TY - JOUR
T1 - Bridging tangible and virtual realities : Computational procedures for data-informed participatory processes
AU - Hermansdorfer, Mariusz
AU - Skov-Petersen, Hans
AU - Fricker, Pia
AU - Borg, Kane
AU - Belesky, Philip
PY - 2020/4/14
Y1 - 2020/4/14
N2 - Driven by technological advances, growing amounts of available data, and an emergent need for participatory processes, landscape architecture is witnessing a moment of disruption whereby formerly separated areas of operation become increasingly connected. While distinctions between various aspects of the design process are diminishing, a need for a novel, more inclusive toolset arises. The ‘tangible table’ paradigm is an attempt at combining intuitive ways of physical modelling with data-driven design strategies and the interactive simulation of naturally occurring phenomena. Despite its existence for more than 20 years, tangible tables have mainly focused on very specific workflows and therefore have not found wider adoption in landscape architectural practice or education. We list the limitations of previous implementations and introduce a novel software solution aimed at popularizing tangible table setups. Our software is embedded in a widespread visual programming environment, which allows for straightforward augmentation of physical models with computational design tech-niques. Using a week-long PhD course as a case study, we demonstrate the usefulness of the proposed software and its potential applications to solving various landscape architectural challenges through increased emphasis on participatory processes.
AB - Driven by technological advances, growing amounts of available data, and an emergent need for participatory processes, landscape architecture is witnessing a moment of disruption whereby formerly separated areas of operation become increasingly connected. While distinctions between various aspects of the design process are diminishing, a need for a novel, more inclusive toolset arises. The ‘tangible table’ paradigm is an attempt at combining intuitive ways of physical modelling with data-driven design strategies and the interactive simulation of naturally occurring phenomena. Despite its existence for more than 20 years, tangible tables have mainly focused on very specific workflows and therefore have not found wider adoption in landscape architectural practice or education. We list the limitations of previous implementations and introduce a novel software solution aimed at popularizing tangible table setups. Our software is embedded in a widespread visual programming environment, which allows for straightforward augmentation of physical models with computational design tech-niques. Using a week-long PhD course as a case study, we demonstrate the usefulness of the proposed software and its potential applications to solving various landscape architectural challenges through increased emphasis on participatory processes.
KW - Computational design
KW - Grasshopper
KW - Participatory design
KW - SandWorm
KW - Tangible table
UR - http://www.scopus.com/inward/record.url?scp=85087640191&partnerID=8YFLogxK
U2 - 10.14627/537690036
DO - 10.14627/537690036
M3 - Article
AN - SCOPUS:85087640191
VL - 2020
SP - 354
EP - 365
JO - Journal of Digital Landscape Architecture
JF - Journal of Digital Landscape Architecture
SN - 2367-4253
IS - 5
ER -