Design Objectives and Principles (I)
林晏州 教授Yann-Jou Lin
Landscape Design Objectives
Design refers to the manner in which objects are artificially arranged in order to achieve a particular objective
Appropriate design is that which meets objectives considered particularly relevant for the individual park site under study
There exist broad goals common to many park situations
Such matters as good land drainage and efficient circulation must be satisfied in all solutions
Landscape Design Objectives However, each park has differences in site
characters, facilities, users, etc. No two design projects are ever alike. What may be appropriate in one situation may not suffice for another
Design criteria should be ordered through analysis of each situation rather than through what has been found to be applicable to other circumstances
Landscape Design Objectives
It will be useful to set forth those objectives which have been found to be common to most developments and designs
There are three objectives common to most projects1. Aesthetical 美觀2. Functional 適用3. Economic 經濟
Design Objectives -- Aesthetic
造園藝術之最高目標為美,人對美之感受以視覺為主,其他感官為輔,故視覺是設計時最重要的考慮因素
設計整體觀感須具備:統一性、變化度、特色
Design Objectives -- Functional
主要以使用者的需求為考量,各種設施、設備、配置及動線都要符合人性化,並考慮各項影響因子,能有更適切、合宜的設計,發揮最大功能
Design Objectives -- Economic
費用經濟 合理花費
空間經濟 合理利用空間
人力經濟 施工及維護人力
時間經濟 縮短施工及成園的時間
Design Principles
Those common design objectives can be achieved by meeting some design principles in the park design project.
The principles are equally applicable to most site design projects.
Each design principle can be further breakdown to a list of “matters of concerns.”
Design Principles
There are three sets and eight park design principles
The first set of principles stand for a broad overview of what guides design decisions
The second set of principles deal with aesthetic considerations
The third set of principles concern about functional requirements in design projects
Design Principles (I)
Design Principles (I)
The first set of principles
P1. Everything must have a purpose
P2. Design must be for people
P3. Both function and aesthetics must be satisfied
Principle 1:Everything Must Have a Purpose There is no room in site design for
whimsical judgments, even though many moves may come to the designer through his intuition. Intuition is only a means, a mental short-cut, to solution, but it is not a justification for results.
Decisions held out for acceptance should have convincing back-up. They must be supported by sound and logical reasons.
Principle 1:Everything Must Have a Purpose Design must have purpose. One such purpose is
to establish appropriate relationships between the various parts of the park complex. These parts include: Natural elements—land, water, plants, etc. Use areas — game courts, parking lots, roads, etc. Major structures — buildings, etc. Minor structures —fences, benches, drinking
fountains, signs, etc. People Animals
While each part will present its singular demands, no part can work in isolation from another
A park is a complex of many parts
Principle 1: Everything Must Have a Purpose
A: Sun orientation affects the location of the amphitheater
Principle 1: Everything Must Have a Purpose
B: The amphitheater siting directs the placement of parking lot
Principle 1: Everything Must Have a Purpose
C: The placement narrows down the possibilities for access routs to the public streets
Principle 1: Everything Must Have a Purpose
D: The parking lot could serve the nearby marina, but the marina noise must be buffered before it reaches the amphitheater
Principle 1: Everything Must Have a Purpose
E: The traffic must not raise any hazard for children crossing neighborhood streets
Principle 1: Everything Must Have a Purpose F: In the reverse, the smells and noise from
surrounding facilities must not cause the enjoyment of theater going or boating
Principle 1: Everything Must Have a Purpose
Interdependence among all the parts must be considered
Consideration of such relationships extends from the broadest determination of the park location in the city plan to the smallest decision about where to place the trash basket.
Principle 1: Everything Must Have a Purpose
Matters of Concern 1A. Relation of Park to Surroundings 1B. Relation of Use Areas to Site 1C. Relation of Use Areas to Use Areas 1D. Relation of Major Structures to Use
Areas
Principle 1: Everything Must Have a Purpose
1A. Relation of Park to Surroundings Designers must examine the possible
impacts of the project on surroundings The designers must also examine the
impacts of the surroundings on the park A sharp designer exploits the advantages
of surroundings and overcomes the limitations posed by adjacent lands
Principle 1: Everything Must Have a Purpose
1B. Relation of Use Areas to Site Land cannot be wasted. Every corner of
every site must be assigned a use. Facilities should be assigned only to
portions of the site that are compatible with that use As an example, consider the implications of
slope steepness, tennis courts must located on flat land
Use areas may require different degrees of slope
Principle 1: Everything Must Have a Purpose 1B. Relation of Use Areas to Site All uses have their specific demands for
slope, type of soil, vegetative cover, nearness to water, utilities, and orientation to sun and wind, etc.
It is essential in design to identify both the limitation of the site and its potentials to choose suitable location for facilities
Principle 1: Everything Must Have a Purpose
The results when use areas are located on unsuitable portions of the site
Principle 1: Everything Must Have a Purpose
1C. Relation of Use Areas to Use Areas Before being assigned to locations on the
site, various uses should be analyzed in terms of compatibility with each other
By locating common units together and segregating them from non-compatible use areas, activity enjoyments is enhanced, movement orientation is simplified
Compatible uses should be located together yet be separated from groups of disparate activities
Principle 1: Everything Must Have a Purpose
1C. Relation of Use Areas to Use Areas Sometimes, use areas are found to be
interdependent for one reason, but incompatible for another Parking lot noise detracts from the concert,
but the lot must be located nearby However conflicting, all demands must be
treated in the use area organization proposal
An “ideal” use relationship– picnic area located at a well-drained land with shade trees and stable soil laying next to a cleared patch suitable for parking but away from the school building situated just outside the park limits
Principle 1: Everything Must Have a Purpose 1D. Relation of Major Structures to Use Areas Attention should be paid to the relationship of va
rious rooms to adjacent outdoor areas Is the gym entrance immediately handy to the
playfield? Can the children move from the kindergarten
to the totlot without having to cross the parking area?
Are classrooms buffered from noisy game facilities?
Principle 1: Everything Must Have a Purpose
P1. Everything must have a purpose. Every design must be made for a logical reason.
A simple question to ask of a designer is
“Why? What is your purpose?” Establish ideal relationships
1A. Relation of park to surroundings
1B. Relation of use areas to site
1C. Relation of use areas to use areas
1D. Relation of major structures to use areas
Principle 2: Design Must Be for People
Design purpose is to develop an environment which fit people
Matter of Concern 2A. Balance of Impersonal and Personal
Needs
Principle 2: Design Must Be for People
2A. Balance of Impersonal and Personal Needs While it is essential to meet the requirements of
machinery, that is not enough In the design of roads and parking lots, the
automobile demands a certain road alignment, gradient, etc. However, the person inside the auto seeks visual refreshment and mental exercise
Accordingly, the demands of the auto, the gang mower, the utility network, etc., must not overshadow the needs of the people
Roadway design should meet both the demands of the auto and the needs of the people inside
Principle 2: Design Must Be for People
2A. Balance of Impersonal and Personal Needs To gather information on local demand for
activities and facilities, responsible designer conducts local “demand studies” through questionnaires and interviews
Knowledge about the effects of the environment upon human behavior is very important to landscape designer
Unless landscape architect can relate his work to the satisfaction of human needs, he cannot really state that he is “developing an environment which fits people”
Derelicts may wish to be isolated from the eyes of passers-by
The empty benches might mean that park users wish privacy
Principle 2: Design Must Be for People
Orientation of sitting places toward activity spots encourages human interaction
Principle 2: Design Must Be for People Where interaction is to encouraged,
benches should be grouped to face each other, never back-to-back or isolated
Grouping of benches fosters conversation making and silent inspection of others
Isolation of benches hinders being with others
Principle 2: Design Must Be for People
Attention to people is another purpose underlying many design moves.
Where the limitations and requirements of mechanical devices are determinants
Where any action is taken to provide for people
Principle 3: Both Function and Aesthetics Must Be Satisfied
Quality design must achieve a balance between highest dollar value and highest human
Highest dollar value - measured in terms of cash Highest human values - judged in terms of
human response Matter of Concern
3A. Balance of Dollar and Human Values
Principle 3: Both Function and Aesthetics Must Be Satisfied
Balance of Dollar and Human Values Matters of function and those of aesthetics are
solved concurrently in design Functional considerations Aesthetics or beauty
The land drains well and steps accommodate the grade change (function), while the paving patterns satisfy visual appetites (aesthetics)
Principle 3: Both Function and Aesthetics Must Be Satisfied
The Key Words Judgments regarding highest dollar value or
top degree of function can be wrapped around the term “efficiency”
The word “experience” can be used to critical thoughts about the aesthetic success of the same parts
P1. Everything must have a purpose 1A. Relation of Park to Surroundings 1B. Relation of Use Areas to Site 1C. Relation of Use Areas to Use Areas 1D. Relation of Major Structures to Use Areas
P2. Design must be for people 2A. Balance of Impersonal and Personal Needs
P3. Both function and aesthetics must be satisfied 3A. Balance of Dollar and Human Values
Key Words
“why” “people” “efficiency” “experience”
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