1. Introduction
In 1917, D’Arcy Thompson, in his On Growth and Form, established the theoretical problematic of design, conceptualizing that the evolution of form over time is based on an initial structural pattern [
1,
2]. The relationship between form and environment, the conception of evolutionary design as an evolutive pattern, and the limitations of technology as generative and evolutionary processes were some of the fundamental issues for the development of nature-based theories and practices into contemporary design. More than morphological studies of shape and structures, Thompson’s work launched the basis for a clear understanding of the growth and adaptation of form in specific site conditions in what is known as form-finding processes [
3]. There are innumerous aesthetic ideas and formal references in art and architecture inspired by Nature. From Sullivan’s (1856–1924) ‘Golden Door’ organic ornamentation and Wright’s (1867–1959) organic architecture praxis, to Gaudí (1852–1926) catenary curve models made with weighted hanging chains, wire and rope, exploring and studying structural processes, and Otto (1925–2015) and the Institute of Light-weight Structures (ILS) experiments on structures and gravity using analogical form-finding models. The precedent mentioned works could be considered as the ‘classical’ basis for computational models of form-finding.
More than reproducing a natural form, a natural morphological pattern that creates organic architectural shapes, new emerging methods and generative design theories look into Nature as a set of processes, described through the employment of scripting and coding techniques, which in turn describe and reproduce relationships between a variety of systems, not only natural but also artificial ones. This link between mathematical models-based evolutionary adaptations, informed by the natural environment, is producing a naturalizing-architecture. First used by Frèdèric Migayrou and Marie-Ang Brayer in 2013, Naturalizing-Architecture is a term that derives from our ability to digitally model and fabricate based on similar phenomena of the natural environment. To Migayrou (2003), the creation of representative models of natural complexity of growth is among the main issues of natural digital modeling of form and structures [
4]. In the same year of 2013, Oxman goes further, arguing that today’s architecture requires an informed process that encompasses a model that should link analysis and synthesis, performance and generation, tectonic integration of form, structure and material. Oxman’s informed processes integrate four phases: (1) the formation of the process (parametric design) is sustained by mathematics, geometry and topology; (2) the performative component (performance-based), supported by analysis and synthesis; (3) Generative techniques; and (4) Fabrication tools. Parametric design is a mathematical model of shape forming, which can be defined as a topological differentiation process based on computational models of associative geometry. The impact of a given environmental context on the sustainability and efficiency of a project should be considered even during its formulation phase. Performance-based design is achieved when computational analysis and simulation are integrated with the generative design process [
5,
6]. Generative evolutionary processes require the understanding of design as an algorithmic process. Fabrication requires material, assembly and construction strategies, as well as expertise in order to master this design field [
3].
This paper is based on a research that proposed a Bioshading System Design Method (BSDM) construction process, developed on a problem-based approach using terrestrial plants as inspiration [
7]. Starting with the architectural challenge of design, solutions will be sought in Nature to solve specific Bioshading systems performance requirements. The hypothesis that sustains the method development lies over an informed process that integrates and interrelates three domain areas: 1-Architecture; 2-Nature; and 3-Artifact. In this context, the Architecture domain roots its basis on the formation of the process, computational environmental analysis and diagnosis. This formation process is conducted through environmental analysis software, integrated through parametric design tools. The Nature domain is defined through an abstraction process. Sustained by a plants mapping process matrix, the creation of a meme’s semantics triggers a performance-based design process, which is achieved when computational analysis and digital simulation are integrated with the exploration of shape and structure through generative design processes. The Artifact domain is the physical materialization of the design concept that enables its evaluation and emulation. Performance-based design processes and digital fabrication tools are integrated components, supporting the creation of the artifact. BSDM is intended at both academics and professionals. In this perspective, the method is supported by a digital toolkit. The idea is that the toolkit allows greater proximity between the users and the process, working as a pedagogical vehicle of information, promoting debate between working groups, and facilitating the development and organization of the different tasks to be carried out during the process. This paper describes a real-time proof of concept (named PoC 1.0) that was ideated and implemented to validate the preliminary version of BSDM. Its results led to the elaboration of the final version of the BSDM and its toolkit components.
2. Method
PoC 1.0 was conducted through two separate four-hour sessions. Ten voluntary participants, students and professionals of the architectural field, organized in pairs, carried out this experience. None of the participants had knowledge or base experience in the field of biomimetics (
Figure 1). For this purpose, a computer laboratory was used.
The main goal of this experience was for participants to be able to develop a façade shading system to a pre-determined building and defined context, using the Bioshading System Design Method, version 1.0. PoC 1.0′s sessions aimed at testing and evaluating the method considering three criteria: (1) Method Clarity (evaluated by the participants at the end of the experience); (2) Efficiency and effectiveness of the PoC 1.0 sessions themselves (participants were invited to evaluate (i) the clarity of the oral presentation on the method, and the supplied digital material regarding the method, (ii) duration of each session, and (iii) the available means, as computers and software); (3) Method Operability and its Outputs (evaluation performed by the team involved in the development of the method, about each project output from these sessions, their method’s clarity and applicability, goal definition, biomimetic meme generation matrix, design solutions and its technical implementation).
Bioshading System Design Method (BSDM) relies on a circular process ordered in nine phases, equally distributed by three domains: Architecture, Nature and Artifact (
Figure 2). Initiating its journey with the Architectural domain, this new method has a problem-based concept design approach. The first session of the PoC 1.0 experiment guided the participants through the Architecture and Nature domain phases, in order to, respectively, define the shading system goals and create its concept design Biomeme. The Goals definition consisted of determining the main functions (performance requirements) of the shading system to be designed, as well as the actions that would support them and the agents that would enable it (
Table 1). As BSDM is based on terrestrial plants, the Biomeme is the result of the creation of a fictional meme as a product of the study of a given plant, combined with the aimed functions of the shading system (
Table 2). The second session was essentially focused on the Generation and Simulation phases of the Artifact domain, and it was strongly devoted to the digital design project, considering types of structure, actuation, fabrication and materials.
The experience was conducted through a defined time script (
Figure 3) having a digital kit as support. The digital kit was composed of several folders containing: (i) the digital 3D model of the case study building and its context surroundings, (ii) the Climate Consultant 6.0 graphic analysis [
8] of Lisbon’s climate, (iii) Ladybug [
9] graphical analysis of the case study building’s south façade, (iv) tables and diagrams containing shading façade essential functions, actions and agents, (v) a list containing several terrestrial plant types and adaptation strategies, (vi) a Biomimetic meme path matrix diagram in order to help the participants define its fictional Biomeme, and (vii) two tables listing the main types of structure and actuation of shading systems.
The first PoC 1.0 session opened with a 30 min introduction of biomimetics and architecture. It was a chronological presentation aimed at contextualizing the application of biomimetic values and principles not only in architecture but also in other relevant fields as mechanics, design and materials science. The relationship between architecture and terrestrial vascular plants was pointed out as a case study and as an inspirational motto, and its link was justified based on plants’ and buildings’ similar physical condition. Finally, a brief presentation of the most used design, simulation and analysis tools, as well as computer aided manufacturing (CAM) resources currently available to architects, were also presented and discussed, identifying its strengths and weaknesses, throughout the architectural design process.
Entering the Architectural domain, at the Identification phase, PoC participants were presented to the case study building and its context. The selected case study building integrates a proposal for a students’ residency program, which also houses coworking and services spaces. Located in Lisbon, inside the Cidade Universitária Campus, the analysis target was the south façade of the building. A three-dimensional model of the Cidade Universitária Campus was given to the participants. A complete climate analysis of the city of Lisbon—using Climate Consultant 6.0 (CC) software [
8]—was explained to the participants, containing graphical representations of annual temperatures, irradiation, daylight and wind velocity, and solar shading and psychrometric charts. In the second phase, Analysis, participants were introduced to Ladybug analysis charts and diagrams. Based on parametric information, Ladybug can perform real-time analysis, providing the possibility to extract two or three-dimensional diagrams, schemes and charts into/over the three-dimensional model. Dry bulb temperature, irradiation, total direct and diffuse radiation, urban shade benefit, shading comfort façade design, wind speed and air temperature roses were the diagrams and charts that were provided to the participants. A process of interpretation and analysis was then conducted. After a context and climatic analysis, participants were invited to Diagnose, defining which should be, in their perspective, the shading system’s main functions for that case study façade. Three base tables (
Table 2) were supplied, containing (i) the shading system’s main functions, (ii) pointing some of the most relevant shading systems actions, and (iii) enumerating some of the agents that could trigger these actions. During the Diagnose phase, participants started working in pairs, which triggered some effective discussions over their conceptual aspects regarding the shading system pairs would later propose. From this brainstorm, the five groups were able to define their shading system’s main goals, as well as their functions > actions > agents semantic relationship, achieving at the end of this phase the so-called Challenge definition.
The second part of the first PoC 1.0 session was all about the Nature domain. The facilitator presented and explained the terrestrial plants’ vascular system, its relevance and main functional organs and features. During the presentation, several analogies between plants events and features, and the man-built environment functions were a major contribution to initiate an individual and creative link between the natural and the humanmade systems. To engage the working groups at the Discover and Exploration phases, an introduction was made on plants’ adaptation strategies -morphological, physiological and behavioral-, in order to explain how to use the supplied plant adaptation data matrix in its digital format, as well as how and where to search for the presented data or search for other adaptation events (fundamental online resources such AskNature, Biomimicry 3.8, Basic Biology, among others). It was then necessary to clarify the creation process of the Biomeme. From the several available surveys, each group was invited to engage in the Exploration phase to elaborate a Meme event table (
Table 3), where they selected the plant adaptation events that could resemble their shading system’s defined functions.
In order to dissect the selected meme events, participants stratified those events according to its type of adaptation, strategy, main principles and features. This stratification is essential for the user of the method, allowing not only to extract the several characteristics and properties of each of the selected memes, as well as transport them through interpretation to the architectural lexicon. Adaptation and strategy will enable the meme categorization in the fields of its actuation. Principles are the BSDM user’s first approach to an individual interpretation of the meme event, while features are the pattern, material and performative characteristic observed by the BSDM user in that specific meme. After completing this task, the groups were ready to Conceptualize their Biomeme. The Biomeme conceptualization was produced with the completion of the Biomimetic Meme path matrix (
Table 3). In PoC 1.0, the Biomimetic Meme path matrix crossed the shading system’s main functions with the selected meme events. Extracted from the previous meme events table, and in addition to the functions selected for the shading system, the Biomimetic Meme path matrix also crossed other inputs such as adaptation and strategy types, pattern, material and performative features. Through this process, each group achieved its Biomeme that puts together all the events whose occurrence is in majority.
After a one-day reflection gap between sessions, PoC 1.0’s second session was entirely devoted to the Artifact domain. The session was initiated by an oral presentation about the types of structures, mechanisms and actuations of shading system. An oral debate was encouraged in order to promote brainstorming between the groups. Two digital documents were supplied to the participants, containing synthesized information about shading systems structural types and possible types of actuation. The shading system types of structure document contained a short description, pros and cons of the each type of structure and possible actuation clues for its implementation. The actuation types document also contained a brief description of the actuation, its pros and cons and some required resources and knowledge for its implementation. The following period was completely devoted to the groups’ shading systems design. As it is represented in the PoC 1.0 time script, one hour of the second session was programmed to be dedicated to the Simulation phase; however, participants required to use it for the Generate phase design process. The last 40 min of this session was intended at hearing the PoC 1.0 participants’ opinions about the experience, and for them to evaluate the Method Clarity. From the PoC 1.0, five different projects, with different levels of development, emerged. These will be hereafter designated by letters A, B, C, D and E. A description of the groups’ results is presented in next section.