Architecture Map

Architects work in commercial, residential, institutional, and even industrial settings to plan, design, and manage construction.

Architects use the architect map to…

  • begin new projects,

  • critique current ones,

  • try different phases to solve a design dilemma, and

  • innovate or make discoveries by combining phases from other goals or even other domains.

Developers, urban planners, executives, politicians, and homeowners use it to suggest ways to improve efficiency, usability, and sustainability of the built environment.

Universities can use it to organize architectural programs and lessons.

Goals

    1. Isolated: View architecture as isolated buildings.

    2. Imitated: Look to for buildings to imitate. influences behind local contexts, structures, codes, trends, movements and cultures, but imitate them.

    3. Static: Look at static environment. Research users, journals, organizations by assessing, recording and applying examples of vernacular context, its formal and functional causes, and local subcultures.

    4. Interactions: Look for people's interactions with environment, needs, and how to respond to their culture’s evolution without compromising it. Research reasons behind traditional uses and structures (including durability and energy use). 

    1. Vague: Vaguely concerned about environment.

    2. Superimposed: Think sustainability an isolated goal added to finished designs.

    3. Engineered: Meet environmental, monetary and legal goals in engineering ways, adding  features and materials with minimal toxicity and embodied energy.

    4. Immersive: Simultaneously maximize experiential qualities and sustainability. Minimize life-cycle costs, designing for changing functions and future generations. 

    1. Syncretic: Think all buildings are architecture.

    2. Categorized: Know some categories of architectural theory. Express generic intents awkwardly and miss in designs.

    3. Applied: Collaborate with client needs, builder's skill, and local codes.  Subsume design drivers in one sentence and apply them to every scale of the design.

    4. Re-imagined: Continually re-imagine their practice culture including theory, administration, technology, contracts, and ethics. 

    1. Isolated Objects: focus on sites and building objects. Able to rank order the costs of basic materials and human skills.

    2. Isolated tools: Learn that theory drives architecture but treat as intellectual exercise. Rely on unitary, isolated tools. Can ballpark budgets.

    3. Consolidating: Experiment with what they want users to feel in the space, Combine the various systems. Create accurate estimates using materials costs, assembly transaction methods, and cost-estimation software.

    4. Integrating: Integrate aesthetics, life-cycle sustainability with client needs, creating great designs even for small budgets. Sensitive to changing material prices, building life-cycle issues and equity dependence on quality.

    1. Egocentric: Reference their own point of view. View sites as places people walk by not as ecosystems with unseen history.

    2. Static: See humans as static equivalents of their tendencies, needs, basic emotions, and perceptual traits (including auditory). Consider one by one, surrounding environmental changes, social context, and personal history. 

    3. Dynamic: Interrelate repeatedly client diversity and answers about needs and usage. Use data about climate, cultural connections, geography, indigenous materiality, light quality, economic use, comfort, and impact of one’s research methods.

    4. Enriching: Go beyond facts to wonder, inquire, and listen to the information to inspire a design reinterpretation that adds value to client desires. Transform historical experience into an inspired human experience.

    1. Solo: Work by themselves or frozen into unreflective group processes. Do not know how to resolve conflicts.

    2. Opinionated: Participate in group projects but think their own way best. Ask for others thoughts without necessarily using the answers. Ask authority to resolve conflicts or divide labor and work separately.

    3. Respecting: Respect others’ opinions having discovered the human resources (varied talents) of the group. Become an equal but unique member of a team. Talk out differences without attacking.

    4. Enabling: Help members find ways to learn from each other, using whole world carried into daily actions. Enable each participant to contribute and the group to take responsibility for the collective experience.

    1. Uninformed: Confuse beauty with what they like and accessibillity with wheelchairs and catastrophe survival.

    2. Jargonized: Learn the terms for principels but use them too literally. Add a few accessibility features at the end of the process.

    3. Compliant: Combine aesthetic or ordering principles but may confuse with vision or intent. Meet code requirements as a final checklist step.

    4. Embedded: Synthesize theory, practice, and ordering princples (e.g., axis, symmetry, and hierarchy). Integrate accessiblitiy throughout the entire dessign process.

    1. Stereotyped: See technology as isolated from design. Comprehensive design equals efficiency, something pretty, a metaphor of the physical world, or stereotypes they grew up with.

    2. Technical: Make technical shopping lists for building systems, structural supports, symbolic, and experiential qualtities. Focus separately on tectonic, technical or theoretical components.

    3. Multidimensional: See architecture as a system of goals. Integrate ualities into whole systems that communicate both idea and physical reality. Associate emotions with needs

    4. Generative: Make technologies serve their design intent or create safe new ones. Discover generative connections between social, economic, global, and technology impacts.

    1. Commonplace: State the obvious using common names of parts of the built environment they grew up in. Draw messy, front- and-center views of buildings, with coarse, flat, 2D shapes and no composition.

    2. Attention seeking: Open to get attention. Articulate the presentation’s organization. Walk audience through their design experience. Draw buildings (including 3D and models but not human figures), to match their hierarchy, balance, and symmetry.

    3. Deductive: Start with important qualities. Synthesize research, analysis and concept development using graphics and succinct language. Select drawings that support the conceptual framework and show people engaged in representative activities.

    4. Compelling: Excite clients with design’s history, user culture and lifestyle, surprising functionality, and achievability. Show research into allied fields, applicable to future designs. Visuals allow audience to understand the space. 

+ Phases

  1. Begin

  2. Explore

  3. Sustain

  4. Master

Click any + to see phases