PERANCANGAN SKEMATIS

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8
PERANCANGAN SKEMATIS
1. Merancang /Designing
1. Traditional methods
1. Crafmant do not / often can not, draw their works & neither can they give
adequate reasons for the decisions they take.
2. The form of a craft product is modified by covaless failures and successes
in a process of trial & error over many century
3. The weakness of changing only one-thing at a time, and relying on
precedent when what seems to be called for is a complete reorganization
of the form as a whole
4. The form o fthe product it self, which is not changed except to correct
error or to meet new demands
5. Designing to day,
-
the shape of the product is a whole
-
the reason for the shape – experiment with the product it self
2. Design by Drawing
1. Spesifying dimentions in advance of manufacture make it possible to split up
the production work in to separate pieces with can be by different people
2. Drawing before making made possible the planning
3. The division of labour made possible by scale drawings can be used not only
to increase the size of the product but also to increase their rate.
3. The need for now methods
1. How do traditional designers cope with the complexity ?
–
Long period for ‘ incubation’
–
A change of set
–
Enemy originallity – mental rigidity & wishfull thingking
2. In what ways are modern design problems more compliated than traditional
ones ?
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
1
Performance
systems
Cimplexity of
systems
New Methods
Problem
Designers as black box
Input
Output
Black box
Brainstarming
Synectics
Analogies
Designer as magicians
-
Output is governed by input
Output canbe speeded up, but more
random
Output is relevant to the problem is
dependent open within himse
Depend on inteligent control over the
form / problem structure
Designers as glass box
Output 1 max
Output 1
Reseach
Action
Design
Action-2
Output 2
Characterisics :
Designers as computer
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
-
objectives, variables and criteria are fixed in
advance
analysis is completed, or at least attempted,
before solution are sought
evaluation is largerly linguistic and logical
(as opposed experimental)
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
2
Designers as self-organizing system
Design Effect :
1. That which carries out the search for suitable
design
2. That which control and evualuates the pattern
of search (strategy control).
Designing as a three stage process
1. Divergence ;
characteristic :
-
The objective are unstable & tentative
-
The Problem boundary are unstable & tentative
-
Evaluation is deferred
2. Transformation
;
- a pattern
-
Problem boundary fixed, critical variabled are identified
-
Split up into subploblem
-
Succesful transformation : the freedom to change sub goals
3. Converge ;
persistence and rigidity of mind and methods is a virtue : flexibility
& raegueness are to be stunned.
input
D
C
T
Design Strategy
-
Linear strategy
Stage 2
Stage 1
-
Stage 3
Cyslic strategy
Stage 1
Stage 2
brief
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Proceedor
return
Stage 3
Ir.Joni Hardi MT.
Proceedor
return
Stage 4
PERC. ARSITEKTUR 5
3
-
Branctring Strategy
Stage 2a
Stage 4
Stage 2b
Stage 1
Select
4 or 5
Stage 3
Stage 6
Stage 5
Stage 2c
selection stage
Parallel stage
-
alternative stage
in oremental strategy
Adjust existing solution
to accommodate
modification
Re-assess an
existing solution
outcome
Explore a few minor modification
Example 1.
Brief : To design a car that is very easy to park
1. Brief
4.1
Brainstorming
3.2
Literature searding
2. design situation
2.
5.8
classification
3. problem structure
1.4
man machine
system designing
6. Final design
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
4
Contoh Perancangan Skematis, Denah & Tampak-Potongan
BLOCK PLAN
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
5
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
6
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
7
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ir.Joni Hardi MT.
PERC. ARSITEKTUR 5
8
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