Metaphorical Design DECO1021 Design Computing Studio Spetember 2003.

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Presentation transcript:

Metaphorical Design DECO1021 Design Computing Studio Spetember 2003

Conceptual Metaphor z“Metaphor allows conventional mental imagery from sensorimotor domains to be used for domains of subjective experience.” (Lakoff and Johnson, 1999, p 45) zFour structures of the cognitive unconscious provide the basis for understanding how metaphor influences our ability to make sense of subjective experience: xBasic level concepts xSemantic frames xSpatial-relation concepts xConceptual metaphor

Basic Level Concepts z“The highest level at which a single mental image can represent the entire category.” zFor example, the house or the office. zWe do not a have a clear image of a room and specialist knowledge is required to create an image of Frank Lloyd Wright Prairie house.

Semantic Frames zA semantic frame defines relationships among whole fields of related concepts and words that express them. zUsing a consistent metaphor allows a person to draw on their semantic frames as the basis for designing a virtual world. zFor example, when designing a virtual classroom, appealing to the semantic frame, a person would be able to develop a relationship between the classroom, a lecture, a blackboard, a desk, etc.

Spatial-relation concepts zSpatial-relation concepts allow the designer of virtual worlds to define consistent actions on the virtual objects as the person would expect to do with the physical object. zA person would put things “on” a desk, go “out” of a room, write “on” the blackboard.

Conceptual Metaphor zConceptual metaphor allows us to conceptualise the virtual world in terms of time and motion in the physical world of architecture.

Metaphor and the Internet zInformation superhighway zShopping mall zVirtual community

Metaphor and the Computer zCalculator zProgrammable machine zDesktop

Metaphors for Computer Support for Collaboration and Communication zDesktop metaphor yExtend the desktop to include CMC, eg IRC yIntroduce synchronous communication tools zPlace metaphor yCreate a virtual place for collaborative design yIntroduce persistent object modelling of people, places, and things

TAPPED IN Virtual World

Virtual U Online Learning

Architectural Metaphor

Principles of Architecture in Designing Virtual Worlds zSpatial Enclosure zSpatial Function zSpatial Layout

Spatial Enclosure zThe sense of spatial boundaries that contain people and things can create a more coherent sense of place. These spaces do not necessarily have physical boundaries. The purpose of the enclosure is to indicate the contents of the space, that is, what is in the space and what is outside the space.

Spatial Function zArchitects create different kinds of spaces for different functions. In virtual worlds this may be a simple as labelling a room by its function, or more complex in defining a variety of activities and purposes for a room. In designing VWs, we can start with the easily identified functions of architecture, but we can go beyond this.

Spatial Layout zArchitecture is non-linear. Using architectural principles in designing VWs has an associated non-linear topology, where navigation can follow the principles of spatial layout, or the principles of the function of the rooms. People can easily navigate among rooms and buildings without a mental map, and therefore can navigation around a VW without a consistent mapping to physical space.

Spatial Enclosure zForm creating zBoundaries zPlace zAwareness of others zDetermine basic level concepts and associated semantic frame

Spatial Function zBeyond form zNo function in form? zNew functions? zMetaphorical reference to function

Spatial Layout zTopology: defines adjacency zDimensions: y3D: N, S, E, W, Up, Down y1D: In, Out yND: Functions zTime and motion: a sense of time passing depends on observable movement

Discussion zRelevance of architectural design to designing virtual worlds zPrinciples of architectural design when designing cyberspace ySpatial enclosure ySpatial function ySpatial layout