A collective right to the city was seminally articulated by the French philosopher Henri Lefebvre, a right understood not simply as individual access to the goods, services, and spaces of the city but as the right to change the city in accordance with our deepest desires, to steer the very process of urbanization and the way in which the city nurtures the kinds of people we wish to become.
A duck is a building whose confirmation is a complete symbol or icon. A decorated shed is a building to which symbols, often commonplace signs, have been attached.
Another aspect of design thinking that was evident in the foregoing case studies is the tenacity with which designers will cling to major design ideas and themes in the face of what at times might seem insurmountable odds. Often the concept the designer has in mind can only come to fruition if a large number of apparently countervailing conditions can be surmounted.
Even when severe problems are encountered, a considerable effort is made to make the initial idea work, rather than to stand back and adopt a fresh point of departure.
It is a concept based not on the classification of various physical features of architecture and urban design but on the problem-solving process itself. We have seen that the final outcome of a design process is strongly determined by at least three aspects of that process:
the subject matter of the organizing principles which are adopted,
the manner in which these principles are interpreted and reinterpreted in the context of the problem at hand, and
the sequent of applying such organizing principles.
Consistency in style among the output of designers can thus be understood as a habitual way of doing things, of solving problems.
it is apparent that the unfolding of the design process assumed a distinctly episodic structure, which we might characterize as a series of related skirmishes with various aspects of the problem at hand.
As the scope of the problem became more determined and finite for the designer, the episodic character of the process seems to have become less pronounced. During this period a systematic working out of issues and conditions took hold within the framework that had been established. This phenomenon is not at all surprising when we consider the fundamental difference between moments of problem solving when matters are poorly defined and those with clarity and sufficiency of structure.
Within the episodic structure of the process, the problem, as perceived by the designer, tends to fluctuate from being rather nebulous to being more specific and well-defined. Furthermore, moments of "blinding" followed by periods of backtracking take place, where blinding refers to conditions in which obvious connections between various considerations of importance go unrecognized by a designer.
The terrain of cities was subdivided along the lines of distinct and discrete patterns of use, with very little opportunity for mixing (separation and concentration of functions). After all, the home environment should be just that…while places of work should be aggregated and serviced with their appropriate supporting functions.
The inevitable reciprocation that occurs between the act of drawing and the thinking associated with it. The hand moves, the mind becomes engaged, and vice versa. We might ask: How much does the medium of expression actually constrain a design process?
A medium has a way of constraining our choices, and this influence may not involve conscious choice at all. The planner, in the end, sees and understands only those things for which they can provide expression.
Autonomous or independent constraints do not derive from the problem as given and understood…there was nothing in the problem statement, or brief, that required any reference be made to it. This constraint, introduced by the designers, usefully transcended the givens of the problem situation.
Unless the entire problem at hand can be solved using strictly problem-oriented constraints, we have to step outside the known problem context in order to continue problem solving activity.
The problem solver, when confronted with a new and yet unsolved problem, overlays the structure of the unsolved problem with an apparently similar problem with which he or she is experienced.
Making the strange familiar and the familiar strange are also principally based on the use of analogy.