shape grammars.
05b 可视化教育(续)
Visual Calculating (cont.)
客席演讲者:George Stiny
Guest Speaker: George Stiny

特映:战争人生(台译);战影浮声(港译)战争人生(中国大陆译法),用战争来比喻人生。导演:Godfrey Reggio。配乐:Philp Glass
Special Feature: Naqoyqatsi / Life as War, by Godfrey Reggio. Score by Philp Glass.
06a 数位组造
Digital Fabricating
客席演讲者:Larry Sass
Guest Speaker: Larry Sass

在这堂课里,Larry Sass将会探索面对数字组造设计的议题。运算的理论从一九八0年代早期开始被实践,但大部分,即使不是全部地,还未在建筑领域被应用。虽然建筑师们使用计算机,但计算机只以绘制2D平面图或提供组建参考的3D模型图来为建筑师表现构想。而问题在于:计算机能以其提供作为金融工业使用的方式,来为建筑专业服务吗?计算机能被不只是作为一件表现工具的设备吗?我相信数字的组建设备是构思、任何尺度的建筑与计算机之间关系的开始。这种表现的新概念如何提供建筑专业使用?而什么计算机上的方法将可以提供这三者之间关系的最佳协助?
In this module, Larry Sass will explore issues facing digital fabrication and design: Theories of computation have been in practice since the early 1980s, but most, if not all, have yet to make their way into an architectural office. Although architects use computers, computers serve to represent ideas as images in two dimensions or final models for fabrication in three dimensions. The question is: can computation serve the profession of architecture in the way that computation has served monetary industries? Can computers be used as a device that is more than a tool of representation? I believe that digital fabrication devices are the beginning of the relationship between ideas, building at any scale, and computation. How can this new concept of representation serve the profession, and what computational methods will best support the relationship between the three?
06b 数位组造(续)
Digital Fabricating (cont.)
客席演讲者:Larry Sass
Guest Speaker: Larry Sass

延续在06a讲座上介绍主题的讨论。
Continued discussion of themes introduced in Lecture 06a.
07a 设计工具的使用
Design Tooling
客席演讲者:Stelios Dritsas,Axel Kilian,Yanni Loukissas
Guest Speakers: Stelios Dritsas, Axel Kilian, Yanni Loukissas

设计工具使用网络是,一个针对设计者使用运算于设计的知识宝库。它想要为设计研究和教育的领域的人们,扮演一个深入技术及概念上的议题的起点。这个宝库的目标是发展一套包括理论、概念、方法、语言和目前可行平台的不同空间尺度之地图。
The design tooling web is a repository of knowledge about computation for designers. It is intended to act as an entry point into both technical and conceptual issues for people in design research and education. The goal of this repository is to develop a map of the heterogeneous terrain of theories, concepts, methods, languages and platforms currently available.
07b 设计工具的使用(续)
Design Tooling (cont.)
客席演讲者:Stelios Dritsas,Axel Kilian,Yanni Loukissas
Guest Speakers: Stelios Dritsas, Axel Kilian, Yanni Loukissas

延续在07a讲座上介绍主题的讨论。
Continued discussion of themes introduced in Lecture 07a.
08 你自己的设计隐喻
Your Design Metaphor
经过这个学期,我们介绍了一系列的有关运算与设计的不同方法。每个用在概念设计上的方法,都有着一些含蓄的、不言明的、有时是效果富有力量的隐喻。同学们现在将被要求在设计上、或更特定的在表达式设计上,对应自身所用的隐喻。
A variey of different approaches to computation and design were introduced throughout the semester. Each came with overt or implicit, sometimes very powerful, metaphors for conceptualizing design. Students are asked now to reflect on their own metaphor for design, or more specifically for computational design.