Dragonfly: An Ecological Approach to Digital Architectural Design
Abstract
Dragonfly is a simulation engine that extends the scope of current human-space
interaction tools by encoding the basic principles of ecological psychology into an
interoperable, interactive, CAD environment.
1
Introduction
In his keynote address, delivered to The American Society for Esthetics in 1976, James J.
Gibson wrote, “Architecture and design do not have a satisfactory theoretical basis.” He
then asked, “Can an ecological approach to the psychology of perception and behavior
provide it?” (1976, p. 413) We believe that it can, at least in part. In this paper, we expand
upon Gibson’s insights into the nature of perceptual experience by applying the concept
of “affordances” to the design of architectural objects in general, and to the domain of
digital architectural design in particular. On our account, the affordance-concept supplies
a useful theoretical basis for conceptualizing the relationship between environments and
occupants with respect to the form and behavioral meaning of geometrically constructed
layouts.
Donald Norman (1988) first introduced affordances to interaction design theorists,
as a conceptual tool for predicting how agents will interact with a given product. The
extensive body of literature that has since emerged, from human-computer-interaction
studies (Ackerman, 1996; Conn, 1995; Moran, 1997; Norman, 1999) to architectural
theory and practice (Koutamanis, 2006; Maier and Fadel, 2009), has followed Norman’s
lead in defining affordances, somewhat amorphously, as whichever action-related
properties of objects are sufficient to elicit the intended forms of behavioral interaction
between the agent and object. However, while this is correct, it is only half the story. It
leaves unexplained how human perceivers detect and “pair down” on the potentially vast
range of possible affordances (at a given time), to select the ones that will be relevant to
the coordination and guidance of the targeted actions. Call this the “selectivity problem,”
a proper treatment of which is missing from the literature. This is no small matter. If the
theory of affordances is to be useful to architects and designers, if it is to have
explanatory and predictive power over how perceivers will interact with their
surroundings, then some account of the cognitive procedure by which affordances are
selected for the deployment of specific behaviors is necessary. Otherwise, it is unclear
what the theory hopes to predict or explain.
Dragonfly: An Ecological Approach to Digital Architectural Design
1
To this end, we maintain that the couching of affordances in a framework of
human intentionality is not only consistent with Gibson’s theoretical views (i.e., the
action-oriented definition of the concept of affordances not only suggests an intentional
perspective), indeed, such a perspective is necessary if we are to succeed in implementing
the affordance-concept into an architectural design context in a way that addresses the
selectivity problem. This is one of the goals of “Dragonfly,” a first attempt at
implementing the affordance-based control of perceptually guided-action into a digital
design simulation. Dragonfly enables human interaction with geometry by encoding the
basic principles of ecological psychology (including a rudimentary form of intentionality)
into an interactive CAD environment.
New vistas for future research and
interdisciplinary approaches to design are then discussed, with a special emphasis on
their applicability to architecture.
2
Gibson’s Theory of Affordances
Generally speaking, the ecological approach to perception reflects two main themes
that distinguish Gibson’s views from his predecessors and opponents. First, perception is
a relational achievement of perceiver-environment systems, rather than a private
achievement of an individual’s brain. Accordingly, what makes up the environment of a
particular individual, including both natural and artificial features, is part of this theory of
perception. Second, perception’s primary function is not mere representation as such, but
rather the guidance and adjustment of an individual’s behavior with respect to the
environment. So, the kinds of activities that a particular person does are part of this
theory of perception as well. To look ahead, Gibson uses the affordance-concept to
capture the tight, dynamical coupling of the perceiver and the environment. This will
become clear in what follows.
This approach to perception assumes that our perceptual systems have evolved,
over time, to take advantage of objectively existing information. The aim of the study of
perception is to identify that information, to discover what it specifies, and determine
how it is “picked-up” by an observer. Such an enterprise must begin naturalistically, with
perceivers in free movement through the ordinary environment. To understand why, we
need to enlist another Gibsonian concept: the optic array (see Figure 1).
Dragonfly: An Ecological Approach to Digital Architectural Design
2
Figure 1: The optic array
To take an example, consider walking across one of the elongated corridors in a
hotel building. The corridor across which you are walking includes an infinite number of
potential points of observation. Each point is surrounded by a “shell” of optical structure;
that is, light is reflected to it from all directions. To clarify, consider the point at which
your right eye is now located. One sector of the structure available there consists of light
from the right- hand wall; another sector of light is perhaps reflected from a picture on
that wall. Other sectors are the ceiling, the doorways, the vending machines, the maid’s
trollies, and so on. Every shift to a new point of observation alters that optical structure
and initiates a systematic optic flow, which precisely specifies the movement that
produced it. It is optic flow, more than anything else, that enables the perception of selfmovement with reference to the distal layout of the environment. As Michael Turvey puts
it, perceived information does not need to be constructed out of discrete sensory inputs,
but rather, “the centers of the nervous system, including the brain, resonate to
[environmental] information.” (1992, p. 93)
In Gibson’s ecological theory of perception and action, perception is not based on
the stimulation of receptors by physical energies, but on the pick-up of higher-order
information in reflected light by a mobile observer. It is by attending to the invariant
structure preserved across transformations of the optic array that we can orient our
activities with respect to our surroundings. Consequently, the higher-order or “invariant”
structure of the optic array points in two directions. On the one hand, it conveys
information about the formal properties of objects, such as their size, shape, and
trajectory, and on the other, it specifies what individuals can do with and in the
Dragonfly: An Ecological Approach to Digital Architectural Design
3
environment. As Gibson conceives it, the concept of affordance refers to these
perceivable functional properties of objects and events that are carried in the structure of
reflected light. He writes, “The affordances of the environment are what it offers ...
[perceivers] ... what it provides or furnishes, either for good or ill.” (1979, p. 129, all
emphases in the original) In its simplest formulation, then, the affordances of a given
place in the environment establish for an individual what actions are possible there and
what the consequences of those actions are. To take a simple example, a surface in the
environment may be perceived as “sit-on-able” in relation to a particular individual if it
meets certain criteria dictated by the features of that individual’s body. For instance, the
surface must be appropriately scaled to appear supportive of the individual’s weight, and
be positioned approximately knee-high. The more a surface deviates from these criteria,
the less it will be perceived as offering the relevant functional property, namely, the
affordance of sitting.
In the next section, we aim to increase the cogency of this claim by situating the
affordance-concept in an intentional framework. In so doing, we hope to display its
applicability to architectural design, by allowing for a theoretical basis upon which to
improve the design process. To glance ahead, we conclude the paper with a practical
application of the theory of affordances (along with the auxiliary concepts discussed in
this section) into the Dragonfly simulation model.
3
Selectivity, Intentionality, and Design
It may be remarked that there appears, at first blush, to be a problem in the way
Gibson characterizes affordances. For Gibson, the aspect of perceivers to which
affordances are relative is cashed out solely in terms of body-scale. This view is endorsed
by most empirical design studies which follow Bill Warren’s (1995) application of the
affordance-concept to the design of specific artifact-user relationships, such as the height
of stair steps. However, while body-scaling is certainly an essential characteristic of
affordances (e.g., door handles must be scaled to the size of an individual’s hand if they
are to afford turning), it falls short of explaining the process by which individuals “pair
down” on the range of affordances potentially available to be engaged, in order to extract
task-specific information for the realization of particular goals. We call this the
“selectivity problem.” For example, a toddler in a preschool playroom has available to
her a plethora of functional opportunities presented by the furnishings as a result of their
design and structural properties, and considered in relation to that child. There are chairs
to sit on, tables on which to work, playhouses to play in, objects to manipulate, and so on.
However, a properly scaled chair also affords the child a place to draw and color, a refuge
for hiding, a podium for shouting, or something to kick over in a tantrum. These and
other functional opportunities are built into the affordance structure of this common
playroom artifact. So, how does the child succeed in selecting the “correct” affordance to
be exploited in the execution of a particular task?
Dragonfly: An Ecological Approach to Digital Architectural Design
4
Gibson does not consider this question, nor do architectural designers who have
attempted to utilize affordances as a conceptual framework to understand the relationship
between environments and occupants, especially with respect to form and function
(Maier and Fadel 2001, 2009; Brown and Blessing 2005; Koutamanis 2006). In
architectural design areas, the term “affordance” is simply used to indicate “the potential
for behavior” rather than the “actual occurrence of that behavior.” (Maier and Fadel,
2009, p. 397) However, the user- relative conditions under which environmental features
show up as eliciting certain forms of behavior, instead of others, is crucial for the
implementation of affordances in graphical design (see next section). In our view, the
specification of functional opportunities refers to the individual in a more significant way
than mere body-scaling per se. Following Harry Heft (1989; 2001) and Aaron Ben Ze’ev
(1984), we maintain that affordances are to be identified in relation to the body as a
means of expressing goal-oriented “intentions.” So, instead of identifying an affordance
relative to the size of a particular body feature, the specification itself is to be couched in
relation to the body as it participates in goal-directed behaviors, which is to say, “An
affordance is perceived relative to some intentional act.” (1989, p. 13) To return to our
previous example, whether a particular artifact, such as a door handle, affords turning for
an individual must be assessed relative to an intentional act (i.e., grasping-to-turn) and
not only with respect to hand size. On our account, the interaction of functional
characteristics of the environment and the physical dimensions of an agent’s body both
constitute and constrain the range of intentional acts that can be instantiated at a given
time and location.
An intentional analysis of affordances “brings to the forefront the matter of the
locus of functional meaning” (Heft, 1989, p. 15) in all environments, be they natural or
artificial, real or digital. It suggests that the perceived meaning of an object resides
neither in the object itself, nor in a mental representation in an individual’s mind; rather,
it emerges in an intentional relationship between them. Meaning, and Gibson would
include aesthetic as well as practical meaning, is not added to raw sensations or given to
the world of physical stimuli. In the course of an individual’s ongoing activity, meaning is
revealed in the environment in conjunction with particular intentional actions. Needs
control the perception of affordances, and also initiate the activities that seek them out.
Thus, among the affordance possibilities of the environment, some affordances will be
selected in the course of the individual’s interaction with the environment (to the neglect
of others). By bringing out this intentional quality of Gibson’s theory, we can begin to
make sense of the selective nature of affordance-perception.
4
Application to Architecture
In architectural practice, understanding the interplay between the varied needs of
individuals and the functions of the environment in which they reside is still very much a
matter of the designer’s intuition. All architectural objects, from the tallest skyscrapers to
Dragonfly: An Ecological Approach to Digital Architectural Design
5
the smallest pavilions, should permit a variety of functions dictated by the user’s needs.
The degree to which those functions are successfully “picked-up” by the user is in many
ways a measure of the success of the design. Program, like perception, is a functional
relationship that emerges between an object and a user. Thus, an effective design is one
whose structure elicits the desired forms of behavior from the user.
The interaction between human users and geometry is called space syntax, a term
originally coined by Bill Hillier and Julienne Hanson in the late 1970’s, at approximately
the same time that Gibson was developing the theory of affordances. Space syntax
differs from perception insofar as the geometry with which users interact conveys no
higher-order information (i.e., affordances), nor does it affect the actions of users, save
for those that govern navigation of the space. Over the past three decades, the study of
space syntax has grown to include a number of different analytical methods, full
integration with GIS data, and parametric modeling. Initially, this type of analysis was
used to verify the effectiveness of proposed developments, road networks, or floor plans,
but has since been applied to form finding and conceptual design.
A natural question is: How accurate are the results of this application? Can we
reliably predict how humans will interact with a floor plan? The problem lies in the fact
that it is difficult, if not impossible, to digitally emulate human behavior in all of its
subtle complexities. This does not mean that simulation environments are not useful
tools. On the contrary, simplifying complex problems often brings to light important
insights that would otherwise remain obscured by their complexity. The key is to
understand the driving parameters of the simulations, and to respect their limits. In the
case of current space syntactical methods, a crucial limiting factor is that such methods
fail to account for either the intention of the users within the simulation or the intended
function of the artifact or design. Accordingly, we argue that existing human/space
simulation tools are incomplete when applied to small-scale simulations geared towards
understanding the user-intentions and the intended functions, or program, of architectural
layouts. Indeed, a central aim of this paper is to broaden the methods of space syntax by
encoding the basic principles of ecological psychology into a digital model.
While both space syntax and ecological perception have been extensively
researched and written about, the relationship between the two has not. There are,
however, some simulation tools that do attempt to examine user-interaction with
geometry. For instance, crowd simulations attempt to mimic crowd flow through
different environments, while adhering to rules that govern the overall direction of flow
(e.g., sinks and sources) and the distance between agents (i.e., people). Although most
crowd simulation engines have been developed for the computer graphics industry, there
are a few that have been applied to architecture (see Penn and Turner (2001), Sharma
(2007), Narian et. Al (2009)).
In general, human movement engines make use of one of two techniques: global and
Dragonfly: An Ecological Approach to Digital Architectural Design
6
local movement calculation methods. Making a global decision for the overall pattern
usually consists of viewing the group of agents as particles in a continuum. By informing
the specific parameters of the continuum, such as density and viscosity, adding attracting
and repelling regions as well as containing geometry, the path of travel of any group of
points within the continuum can be readily computed. While it has been often noted that
the movement of large crowds seems to resemble fluid flow, the accuracy of that
resemblance to human intentionality has not been substantiated. For example, the
movement of the fluid is not self-motivated – it must be propelled by attracting and
repelling regions. If these were removed, the fluid would be stationary, which would not
at all resemble the behavior of a crowd of people trapped inside a building. On the other
hand, local movement calculation methods enable individual agents in the simulation to
make decisions about how and where to travel, and is more akin to the general case of
pedestrian movement. While Dragonfly makes use of local decision making, an important
difference between our implementation and existing simulations is that Dragonfly
recognizes the influence of the architectural layout in determining the range of intentional
behaviors that are possible, and not simply that of the agent (see Figure 2).
Figure 2: Dragonfly enables agents to make local decisions based on the intention of
the design
More specifically, Dragonfly uses two distinct modes to simulate the relational
achievement of perceiver-environment systems. The first mode allows users to navigate
a 3d model from a first person perspective via the WASD keys and mouse, similar to
Dragonfly: An Ecological Approach to Digital Architectural Design
7
game-world interaction. By restricting movement to floors, ramps and stairs, the user can
evaluate how effective the proposed layout is at conveying information about wayfinding. To empirically evaluate the affordances of the model, the user is prompted to
select a profile that specifies the intentions with which they will perceive the model.
However, since perception is a relational achievement between environment and
perceiver, the model must also contain data concerning intentionality.
Our
implementation allows users to specify the intended function of a particular region of the
model as object metadata. Pressing the affordance toggle (TAB) will highlight which
objects in the user’s viewshed afford some kind of behavior and clicking on one of the
objects will select the affordance relation they wish to pursue. This data is then added to a
collection of statistics that can be reviewed at any time. This mode is intended to study
how effective a proposed design is at conveying functional meaning to the users of the
space.
The second mode populates the model with a set of agents. Each agent is
assigned a profile (similar to the user profile) and additional behavior guides. The
guides, such as “exploratory,” “cautious,” or “determined,” tell the agents how to select
one affordance from the list of possible ones. The agents then navigate space using the
optic array, which we have implemented using a modified isovist algorithm, until they
see, in the algorithmic sense, geometry (i.e., a wall, window, or doorway) that has been
activated by one of these programmatic regions. In the ecological sense, however, agents
will only perceive the geometry as affording a certain function if it fits with their
intentions. Although in this mode the choice of which affordance to pursue is essentially
predetermined, and is only meant to reflect certain aspects of human interaction with
space, the overall interaction of the agents with the model is still very complex. By
studying it, designers can quantify aspects of how effective the proposed design is at
conveying its intentions.
5
Synthesis and Conclusion
Our proposed digital environment, just like the real environment, is composed of a nested
set of surfaces with a certain geometrical structure - and similar to real perception, the
user’s “field of vision” is constituted by a field of rays projected from all directions to a
point whose global structure undergoes systematic changes as the user moves through its
environment. The invariants of that structure, which emerge through perspective
transformations, allow the user to detect the persisting geometrical layout while
simultaneously informing its subsequent behaviors in a perception-action feedback loop.
For users, the selection of the affordances is based upon their user profile and the
available metadata of the model. The agents, however, must possess a rudimentary form
of intentionality if they are even to begin seeking out the affordances that will permit the
realization of their programmatic intent. Dragonfly accomplishes this by allowing the
user to assign profiles and behavior guides to the agents. The interaction of the guides
Dragonfly: An Ecological Approach to Digital Architectural Design
8
and profiles determine how the agents will navigate and interact with the model, for
example exploratory agents will seek to avoid previously explored areas, whereas
cautious agents will seek to stick to familiar ground. It is important to note that many
very advanced behavior guides (i.e., artificial intelligence) algorithms already exist – our
goal is to apply these guides in our simulation environment, not to develop them for their
own sake.
In summary, the agent - just like the person - forms an integrated system with its
environmental surroundings. On the basis of perceptual information concerning the
agent’s location and trajectory, which is constantly being updated by its movement, the
agent is able to perceive the distal features of its environment and guide its behaviors
with respect to them. However, unlike a person, the agent must possess specific
instructions if it is to “pair down” on the total range of affordances available to it. This
inability to pick-up on some affordances and neglect others underscores the need for a
way of interacting with the geometry in a non-deterministic way, namely, via user profiles
and first person navigation controls. By switching between the two modes, it is our hope
that the effect of geometry on human behavior will be conveyed clearly to the user.
As this application of ecological perception to digital architectural design is still
very much in its infancy, our results are correspondingly preliminary. Nonetheless, the
simulations we have run to date reinforce a fairly common-sense principle in architecture,
which is the importance of view lines. A user entering a new building cannot hope to
navigate it successfully without being given visible clues that lead her to utilize the
intended program of the space. The importance of visible clues to the usefulness/
usability of a design has been most comprehensively studied by Donald Norman (1988).
While affordances indicate the range of possible activities, “[they are] of little use if they
are not visible to users.” Hence, “the art of the designer is to ensure desired, relevant
actions are readily perceivable” (1999, p.41).
Currently, we are in the process of extending the kinds of affordances available in
the simulation, based on Gibson’s (1976) proposed list connecting geometry types to
affordance-possibilities. Attaching detailed information to objects is a powerful trend in
the AEC industry, as evinced by the widespread acceptance of Building Information
Modeling (BIM) tools. Accordingly, we expect Dragonfly to leverage that detailed
information (e.g., knowing a wall’s color and material, and not just its defining geometry)
to further inform the range of affordances available to be detected. Enabling Dragonfly
to recognize dynamic objects, such as other agents, as affordance-possibilities (either
positive or negative) could lead to new insights on the interaction of mid-to-high density
crowds with architectural layouts. Trends in game design, such as live physics engines,
suggest that embedding our implementation of affordance-possibilities could alleviate the
need to predetermine user-agent, or agent-agent, interaction. All this is to say, the
application of the affordance-based control of perceptually-guided action to digital
Dragonfly: An Ecological Approach to Digital Architectural Design
9
architectural design provides a promising new framework for modeling the relationship
between environments and occupants, with respect to the form, function and behavioral
meaning of geometrically constructed layouts. It is our hope that this approach will open
new vistas for research and the possibility of fruitful interdisciplinary collaboration in the
future.
References
Ben-Ze’ev, A. (1984) The Kantian Revolution in Perception (from Journal for the Theory
of Social Behavior, vol. 14).
Brown, D., Blessing, L. (2005) The Relationship Between Function and Affordance
(from ASME Conference on Design Theory and Methodology, Longview, CA).
Carello, C., Michaels, C. (1981) Direct Perception, New Jersey, Prentice-Hall INC.
Heft, H. (1989) Affordances and the Body: An Intentional Analysis of Gibson’s
Ecological Approach to Visual Perception (from Journal for the Theory of Social
Behavior, vol. 19, no. 1).
Heft, H. (2001) Ecological Psychology in Context, New Jersey, Lawrence Erlbaum
Associates.
Gibson, J.J. (1979) The Ecological Approach to Visual Perception, New Jersey, Lawrence
Erlbaum Associates.
Gibson, J.J. (1976) The Theory of Affordances and The Design of the Environment (from
Reasons for Realism: The Selected Essays of James J. Gibson, Eds. Reed, E. and
Jones, R., New Jersey, Lawrence Erlbaum Associates, 1982).
Koutamanis, A. (2006) Buildings and Affordances (from Int’l Conference on Design
Computing and Cognition, Springer, New York, 2006).
Maier, J., Fadel, G. (2009) An Affordance-Based Approach to Architectural Theory,
Design, and Practice (from Design Studies, vol. 30., 2009).
Narain, R., Golas, A., Curtis, S., Lin, M.C. (2009) Aggregate Dynamics for Desnse
Crowd Simulation (from ACM Transactions on Graphics, Vol. 28, Issue 5).
Norman, D (1999) Affordance, Conventions, and Design (from Interactions: New
Versions of Computer-Human Interaction, vol. 11.3).
Norman, D (1988) The Psychology of Everyday Things, USA, Basic Books.
Penn A., Turner A. (2001) Space Syntax Based Agent Simulation, (from Proceedings
from the First Pedestrian and Evacuation Dynamics Conference).
Dragonfly: An Ecological Approach to Digital Architectural Design
10
Sharma, S. (2007) A Static-Dynamic Network Model For Crowd Flow Simulation (from
Proceedings 6th International Space Syntax Symposium, Istanbul).
Stroffregen, T. (2000) Affordances and Events (from Ecological Psychology, vol. 12, no.
1, 2000).
Turvey, M.T. (1992) Ecological Foundations of Cognition (from Cognition: Perceptual
and Methodological Issues, Eds. Ficke, H., Van Den Broek, P., Knill, D., APA,
Washington).
Warren, W. (1995) Constructing an Econiche (from Global Perspectives on the Ecology
of Human-Machine Systems, Eds. Flach, J., Hancock, P., Caird, J., Vicente, K., New
Jersey, Lawrence Erlbaum Associates).
Dragonfly: An Ecological Approach to Digital Architectural Design
11