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Robert Woodbury
In general terms, I am interested in understanding design and in using computers to do so. Practically, I am motivated by a vision of computing aids that complement the capabilities of designers in general and flexible ways. Achieving these aims requires a multi-disciplinary basis. In understanding design I have proceeded from the work of others, for example Prof. H. Simon (late of Carnegie Mellon) and Prof. A. Newell (late of Carnegie Mellon), who set out models of human thought that describe higher level cognition in information processing terms. Such models are a ready structure onto which computational extensions can be grafted. In recent years, I have used ethnographic methods to understand human thought and action at larger time scales and with greater ecological validity than typically achieved with information processing models. I have also been influenced by those, for example, Prof. R. Coyne (Edinburgh), who claim that design is a phenomenon only partially apprehended by any single model. In understanding how computing applies to design, I have proceeded from formal models of design generation and representation developed by, for example Prof. U. Flemming (Carnegie Mellon), Prof. R. Krishnamurti (Carnegie Mellon), Prof. William Mitchell (MIT), and Prof. G.Stiny (MIT). These models posit a space of designs that can be traced out by operators that generate designs from other designs. To use such models requires the representation of designs, especially their geometry. Thus the large field of geometric and solids modelling has been an important source for me. Computationally I search for substrate mechanisms that are both applicable to design and efficient, and attempt to cast design problems as closely to these mechanisms as possible. In recent years, my main models have come from computational linguistics, notably the work of Dr. Bob Carpenter (formerly of CMU, now in industry). I do both basic and applied research. There is much yet to be understood about design and computer models that might support it. However, such models fail a test of falsifiability if they remain unimplemented. In addition, questions of the appropriate human-computer interfaces cannot be addressed in the abstractprogress here relies on well-founded implementations. I see my research mission as building basic theory, and constructing, testing, using and disseminating representations, algorithms and implementations, both to develop and test theory and as tool prototypes in their own right. What is especially unusual about my work is its implementation emphasis. It is clear to me, and to others in the field, that high-quality, tested, prototype implementations of design generation mechanisms are essential to future theoretical progress in the field and to its application outside of academia. Knowledge remains the product of my work, but implementations and their use are necessary prerequisites. My work is collaborative. Its scope is too large for a single researcher. In the interests of brevity I do not detail here the collaboration in each piece of work, though I do so in the attached curriculum vitae. I must mention here the indispensable contributions of my Ph.D. students, Maha Al-Saati, Dina Bonefacic, David Botta, Andrew Burrow, Christopher Carlson, Teng-Wen Chang, Victor Chen, Dan Corbett, Sambit Datta, Mikako Harada, Jeff Heisserman, Karine Kozlova, Kewu Li, Davis Marques, Susan Pietsch, Richard Quadrel and Zhenyu Qian. I think it fair to say that without them, I would have little work to show and without me, they might not have done their work at all. Table of Contents in chronological order Patterns for Parametric Design Parametric Modeling Visualization Shape Schema Grammars Federation Modeling Design Space Exploration AVIRE A VIsual REte Generative Design 2 3 4 5 6 7 8 9
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The Place Holder pattern is key to understanding how to re-use components throughout a design.
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Parametric Modeling
Conventional CAD systems focus design attention on the representation of the artifact being designed. Currently industry attention is on systems in which a designed artifact is represented parametrically, that is, the representation admits rapid change of design dimensions and structure. Parameterization increases complexity of both designer task and interface as designers must model not only the artifact being designed, but a conceptual structure that guides variation. Parameterization has both positive and negative task, outcome and perceptual consequences for designers. Positively, parameterization can enhance search for designs better adapted to context, can facilitate discovery of new forms and kinds of form-making, can reduce the time and effort required for change and reuse, and can yield better understandings of the conceptual structure of the artifact being designed. Negatively, parameterization may require additional effort, may increase complexity of local design decisions and increases the number of items to which attention must be paid in task completion. While there is a general appreciation of the concepts and advantages of parametric modeling, application to projects at the scale and complexity of buildings raises important theoretical and practical issues. In a deep sense, parametric modelling is not new: building components have been adapted to context for centuries. What is new is the parallel development of fabrication technology that enables mass customization. Building components can be adapted to their context and parametric modelling can represent both context and adapted designs. In a design market partly driven by novelty, the resulting ability to envision and construct new architectural forms rewards firms having such expertise. There are relatively few such firms, most of which have had long experience and have built substantial reputations on distinctive form and construction. But many firms and students (future practitioners) are interested. The confluence of technology and interest appears as exploration in a new design space: architecture and its supporting technologies of parametric design and fabrication are experiencing both co-development and rapid change. I contribute to scholarly knowledge of parametric modeling in several ways. In 2005, Robert Aish of Bentley Systesms and I published a paper on technical features of GenerativeComponents that brought key ideas, such as replication, into the public research domain. With graduate students, I have devised programming constructs, such as goal seeking, that show how parametric modeling can be used for advanced tasks. Using concepts from my design space exploration work, I am seeking better ways for parametric modeling to support discrete change.
A family of kinetic structures based on traditional Persian domes requires both goal seeking to generate each structure and an exploration strategy to understand relationships within the family of domes.
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Media Visualization
As large collections of digital data become commonplace, the tasks of recall, search and reuse become both critical and difficult. I have been working on mixed initiative visualization techniques that combine computational capabilities such as data mining with human visual search. A particular premise that local browsing of related items in a computed collection can be a productive strategy for recall and reuse. Many digital collections share a common structure in which a collection, the objects collected and the meaning of the collection can be separately considered. A data structure comprising exhibitions, annotations, and resources (EAR) is a general device for organizing such collections. People author EAR structures and other people value these acts of authorship in understanding a large collection. Through co-citation and bibliographic coupling, EAR structures form a general graph that is hard for people to interpret. The research hypothesis is that recognizing, analyzing, prototyping and evaluating the EAR triangle can result in both generalizable insight and new tools for information visualization and system design. We introduce NEAR, a graph visualization tool aimed at helping people understand and use EAR structures.
The NEAR interface brings people near collections that they discover through search and data mining. It shows how collections are locally structured and supports a style of browsing akin to the well-known strategy of look beside the book you found in a library stack.
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Schema display un-shape-like properties. Shapes are black. Shape schema are orange. The shape schema s is a part-of the shape t and t is part-of s, but s and t are not equal.
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Computation paths in design space exploration and a representative typed feature structure.
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Generative Design
In the late 1980s and early 1990s I was concerned with representations for the automatic generation of designs. This turned out to be foundational work for the more general topic of design space exploration. In 1991, my student, Jeff Heisserman, completed his dissertation entitled Generative Geometric Design and Boundary Solid Grammars. With it, we established a theory of grammatical computation over solid objects. As part of his thesis work, Dr. Heisserman developed GENESIS, an interpreter for boundary solid grammars, which was subsequently extended and refined in the system SEED-Config. GENESIS has been demonstrated in several applications and its ideas are presently used at Boeing Aircraft. With GENESIS we developed several grammars for applications in design. The most interesting architecturally is a grammar that generates designs for Victorian (particularly Queen Anne) houses. This grammar is an extension of one previously done by my colleague, Ulrich Flemming. With it, we can rapidly and automatically generate convincing designs for houses. Another of my students, Chris Carlson, devised a theory of grammatical programming and constructed a system, Grammatica, to demonstrate the theory. Grammatica is a domain-independent language for describing design spaces. Although it was demonstrated in describing spaces of spatial structures, it applies equally well to domains of symbol strings, graphs, solids, and in general to any domain with a formalizable, many-sorted algebraic description. A third student, Mikako Harada, wrote her thesis on Discrete/Continuous Design Exploration by Direct Manipulation. She developed an implementation of grammatical interaction that combined physically based modeling with grammatical editing of designs.
A Queen Anne House, a derivation sequence and a design space generated by SEEDConfig (successor to Heissermans GENESIS).
Interactive layout in Haradas discrete design space explorer. A designer pulls on the dining room, and it shifts up in the plan.
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