Last week I had the opportunity to see some student crits in my Archi-schools undergraduate program. I wasn’t sure how I would react to seeing projects from undergrad students and in my dotage there seems to be nothing more appealing than the prospect of prancing around a crit with the tantalising possibility of letting loose with a few well-chosen design criticism barbs. Thankfully, for all concerned including myself, the projects I saw were pretty good all things considered. It was indeed a pity because I still yearn to employ the darker arts of studio criticism and you can read about a few of them here. But it did remind me that in the last weeks of a studio—or even a design competition–there are lots of things architecture students should be doing.
1. Don’t turn back on your concept. Avoid concept-diarrhea
Developing a concept beyond the pragmatic is an excellent idea. One of the problems many students have in studio is that by the time they do the research, understand the site, procrastinate, do a few half-hearted sketches, have a look at what Remksy, Herzog and de Neuron, MVRDV or Bjarke spark-a-larkles are doing on Insta, then do some more reading, fool around on the internet, procrastinate some more and its like 3 weeks to go and then the panic sets in. Perhaps it might have been better to do some design sketches in week one?
If at that point you don’t have a concept get one. If you do have a concept, don’t lose faith with it. Don’t replace it with another different concept. Concept replacement is usually seen as being desperate, and a reasonable jury will always sniff out projects based on the last-minute rush to finish. You have to run with it and make it connect to all the different aspects of your building that you need to design.
If you have burnt up all your time, the first thing you need to do is remember the concept and try to fashion and explain it in a way that is not merely about a knee-jerk functional reaction to the clients, the brief the studio outline or the site.
At the end of the day critics, everyone will want to see how you have used your concept or conceptual apparatus to fashion your design. Maybe, summarise your concept in one diagram or image and put this on your final print out.
2. Work on your plan. Avoid DLD (dimension-loss-disease)
As everyone knows I hate plans, and they sued to bore me senseless when I fancied myself as an archi-school student designer. I was more interested in the developing dynamic volumes and three-dimensional architectural language.
And FFS get your scales and your spatial dimensions correct. There is nothing worse than looking at a plan that is full of empty space or the kitchen benches or door openings that are too big or too small. Another aspect of DLD is that some areas are either much bigger or much smaller than what they are supposed to be.
Print, yes actually print out your plans, and get a friend to check them. I am sorry to tell some people this, but plans are about measurement. One old trick is to actually design into your plans cool bathrooms, laundries, kitchens or storage areas. Yes, get those toilets right. If you can do that the whole plan will have more detail and look more convincing to a jury. Get some level of detail into your plan even if it is only visual.
3. Work on and present your sections. Avoid alt-right-angle-sectioning.
I cannot stress this enough. Yes, I am a section guy. I love those Siza sections which communicate so much about volumes, light, spatial sequences, and the relationship between spaces. After all, a section is in some ways a plan that has been turned on its side. Good sections are of lines that are articulated, a section is a line that has a profile: steps, nibs, thickenings and thinnings, bumps, protrusions and the whole affair is a contoured and shaped image.
There is not building on the planet that has a right-angle where the exterior walls meet the roof. Just spitting out from a digital model, plans, sections and renders without thinking what they are like in reality is not architecture.
4. How is it to walk around your building and what will you see? Avoid unreal-viewpointing.
Avoid the impossible angles, screwy scaled views, hot air balloon basket views that no user of your design will actually see. Avoid viewpoint unreality.
The worse thing you can do is front up to the crit and have no idea yourself what your building might be like to walk around. Looking at things in the computer is not the same thing. So, you need to walk through it in your mind and not in your computer. What will you see and what will you encounter? If you can produce and present a series of vignettes and views of what it might be like for someone, perhaps as an actual user of your building,
5. Show the context. Avoid render-plopping
Please, I beg you, I ask you with all my heart, to show the context. Nothing shows archi-school and computer ignorance more than just plopping on a sheet—and I mean plopping in a scatological sense— render as if it is completely isolated from any surrounding urban, material or physical context.
6. Show the design process. Avoid process-voidance
Bring along all your sketches, preliminary models, have them ready to show the critics. Stick them into some kind of consistent format. I mean how long does to take to do this?
Physical models are excellent. Even if you are running out of time, it’s still good to do a small, simple scaled physical model even if it is tiny. It’s probably worth at least 5 more marks if not more.
7. Get your project timing right. Avoid timing-desperation.
Of course, all the above things might seem like they are going to slow you down or take up too much time. Better to just stay in the model and keep on doing stuff as that will be quicker. But in fact attending to the above issues either partially and or fully will, in the long run, make for a better design and a set of images at the jury end of the process; it will communicate more about your design to a jury.
If you get too desperate about timing, you will screw everything up and end up at a broken printer. Timing is everything, and you need to plan ahead as to how long things will take to do.
I suppose the above is a kind of plea for the importance of design thinking and its associated crafts. Working on a computer model and then just spitting it out into a presentation—extruded plans, oversaturated renders, no sections, Insta-people collaged into all the views, a completely missing context, isn’t really architecture. It is just crap.
Previous blogs along these lines include the following: