Role of a Designer
• The person designing is called a
  designer, which is also a term
  used for people who work
  professionally in one of the
  various design areas, usually
  also specifying which area is
  being dealt with (such as a
  fashion designer, concept
  designer or web designer).
• Adesigner's sequence of
  activities is called adesign
  process.
• The scientific study of designis
  called design science.
• Designers are usually
  responsible for developing
  the concept and making
  drawings or models for
  something new that willbe
  made by someone else.
• Their work takes into
  consideration not only how
  something will look, but also
  how it will be used and how it
  will be made. There can be
  great differences between the
  working styles and principles
  of designers in different
  professions.
Some examples are
•   Automotive designer,
•   Architecturaldesigner
•   Landscape designer
•   costume designer,
•   fashion designer,
•   game designer,
•   graphic designer,
•   industrial designer,
•   interaction designer,
•   interior designer,
•   jewellery designer,
• It is essential for adesigner
  to have the following
   1. Good Understanding of
      technologies relevant to
      his field
   2. Good Thinking, different
      approaches to problems
   3. Technical expertise
   4. Well developedAesthetic
      appreciation
        THEARCHITECT’S ROLEASA
              DESIGNER
• The architect as a designer must keep in mind
  that his loyalties should lie with the client.
• The architect must be capable of thinking in
  the following ways.
  1.   Rational thinking
  2.   Intuitive /creativethinking
  3.   Value judgments
  4.   Spatial ability
  5.   Communication skills
• The architect as
  designer must have
  – Highly organized mental
    process
  – Manipulating many
    kinds of information
  – Blending them all into a
    coherent set of ideas
  – Finally generating some
    realization of thoseideas
TYPESOFDESIGNCLASSIFICATION
There are four distinct ways of generating the
three dimensional form, interior spaces and the
spaces around the buildings. These are listed in
a chronological order of application
  1.   Pragmatic Design
  2.   Iconic design
  3.   Analogic Design
  4.   Canonic Design
          1. PRAGMATICDESIGN
• Pragmatic design is simply
   – the use of available materials and methods,
   – Without innovation.
• For pragmatic design to be useful the designer must be
  well versed in established techniques, and understand
  their strengths and weaknesses.
• Such an approach to the selection of building
  materials, constructional techniques or structural
  systems may be seen as essentially conservative and
  unlikely to lead to any dramatic failure.
• The pragmatic design was one ofthe earliest ways of
  building
• Ex: Mammoth hunter’s tent
 Traditional Morocco tent
• Ex: Siberian tent
• The mammoth hunter’s tent reveals a certainprofound
  truths about the nature of architecture.
• It suggests that the first way of achieving three
  dimensional built forms was by trial and error, taking
  the availablematerials and putting them together in a
  way which seemed to work.
• Once a building form became established, it was often
  used substantially in the same form for thousands of
  years.
• This is true, certainly of the mammoth hunters tent
  which as a building form seems to been extensivelyin
  Europe for a period of over thousand of years.
              2. ICONIC DESIGN
• By using iconic techniques designers might begin
  with an existing design and modify it to meet the
  new conditions.
• Although it is possible to argue in favors of such
  an approach, it seems to have two quite basic
  flaws.
   – Firstly it could perpetuate errors as well asprevent
     new mistakes,
   – Secondly it just does not sit comfortably with the
     psychological style of creative individuals who wishto
     be original rather than begin a process with another
     designer's solution.
• Ex: Igloos
              3. ANALOGIC DESIGN
• The designer is encouraged to use
  analogies from other fields or contexts
  to create a new way of seeing the
  problem in hand.
• Such a tactic is in fact well established in
  the literature on creative problem
  solving. Designers too have reported the
  use of analogy in their thinking. It is not
  unusual to find the more or less explicit
  use of organic forms in architecture
  probably because of their structural
  economy and elegance.
• Analogic Design with or without the use
  of design analogues, is still the most
  potent source of creative ideas in
  architecture.
• Ex: Frank Lloyd Wright
  described a number of
  examples in connection
  with his work.
• Water Lilies or mushrooms
  – Structural units of the
  Johnson Wax company
  tower
• His own hands in prayer
  – Unitarian Meeting house
• Ex:Le Corbusier also drew extraordinary
  range of analogies
Shell of aCrab -Ronchamp Chapel
             4. CANONICDESIGN
• Canonic design is the use of rules such as planning grids,
  proportional systems and the like.
• The classical architectural styles and their renaissance
  successors offered opportunities for such anapproach.
• For some designers, it may be a matter of personality-lack
  of confidence in their own ability to make judgment of this
  kind; they look for the authority of a geometric system.
• Certainly a proportional system will provide the designer
  with authority for a great many decisionsabout the shape
  of a figure, the size and shape of a façade, a window, a
  doorway and so on, which otherwise woulddepend on his
  own personaljudgment.
Palladio's "Villa Rotunda"
• Ex: EgyptianCanons
• There is evidence that Egyptian archaeologists of 600 B.C or so
  penetrated deep into Djosers tomb and measured the wall relief’s,
  deriving from them a proportional system which later came into
  general use.
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     Grand Palais, Paris
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