Table 2

Characteristics of the architectural problems for projects in the profession and the academy, with comparison to the Fence + project

CharacteristicArchitectural officeAcademyFence + project
DesignDesign in the balance
  • Architecture tries to unite ideologically contradictory forces in the union of art and business, so that at each step the primary professional activity, design, hangs in the balance

Design as a master value
  • School projects take design to be a master value, requiring students to integrate it with some technical and social considerations. The projects are not burdened by business factors, economic issues or power struggles

Design as a leading value
  • Integration of design was required with extensive technical and social consideration, including a firm budget, structural requirements for approvals and land use regulations

ParticipantsCountless voices
  • The influence brought to bear on any project is distributed among numerous participants, each having a voice in the matter

Solo or duet
  • The individual student works primarily alone, with guidance from the studio instructor in an expert-novice relation. Proposals are rarely considered from any point of view besides that of the architect (no outsider evaluation)

Many voices
  • Students worked as a collective, and alongside an engaged community stakeholder

DynamicsProfessional uncertainty
  • The responsibilities, procedures, authority, allegiances and expertise in any design process are ambiguous

Clear problems
  • Problems are designed to have a certain clarity and focus. Complexity is constrained and ambiguity is avoided

Managed uncertainty
  • Responsibilities and procedures started off uncertain, but clarity emerged through a guided process of self-determination

ProductSurprise endings
  • Although a single specific outcome is expected, participants never know what that outcome will be, since the possibilities are limitless

Uncertain solutions
  • Solutions are formal and technical responses based primarily on visual appearances [as opposed to functionality or economics]. In school students make break the rules, challenge the program and experiment

Surprise design
  • The expectation for outcome was established with an openness to allow program challenges and experimentation

ProcessPerpetual discovery
  • Since the information needed to make decisions is never complete and every issue is potentially negotiable, the design process could go on endlessly

Curtailed process
  • Limits to the design process are set by convention, instructor and academic calendar. There is never enough time to complete a project, but the deadlines are enforced, and students are often encouraged to start over

Closed-ended, circular
  • The design timeframe was ultimately limited by the academic calendar, but the process of design moved through flexible cycles of discovery

StakesA matter of consequence
  • Actors in the planning process are highly motivated, since the stakes are significant and the consequences serious

Singular stakes
  • School intentionally provides a risk-free context, so that no one but the students is affected by the outcome. Qualities such as negotiation, altruism, compromise and generosity are irrelevant

Significant to several
  • While students engaged not only the community partner, but members of the user community for the project, the scale of the design mitigated the risk to larger groups

Source(s): Cuff, 1991,  Appendix

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