• The New Economy

    The world changes fast, the socioeconomic cards are reshuffled almost every day, because of the financial crisis and the political credibility crisis, but even more so because of radical new developments in the field of information technology, communication and production techniques. The new economy is based on new rules for communication, new rules for design procedures, new rules for production methods, new rules for the properties and performance of building components, new rules for the behavior of the built environment. The new rules for the new economy will inevitably lead to a next generation  building, to be designed by an interacting swarm of experts.

     

    Next Generation Building

    Programming languages are the most commonly used languages of our times. Through scripting we communicate with our machines. Machines do not read texts nor drawings, they read code. So the next generation architects will have to produce code to work with machines. Designers will need to adopt their design strategies to the programming languages as to stay in business, as to understand the changing world. The next generation designers must think differently, they will think of spatial design as something that must be able to be described in code. The biggest influencers on how the next generation building will look like are the initiators. While traditionally the initiators are the state, city councils and project developers, more and more their role will be taken over by marketing driven product development from the creative industry. The future of building obviously is green, diverse and multimodal. But less obvious yet inevitable deeply digital, lean and robotic. The next generation buildings will be developed according to the new rules of the new economy, meaning more specifically that robotic design to production methods will prevail and open up the building practice for an industrial form of mass customisation. The forerunners are since decades among us, yet hard to see for designers who still base their spatial imagination on the straitjacket of modernism, which is intrinsically linked to the logic and esthetics of mass production. Following the logic of mass customisation every single building component is in principle unique and can take on a unique shape, performance and behavior. There is no need from the new rules of design to have any building component the same shape and/or the same behavior. Designers will breed dynamic spatial formations and gradual material transformations in their minds. The art of designing and building will never be the same.

     

    The Information Designer

    To design the design to production process is the new task for the expert formerly known as the architect. The new architect acts as an expert member of a swarm of experts, there is no explicit leader throughout the whole process, there are only temporary leaders for a certain task in a certain phase of the project. Customised, transparent and verifiable information exchange between the members of the design to production swarm - as from the very initial phase of the project - forms the basis for a lean cooperation securing an integrative approach of the design to production process. The new architect is an information designer who designs the design process to start with, linking data to geometry throughout the whole process from concept to operation. In the open design game each expert becomes a co-designer, each of them responsible for expert decisions in their own field of expertise. Clients, quantity surveyors, users, climatic engineers, structural engineers, spatial designers, interaction designers, material designers, robotic designers, front-end application programmers, all are considered to be experts in their own field.

     

    Disappearing Architecture

    The expert formerly known as the architect is the designer of open design systems, open for participation by end-users and experts alike. The spatial expert designs the comprehensive design process rather than a fixed end-product, while at the same time the spatial designer becomes a product designer. This new kind of product is not so much an end-product but rather a systemic framework of all possible products within a certain range / bandwidth of possibilities, though clearly with an explicit character, which is the signature of the new spatial expert, the expert formerly known as the architect. In the open design process the new expert uses parametric design tools, while programming and scripting methods are exploited as to link the design to the robotic production. The ultimate promise of parametric architecture is that spatial design will become a social game, open for many to participate in. Architectural designs and buildings as fixed end-products are disappearing. More and more built environments will be programmable as to adapt to changing needs and desires. Spatial designs will be developed as fully customisable products, guaranteed in all aspects of planning, quality, performance, distribution and pricing.

     

    Kas Oosterhuis [founder Hyperbody/NGB - NGB session chair/NGB#1 editor]

MAIN PROGRAMME

WEDNESDAY 09th OF NOVEMBER 2016

 

Moderator

Kas Oosterhuis moderates the presentations using the interactive lecture app as developed by Hyperbody

 

13:00-13:15 | Peter Russell | design for space

13:15-13:30 | Kas Oosterhuis | Next Generation Building the 1980 vision

13:30-13:45 | Frits van Dongen | value design

13:45-14:00 | Ilona Lénárd | artificial intuition

14:00-14:15 | Edwin van der Heide  | interaction design

14:15-14:30 | Menno Rubbens | parametric design systems

14:30-14:45 | Bert Bongers | sensorial design

14:45-15:00 | Chris Kievid  | behavioral design

15:00-15:15 | Kas Oosterhuis | story of the iWEB

 

15:15-15:30 | Break  | interaction

 

15:30-15:45 | Gijs Joosen | lean design

15:45-16:00 | Sander Boer | design to production

16:00-16:15 | Christian Friedrich | design on the fly

16:15-16:30 | Han Feng | quantum design

16:30-16:45 | Marthijn Pool | co-design

16:45-17:00 | Tomasz Jaskiewicz | proactive design

17:00-17:15 | Pieter Schreurs | application design

17:15-17:30 | Marta Malé-Alemany | robotic design

17:30-17:45 | Kas Oosterhuis | space for design

 

 

SPEAKERS
  •  Peter Russell is dean of the Faculty of Architecture and the Built Environment since 2015.

    Before this, Peter Russell was Professor of Computer Supported Planning in Architecture (CAAD) at the RWTH Aachen University. He also served as Rector's Emissary for Alumni Affairs at the RWTH where he has been Dean of the Faculty of Architecture and chaired the Dean's Council. He is a partner in architectural practice IP Arch GmbH and serves as vice-chairman of the German Architecture Dean's Council (DARL). From 2012 to 2013 he served on the Council of the Association for European Education in Architecture (AEEA/EAAE). He is also a founding member of the newly formed European architectural research network ARENA.

     

     

    Russell holds a bachelor in Environmental Design Studies from the Technical University of Nova Scotia, where he also obtained a master’s degree in Architecture. His research encompasses Building Information Modelling, Intelligent Buildings and Ambient Assisted Living. He is no stranger to TU Delft: in 2010  he chaired the Research Evaluation Committee for Architecture and Urban Planning in the Netherlands, which undertook a combined assessment of the research programmes and institutes at TU/e and TU Delft. He was also part of the Organising Committee for the Solar Decathlon Europe 2014, where TU Delft’s 'Prêt-à-Loger' came third.

  • Frits van Dongen dutch architect (1946) began working with Kas Oosterhuis (1951) after graduating from the University of Technology in Delft in 1980; the two went on to work on important publications and projects together.

    In 1985 he founded Van Dongen Architekten in Delft; the Natal complex in Rotterdam was the first of a series of large-scale residential projects which, along with the masterplans, remained a distinguishing feature of his thirty years' production.

    Three years later he founded Architekten Cie with Carel Weeber, Pi de Bruijn and Jan Dirk Peereboom Voller, the studio he continues to work with.

    His projects include the design of The Whale (2000), a housing development in the Amsterdam docklands inspired by the water that surrounds it. With its rhythmic cadence and an internal area almost like a public park, this “sea” of low buildings (more than 200 homes of various types and offices) underlines and redefines the concept of the closed block and represents one of the most important urban redevelopment projects since the turn of the millennium.

     

     

    Another very important project is Funen, a major housing complex in Amsterdam (305 apartments, 3000 m² of office space and underground parking) built in a former industrial zone, a “garden city” combining landscape development with living solutions in a high density neighbourhood in an original and complex way.

     

    Other major projects include the De Landtong residential and commercial development in Rotterdam (1998); urban development of IJburg artificial island in Amsterdam (1999); and the Cap Gemini office towers in Utrecht (2004).

    Van Dongen has also built famous musical and cultural facilities such as the Heineken Music Hall (2001), Amsterdam Conservatory (2007) and the Philharmonic Concert Hall in Haarlem (2006).

    In 2006 the Royal Institute of Architects of the Netherlands (BNA) presented him with the Kubus Award.

    Van Dongen has also pursued a long and prestigious academic career, teaching at several universities including Universitat Internacional de Catalunya in Barcelona.

  • Ilona Lénárd is a Dutch - Hungarian visual artist based in Rotterdam. She studied autonomous spatial design at the Willem de Kooning Academy in Rotterdam. Trained as an actress in Budapest, Hungary before she learned from acting the importance of gestures and empathic intuition. Her one year stay in the former Studio of Theo van Doesburg in Meudon near Paris in 1988-1989, has been her inspiration for intense cross-disciplinary work. Ilona Lénard has realized works of art in public space, among others the Musicsculpture in Oldemarkt and the TT Monument in Assen. Having organized manifestations like The Synthetic Dimension, the Genes of Architecture and the Sculpture City event [with architect Kas Oosterhuis] she has positioned herself at the forefront of international movements of the fusion between art and architecture on a digital platform. World famous buildings like the Waterpavilion in Neeltje Jans - completed in 1997 - showed the power and importance of her vision to design sculpture buildings. From then on a building could be a sculpture, a sculpture a building.

     

     

    Ilona Lénárd’s autonomous work is characterized by her Powerlines, strong fast and intuitive gestures that translates into abstract 2-dimensional ad 3-dimensional worlds. Having studied both acting and spatial art she has developed a natural feeling for cross-disciplinary work and has been active in such different fields as work of art in public space, intuitive sketching with the computer, autonomous sculptures, collaborations with architects on the grand scale of architecture leading to large sculpture buildings, interactive spaces, abstract calligraphic paintings, carpet design, and more recently robotic paintings. Products that are representative of Ilona Lénárd’s recent autonomous work are her series of intuitive abstract calligraphic paintings and the Machining Emotion series of robotic paintings that are produced during the Dubai Design Week 2015. Recently Ilona Lénárd has developed a series of unique carpet designs called the FLOW carpets, based on her FLOW paintings, and the Jacquard woven tapestries Omniverse series.

     

  • Edwin van der Heide is an artist, composer and researcher in the field of sound, space and interaction. He extends the terms composition and musical language into spatial, interactive and interdisciplinary directions. His work comprises installations, performances and environments. The audience is placed in the middle of the work and challenged to actively explore, interact and relate themselves to the artwork.

    Beside’s running his own studio he is part-time assistant professor at Leiden University (LIACS / Media Technology MSc programme) and was a lecturer (1995-2016) at and co-head (2014-2016) of the ArtScience Interfaculty of the Royal Conservatoire and Arts Academy in The Hague (1995-2016). He was Edgard Varèse guest professor at the Technische Universität Berlin (2009), won the Witteveen+Bos Art+Technology Award 2009 for his entire body of work and was an invited artist and guest professor at Le Fresnoy, studio des arts contemporain in France. He has collaborated extensively with architects and composed the interactive sound environment for the Water Pavilion - Neeltje Jans.

     

     

    He has presented his work at renown museums, festivals, galleries and music venues as SMAK - Ghent, Ars Electronica Festival - Linz, Stedelijk Museum - Amsterdam, V2_'s DEAF - Rotterdam, ICC - Tokyo, NAMOC - Beijing, Transmediale - Berlin, SONAR - Barcelona, Taipei Fine Arts Museum, SFMOMA, FILE - Brazil, SONAMBIENTE - Berlin, Art Basel Parcours Night and Donaueschinger Musiktage.

     

    A Perceptual Approach to Sound and Space

     

    Edwin van der Heide will present different relationships between sound and space while taking the perspective of the (inter)actor. He takes the Water Pavilion (collaboration with ONL, 1997) as point of departure and goes in generative and interactive directions illustrated by his recent work. He will touch upon aspects of physicality, virtuality and presence and take a perceptual approach.

  • Menno Rubbens. After switching from the study Economics at the Erasmus University in Rotterdam to Architecture, I graduated in 1993 at the TU Delft. Kas Oosterhuis was my mentor during my graduation project. In my studies I focused on the automation of the design process by writing computerprograms and scripts that generate geometry through algorithms and evolutionary processes.

    After my graduation I started working with Kas Oosterhuis on various projects (Waterpavilion, Attractor Game, Cockpit building) and, together with Kas Oosterhuis and Ilona Lenard, I was co-founder of the ATTILA foundation. With the ATTILA foundation we organized manifestations like Sculpture City and paraSITE. In 1997 I started as a project-architect at cepezed. There I was responsible for building a series of 22 distribution centers for PTT Post. For this project I automated the design and building process. After working on various projects at cepezed I started my own company cepezedprojects, together with Jan Pesman, one of the founders of cepezed. With cepezedprojects we now develop projects and focus on re-mountable buildings based on the principles of the circular economy. Recent projects are the innovationcenter of 3M in Delft and the headquarters of Piet Boon in Oostzaan. We are currently developing the Temporary Courthouse in Amsterdam on the Zuid-As as a re-mountable, circular building.

     

    Abstract here

  • Bert Bongers leads the Interactivation Studio in the Faculty of Design, Architecture and Building at UTS. The Studio is engaged in the design and research of interactivating objects and spaces. Bert lectures across the design disciplines in undergraduate and postgraduate programmes, and supervises PhD researchers in a number of topics.

    Bert has a mixed background in technology, human sciences and the arts, developed through education as well as practice. In his work he combines insights and experiences gained from musical instrument design, interactive architecture, video performances and interface development for multimedia systems to establish frameworks and an ecological approach for interaction between people and technology. Currently his research projects cover the design and development of interactive rehabilitation tools, advanced lighting controllers, haptic feedback, and interactive textiles.

     

     

     He has set up interaction and media labs in Amsterdam, Barcelona and Maastricht and lectured on interaction at various universities and schools. He has taught in Masters programs such as Architecture, Industrial Design, Cognitive Systems, Interactive Media, and User-System Interaction at universities in Delft, Eindhoven, Barcelona and Sydney.

    His interactive audiovisual installations, projections, and performances have been presented at venues in Sydney (Vivid, Powerhouse Museum, Cockatoo Island, Museum of Contemporary Art (MCA), Beams, Night Garden, NG Gallery, and the DAB Lab gallery), Metronom Gallery and the Mercat de les Flores in Barcelona, and STEIM and other venues in Amsterdam.

     

    “spatial interfaces and interactive architecture”

  • Chris Kievid is an architect, graduated with distinction at the TU Delft. He has been associated with Hyperbody and ONL for over 10 years. His activities were geared towards the construction of behavior-based architectural structures facilitating immersion in embodied interactive environments. In 2013 he started his own design studio. He currently works as Head of Design at the social design lab 'Studio Roosegaarde' creating interactive designs that explore the dynamic relation between people, technology and space through unique innovations. Internationally acclaimed projects include VanGogh bikepath, Smog Free Project and Waterlicht."

     

    Abstract here

     

     

  • Sander Boer considers himself an expert on non-standard architecture. He started relying on computers for architecture when he realized it is really the only platform suited to design, evaluate and construct architecture with and he has worked in different capacities on small projects and very big projects. He has been self-employed for the last six years.

     

    In his talk Sander will discuss the main challenge facing architecture today, a crisis of relevance. Nowadays most architectural designs are produced by young throw-away employees of large firms, a race to the bottom. However, there is hope. Complexity is building in architecure and currently the solution is to fragment complexity in bite-size chunks and farm these off to relevant specialists, but it will not be long there will be so many tiny bite-size chunks one will turn to the architect that can orchestrate the players and the data into a symphony."

  • Christian Friedrich is an architect born in Germany. After studying Physics and Philosophy in Berlin and completing an architectural engineering degree at Hanzehogeschool Groningen, he finished his graduate education (MSc ) in architecture at Delft University of Technology, Netherlands. He co-founded media artist collective Ezthetics. He has been associated with Hyperbody since 2002, as student assistant, master student and researcher. Since 2002, he was involved in several projects of the architectural office of Kas Oosterhuis and Ilona Lénárd, ONL. He is currently developing his Phd research project on Immediate Architecture and the Architectural Singularity: a point at which the architectural process loop is executed in real-time and shifts from a phased process into a behavioral network, in effect reshaping architectural praxis.

     

     

    Abstract here

     

     

  • Han Feng  graduated from TU Delft master track from 2005. His doctorial research with Hyperbody centered on computational design and interactive architecture, with specific focus on quantum design paradigm and computation methodology. He is co-founder of BNP, member of ACADIA, CAADRIA and VCWI, and director for <Sino-Dutch extreme climate building centre>. Han Feng has been teaching computation oriented architecture design in TU Delft, and was invited to lecture, exhibit and teach at many architecture institutes around the world.

     

     

    Minesweeper interactive design game

     

    Minesweeper is a classic computer game, as while as a NP-complete problem that cannot be solved in reasonable computing time. This short talk discusses the uncertainty of minesweeper game as the lack of sufficient local information, and a global information sharing technique to deal with such uncertainty. Further on, an interactive minesweeper game is introduced, which draws the connection between minesweeper game and computational architecture design.

     

  • Marthijn Pool (1980) studied at the Technical University Delft and Politecnico di Milano. From 2005 he worked at ONL and taught at the TU Delft. Marthijn leads workshops and lectures internationally on adaptable design processes and end user empowerment. In 2009 he founded Space&Matter together with Tjeerd Haccou and Sascha Glasl.

    Since architecture and urban design touches on all levels of society, Space&Matter involves a wide spectrum of disciplines in their design and development process. Before configuring space, understanding sociocultural processes adds relevance to our designs; our objective is connecting people and their environments. In order to reach a high level of connectivity it's relevant to Open up the Design Process. Experts, stakeholders and also end users can collaborate in the process of creation from an early stage. This makes our architecture more specific and more sustainable. www.spaceandmatter.nl

     

    PluraliCity, how we shape(s) the city.

     

    In most of our projects we take an almost inverted approach to making projects. Getting to know the end-users demands from the inside out, makes our project closely knit to this end-user. Our projects become more specific and explicit, thus more interesting in their intrinsic motivation and raison d'etre (reason of being). If there's no end-user we doubt a projects existence... Starting with the end-user also means there's a commitment from the start, there's a clear goal, a potential financial current to feed the project and minimize risk in a projects feasibility. Instead of seeing the development chain as a sequence of consecutive steps, we rather see the process of spatial development as an integral, synchronous process of direct feedback between the different stakeholders in every phase.

     

  • Gijs Joosen was born in 1975. After finishing VWO at the OLV Lyceum in Breda he studied Building Technology at the Eindhoven University of Technology where he graduated in both Architecture and Design Systems. His graduation project received a nomination for the Dutch Archiprix.

    After his graduation he started working at ONL [Oosterhuis_Lénárd], the office of prof. ir. Kas Oosterhuis who was part of his graduation committee. At ONL Gijs was part of the core design team that broke ground for the realization of internationally renowned projects as the A2 Cockpit and Soundbarrier, Bálná Budapest and the Liwa Tower. In 2005 he joined the management team of ONL where he became responsible for the development and implementation of parametric complex geometry systems and data driven Building Information Models [BIM].

    The duality of his role as a designer and IT architect provides a thorough understanding of data driven design-to-production workflow and the crucial skills that allow informed decision making.

     

    Abstract here

  • Tomasz Jaskiewicz Tomasz Jaskiewicz (1980) is an architect and (interaction) designer, currently holding the position of assistant professor of interactive prototyping at the Industrial Design Engineering (IDE) faculty at TU Delft. He specializes in methods and tools supporting explorative design processes that involve fast prototyping with interactive technology. He applies his work mainly in the domain of “smart environments", which range from office environments equipped with interactive building management systems to entire cities where large amounts of data are generated, shared and used by citizens. He also has a particular interest in methods and tools for designing with and for the internet of things (and people), cyber-physical systems and large-scale distributed networks of interactive devices.

     

     

    Tomasz has a background in urban planning (TU Gdansk) and architectural design (TU Delft). Before pursuing an academic career, he has practiced for several years as architect and architectural project manager, among others at ONL[Oosterhuis_Lénárd]. As part of his PhD research at the Hyperbody group at TU Delft he investigated tools and methods for iterative designing of interactive and adaptable architectural environments. In his academic pursuits he has always aimed to maintain the link to real-world applications, which resulted in co-founding a start-up company “Hive Systems” developing software for design, simulation and deployment of distributed networks of interactive devices.

     

    In his current work at the IDE faculty in Delft, Tomasz leads the development of the Building Occupancy Certification System (BOCS) as part of the Climate-KIC Building Technologies Accelerator (BTA) flagship program. He is also involved in the Horizon 2020 Open4Citizens research project aimed to support citizens in using open data. His main teaching involvement is in Interactive Technology Design, Interactive Environments Minor and Interaction & Electronics courses.

  • Pieter Schreurs is a practising architect and programmer, who has been working at ONL since September 2009. In his role as Architect and BIM engineer, he has specialised in parametric design, BIM (Building Information Modelling) and integrated design solutions, from the very early phases of the design process.

    He has obtained his Master degree with honourable mention from the Delft University of Technology [2001-2009]. His graduation work has received a nomination for the Dutch Archiprix.

    He is an expert in developing industrial made-to-measure solutions for buildings based on the newest digital techniques and the direct connection of design models to file-to-factory production techniques.

     

    By adopting digital technologies and developing new applications for existing computer-based design and production methods, true process and product innovation for the building industry can be realized. Digital adaptation of existing industrial manufacturing processes allows us to create mass-customised series of unique components which together form a unique and richly complex end product. By means of adaptive parametric systems we are able create an unbroken digital chain from the initial design to the realized end-product, which allows us to develop infinite variations within the bandwidth of the industrial manufacturing process. Through smart design applications, this process can subsequently be opened up to the client.

     

  • Marta Malé-Alemany is a doctor in architecture, researcher and curator specialized in the relationship and integration between design and advanced fabrication technologies.

    Her methodology integrates research and experimentation on materials, the development of custom software and hardware, and the use of industrial manufacturing processes. It focuses on innovating industrial design and construction with novel material solutions and building processes, to expand their creative possibilities and address today’s global challenges.

     

    In practice, she has used this approach in recognized architectural interiors, large-scale installations and building applications. In academia, she has a wide experience teaching in US and European institutions, where she founded and directed various Master and Post-graduate programs. Currently, she is a Head Lecturer in Digital Production at the Faculty of Technology of AUAS (Amsterdam University of Applied Sciences) and program reviewer for other institutions.

  • Kas Oosterhuis studied architecture at the Delft University of Technology. In 1987-1988 he taught as unit master at the AA in London and worked/lived one year in the former studio of Theo van Doesburg in Paris together with visual artist Ilona Lenard. Their design studio is in 2004 renamed into ONL [Oosterhuis_Lenard]. As from 2007 Oosterhuis is a registered architect in Hungary, executing as General Designer the CET project. Since 2000, Oosterhuis has been appointed professor of digital design methods at the Delft University of Technology and he is currently leading a staff of twenty researchers at Hyperbody, the knowledge centre for Non-Standard and Interactive Architecture. Oosterhuis is Director of the ProtoSpace Laboratory.

     

     

    He is member of the Dutch Building Information Council and has been a Member of the Board of Witte de With Center of Contemporary Art in Rotterdam and of the VCA (Computerusers Architectural Offices) until 1989. He has been the co-founder of the Attila Foundation, responsible for the groundbreaking Sculpture City event in 1994 and the ParaSite weblounge in 1996. He has lectured worldwide at numerous universities, academies and international conferences since 1990. Oosterhuis has initiated two GameSetandMatch (GSM) conferences at the Delft University of Technology on the subjects multiplayer game design, file to factory design and build methods and open source communication in the evolutionary development of the 3D reference model. Award winning building designs include the Saltwaterpavilion at Neeltje Jans (Gold Award 1997 for innovative recreational projects, Zeeuwse Architectuurprijs 1998, nomination Mies van der Rohe Award 1998), the Garbagetransferstation Elhorst/Vloedbelt in Zenderen (Business Week/Architectural Record Award 1998, OCE-BNA Award for Industrial Architecture 1996, Aluminium Design Award 1997) and the Hessing Cockpit in Acoustic Barrier in Utrecht (National Steel Award 2006, Glass Award 2006, Dutch Design Award for Public Space 2006, nomination Mies van der Rohe Award 2008, nomination Golden Pyramid 2006).

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