Generative Design. A swimmer in a natural sea frame
Celestino Soddu
Politecnico di Milano University.
Celestino.soddu@polimi.it website:
www.soddu.it
Abstract
Generative Design is a logical synthesis of a creative
process using transformation rules (algorithms). It can be realized designing a
program able to simulate this process and to generate outputs as 3dmodels of
architecture, cities, objects. As all creative processes it involves
subjectivity in the definition of how the process runs and how the transforming
rules are created and organized into a system.
As in all creative processes two main factors are involved:
the unpredictability of external factors linked to each design occasion, like
the environmental context and client’s requests, and the subjectivity of
designers when they interpret these external factors.
Being a logical synthesis of this complex dynamical system,
Generative Approach can be successful used in teaching architectural design as
subjectivity-oriented approach.
Morphogenetic
Meta-Project versus Project
Generative Design could be represented like a morphogenetic
meta-project, an organized idea of “how to run” a design process. In sixties of
last century meta-projects were the structure of organization of incoming
projects. They were constructed with the aim of identifying the best structure
to answer to “objective” functional needs. It was not possible to full develop
this kind of approach because functional needs, extended to practice functions
but also to symbolic and aesthetical functions, are strongly related to the
subjectivity of customers and to the subjectivity of designers.
Generative Design is a meta-project with two fundamental
extension:
1. it involves subjectivities going more in deep into
complexity of (architectural, town environment, industrial objects…) designed
artificial systems.
Perspective versus
Axonometric
It’s like moving from axonometric to perspective view. Adding subjectivity you can move from the
axonometric representation, “objective” because free from subjective views but
limited by the dimension of the sheet, to the perspective view that, using
subjective points of view, can represent the infinite in one sheet and,
following that, the increasing complexity of represented systems.
2. it can run the design process a lot of times, being
sensible to little variations of inputs (similar to the different feel of the
designer in different moments) and it can generate a sequence of endless
results, all different but all related to the designer idea.
Anamorphic versus
Axiomatic
It’s like moving from
normal perspectives view into anamorphic perspective views. Each different
point of view transform the anamorphic representation into unpredictable
scenarios. Looking at each of these outputs we can discover one of the possible
representation of the idea.
Process versus Output
Generative Design, as subjective operative meta-project, can
be used to design a kind of artificial objects, an artificial DNA of a species
of objects because is oriented to set up a process and not only to reach one
result. More, it defines and renders explicit all the steps of a “normal”
design process, from the first sketch to the final executive project. And, in
this way, it’s a wonderful support for teaching (architectural and industrial)
design.
Idea versus Solution
If you are a designer and someone ask you: “which is your
idea, which kind of forms are you thinking to” or “which character do you love
for your architectures” or “ which kind of impact do you prefer to have when
you enter in a unknown city”, you can explain it using words but you cannot
show it if not using a generative approach because it represents an idea and
not peculiar solution of problems. Each idea can be developed with multiple
solution but each solution is not exhaustive of the idea.
Synthesis versus Simplification
Interpretation versus Analysis
The reason is that you cannot use drawings, forms or images
able to explain your thought in an exhaustive way because you have to perform a
synthesis of all your beloved forms, including possible unknown forms that
could fit your needs. You cannot simplify.
More, answering to all these questions, you have to explain
the complex system of relationships and possible interfaces that a town
environment must have for linking your needs and your interpretation of
unpredictable user’s needs.
Generative design is not an analytical process but a
synthesis process. The core of each generative project is the synthesis, using
algorithms, of own subjective approach to context and to own subjective
cultural, technological and functional references. In brief, generative design
performs own modus of approaching the transformation of existent worlds into
possible environments more closed to own idea of quality.
Following that, In generative design processes, but also in
all creative processes, the subjective interpretations of existing world are
the main creative acts.
Subjectivity versus
Objectivity
Imitation versus Copy
The role of subjectivity is really important in design
activity. Without subjectivity we loose the main stimulus for evolving our
functional scheme into a project, and we lose the possibility to use our
cultural, symbolical, aesthetical, technological references because these
references can be used only if we have our interpretation of them. If not we
can do only copies.
Variations versus
Optimisation
In last century we experienced a design approach focused on
optimisation. It came by the need to identify “the best” and realize it with
industrial assemblage chains. This approach belongs to the concept that all
people are equal, all people need the same equal product. This approach is not
more accepted and it’s known that we can realize a product with the best
performances but with different form. These differences fit the need of
personalization of products, fit the need of customers to find his own product,
fit the need of each person to find out a product, a house, a car, a square, a
city, an environment that fit his needs and that is the mirror of his identity
and uniqueness. The subjectivity of designers fit the subjectivity of customers.
The possibility to manage variations is inside the quality
of a design process. Generative
projects face directly this need generating unpredictable, but recognizable
outputs.
Identification versus
Homologation
Because the recognizability of outputs is the explication of
the architect’s (or artist’s) imprinting. But it’s also a function that each
customer appreciates when looking for something facing his own subjectivity. We
can recognize a print of Piranesi, also
if we never have seen it before, because we recognize the style or, we can say,
the DNA of his drawing process, his stratified interpretations of surrounding
environment that makes unique his drawings.
Recognisable versus
Anonymous
In the some way we need to identify our home when we go home,
to identify our city and to love the link between its unique character and our
way to look at the future.
Generation versus
Cloning
Generative Design realize a species and not only single
outputs. It’s like in Nature. Generation is strongly different from cloning,
like art craft is different from assemblage chain. But now an industrial
production of all different objects is technically possible using the existing
industrial equipment and generative projects. More, variations, as in nature,
enhance the recognizability and peculiarity of each idea facing, in the
meantime, the need of personalization of each customer. In this era, when
someone tries to clone, like in the last century industries, the natural
events, we like to rediscover, in the artificial world, the uniqueness of
generation, like in Nature.
Unpredictability
versus Repetition
The unpredictability of variations of natural objects, like
a rose or a cat, enhance the rose and cat concept, the identity of these
species, like the unpredictability of a each variation of Bach enhance the
identity of his music and our ability to identify and appreciate it. On the
contrary, repetition destroys identity. A compound of all equal houses has less identity (and is less fascinating)
of a compound where all the houses are different but each one follows a
recognizable common idea of quality.
Variations as mirror of the subjectivity of each inhabitant.
Random of requests
versus Random of outputs
The use of random factors is important in constructing this
process as software. It follows two different approaches. Random as possibility
to create unpredictable requests, constrains, needs as occasions to improve the
complexity of the process and testing the recognizability of the idea in all
generated events, or random as generator of casual forms. The difference is,
substantially, the recognizability of the artist/architect/designer imprinting.
Teaching How versus
Teaching What
I am teaching architectural design from 30 years and, after
having developed my first generative software in 1987 and published the related
book in 1989 (C.Soddu, Citta’ Aleatorie
(Random Cities), Masson Publisher), It was me clear that, as my Argenia
Generative Software worked simulating the design processes and generating
architectural outputs able to fit different occasions and client’s needs, so I
would have been able to use Argenia as model for investigating about designing
process. It is, in fact, an effective logical synthesis of normal design
processes.
So I used it as base of an operative and effective teaching
structure for Design Studio Labs in architecture, environmental and industrial
design.
Outputs of students were soon really encouraging because based on discussions about “how” develop their work and not about “what” they are designing, giving tools for managing their work without discussing about their partial and temporary results but looking at them as a first step of a transforming process. This teaching approach enhanced their subjectivity and the possibility to use at the best their own cultural references. In other words they succeed in using all their previous learning work by interpreting these references as transforming codes. But this aspect created also some difficulties. We can synthesize these difficulties as belonging to the student’s denial to render explicit his subjectivity, his cultural peculiarity, also if only in the field of design approach. The common request of some students (b