heat
Winter is by far the oldest of the seasons
...and we feel warm because it is cold out-of-doors.
Retained as a quality
Thermal information is not differentiated in our memory; rather it is retained as a quality, or underlying tone, associated with the whole experience of the place. It contributes to our sense of the particular personality, or spirit, that we identify with that place. In remembering the spirit of a place, we can anticipate that if we return, we will have the same sense of comfort or relaxation as before.
Two thermal archetypes
The hearth, a refuge of dry warmth from a cold world, and the oasis, a preserve of coolness and moisture in a desert wilderness.
The notion of a thermal optimum persists
There is an underlying assumption that the best thermal environment never needs to be noticed, and that once an objectively "comfortable" thermal environment has been provided, all of our thermal needs will have been met. The use of all of our extremely sophisticated environmental control systems is directed to this one end—to produce standard comfort zone conditions.
Warmed by the afternoon sun
Textbooks on water-system engineering state that supply mains are generally installed on the north side of the street in the Northern Hemisphere and on the south side in the Southern Hemisphere, so that the sun will warm them. In both hemispheres they are supposed to be on the east side of north-south streets, on the premise that the afternoon sun is warmer than the morning sun.
Predicted Mean Vote
A DefinitionThe predicted mean vote (PMV) was developed by Povl Ole Fanger at Kansas State University and the Technical University of Denmark as an empirical fit to the human sensation of thermal comfort. It was later adopted as an ISO standard. It predicts the average vote of a large group of people on the a seven-point thermal sensation scale where:
- +3 = hot
- +2 = warm
- +1 = slightly warm
- 0 = neutral
- -1 = slightly cool
- -2 = cool
- -3 = cold
The hand and the brain
Prescriptive feedback limits creative collaboration. I’ve seen it time and time again, but I’ve struggled to articulate the exact reasons and their remedies. Recently, though, I got some insight from an unusual source: a game of chess.
Hand and brain chess
In hand and brain chess, each team has two players: a “brain” and a “hand.” At the beginning of each turn, the “brain” tells the “hand” which piece to move, and the “hand” then has to move that piece, but can move it wherever they think it should go. No other communication is allowed.
Hand and brain design
So what does hand and brain design look like?
In every feedback conversation, one person is the hand. That’s the person doing the design — they’ll leave the meeting and go back to their computer and fire up a dozen Adobe apps. The other people in the room (virtual or otherwise) are the brain. Regardless of their skill in design, it’s their job to give the hand some constraints to work within.
But not to tell them exactly what move to make.