How can architecture control human behavior




















Top of Page. As the population in large metropolitan areas around the globe continues to grow, city planners and architects need to take into account how these environments should be integrated into an ever-changing landscape of old and new.

More importantly, how it affects the inhabitants of the new space. The focus on the psychological effects of greenscapes, parks, and building design all has become key design features in urban spaces to ensure a high quality of life, sustainability, and positive emotions.

A recent publication [3] combined expertise from landscape architects, urban designers, and neuroscience to research and analyze the eye-tracked patterns of inhabitants. These unconscious reactions to streetscape reinforce the need for coherent design even in high-rise environments. A recent publication into the cognitive process of design, proposes a new framework for understanding how the design process starts, from the designer. The study combines three paradigmatic approaches into a framework consisting of design cognition, design physiology, and design neurocognition.

A summary of the measurements with the different methodologies is reviewed in the paper and can give researchers a new perspective in understanding the human cognition process in designing. This can give insight into brain-cognition interfaces, AI, machine learning, and innovative tools to aid in the designing process.

Ultimately, replicating a type of creative process to make architecture more responsive, more captivating, and more emotional, leading to a memorable experience with the environment. Design in computer-generated environments such a VR and AR are seeing an upsurge as this medium has gained popularity. A recent study [4] has tried to develop a new framework to bring an understanding of architecture and neuroscience interactions in designed facilities and quantification of the impact of design on the human experience.

The authors first built two virtual environments i. They compared multiple design variables with the use of windows and light to understand how humans react to such spaces. The participants were asked to conduct navigational tasks while their bodily responses were recorded by body area sensors e. The result showed that human responses in restorative and non-restorative environments had statistically significant differences. But the impact of physical and sensory events should not be overstated.

Here, architects have little to no control. These are personal factors, as are the cognitive and affectively emotional moments that comprise an architectural experience. They vary by individual. What seems open and inviting to one may appear overpowering and frightening to another. The vagaries in these domains are often missed when taking a strict neuroscience approach to shaping lives.

Sidenote: If this sounds familiar, you may be a psychologist. As in all experiences, we view new ones through the lens of our core beliefs, themselves a product of lessons previously learned. And that can be a problem, a barrier to buildings shaping what people think and do. Confirmation bias occurs when we interpret something new in the context of what we already believe. Humans have an unfortunate tendency to find support for existing beliefs, even when confronted by contradictory evidence.

Robert and I do find common ground. We both point to research for solutions, Robert referencing advances in our understanding of neuroarchitecture the impact of buildings on the central nervous system , and me noting published results of behavioral studies, including my own research. We also agree on activism. Mute architecture may be powerless, but not vocal architects.

Architecture has always been able to facilitate some behaviors while preventing others. How these spaces are designed can affect the way people think, feel, learn, and comprehend the world around them. And because we spend so much time in these spaces, how they are designed can have significant impacts on our lives. The implications of this work are far-reaching. Researchers are exploring how design can help hospital patients heal faster, how office configurations can improve productivity, how homes can adapt to the hypersensitivities of children on the autism spectrum, and how simple features like windows and natural light can reduce our stress or improve our sleep.

Design affects the brain. Scientists and designers are starting to understand how and why. More and more, design can be used to achieve specific outcomes or to create certain effects. This scientific approach offers potentially groundbreaking and lifesaving ways of building spaces and cities. In the s, English philosopher and jurist Jeremy Bentham developed a design for what he considered the perfect prison.

It would be a circular building, with cells for individual inmates segmented within its circumference like slices of pie. At this point, there would be what Bentham called an Inspection Lodge, a circular room designed so that a guard inside could look out in any direction at the inmates. But the inmates would not be able to see in. He named this building the Panopticon, or the Inspection House, and its ultimate goal was design for psychological control. Bentham saw other potential uses for this design.

Factories could conceal supervisors to maintain control and partition workers to reduce distractions and improve productivity. Hospitals could use a modified inspection lodge so doctors and surgeons could ensure their treatments and instructions were being carried out properly.

Design, Bentham argued, could be used to achieve specific outcomes. But the principle behind his proposal—that design can influence people—is manifested widely in the built world.

Or the ordered rigidity of a public housing complex. Or the distracting and consumption-inducing layout of a shopping mall. Many architects and designers see it as part of their job to prompt these feelings and reactions. The new science explaining these responses will only make them easier to induce. Opened in and designed with the primary goal of rehabilitating its inmates , the maximum security prison has been set up like a tiny village. Most of the inmates are relatively free to wander its hallways and grounds, using shared kitchen spaces to cook meals, socializing with guards, and strolling its forest-like landscape.

The cells have regular furniture, the rooms have plentiful natural light, and the buildings balance steel with softer materials like wood and kiln-fired brick. Prisons and jails are obvious places to employ design towards these kinds of ends, and efforts range from painting drunk tanks pink for its supposed calming effect on inmates to building viewing rooms where inmates in solitary confinement can be exposed to videos of nature to reduce their psychological burden. A growing number of hospitals and health care facilities are also trying to understand how spaces affect their patients and how to achieve specific results.

In a study of how long patients stayed in the rooms to recover from their surgeries, those with the tree view were able to be discharged from the hospital almost a full day earlier than those with the view of the wall. They also used fewer strong painkillers, gave fewer negative evaluations of the hospital staff, and had fewer postoperative complications.

Hospitals have been using evidence-based design like this to improve conditions for decades—increasing natural light, changing door handles to reduce bacterial contamination, adding a simple plant to a hospital room.

Now, hospitals and other health care facilities are being designed to achieve better outcomes from the start. Huge cylindrical light wells pull sunlight into terrarium-like gardens and open spaces throughout the building, and a rooftop garden provides a more immersive green space.

During the design process, the designers used the flat blank pavement of an unused tennis court to paint out the proposed floor plan at scale so that hospital staff could physically walk its future halls.

The firm recently hired Dr. The Human Experience Lab uses two small rooms to test out design concepts and measure human responses through electroencephalography devices, eye tracking, galvanic skin response , motion trackers, and accelerometers. The lab also uses virtual reality headsets and immersive cave automatic virtual environments to test out visual and auditory simulations of designs still on the drawing boards.

Sometimes the design solutions are more straightforward, particularly for people suffering from specific diseases or conditions. Patients are exposed to objects and spaces familiar to them and encouraged to talk about their past as a way of engaging their minds and countering confusion and frustration. The George G. Modeled on various sections of San Diego, with 23 interactive storefronts and active spaces, Town Square is intended to be a built environment for reminiscence therapy, where people with dementia can safely experience fully immersive and familiar settings.

Others have taken this idea even further. The Hogeweyk "dementia village" outside of Amsterdam is a live-in, village-style care center for senior citizens living with dementia. It has streets, public spaces, and amenities like a grocery store and bar, and its residents are able to safely live in what its operators call "a mirror image of recognizable lifestyles in our society. These isolated spaces for people with specific symptoms and conditions are useful, but some argue that more attention needs to be paid to the general population.



0コメント

  • 1000 / 1000