Understand it
Five questions asked in a fixed order. No drawing yet, only questions and honest answers.
- Why
- What
- Where
- Who
- When
"Programming is problem seeking. Design is problem solving." William Peña, Problem Seeking
Before I design anything I want to know what the problem really is. This page is the system I built for that, one question at a time.
Start here if you are short on time. Only questions on this page, the answers sit behind each box. Click any box to open it.
Before the questions, one idea that explains how every answer behaves over time.
Not known yet. A default I write down and flag, so nobody mistakes it for a fact.
e.g. soil is good enough for two basementsComes from the client, a document or a survey. Once it is confirmed it does not change.
e.g. plot area from the sale deedCalculated by the system or decided by design. Nobody types it in.
e.g. maximum built-up area = plot area x FARThe problem is fully stated when nothing Assumed is left. The small counter in the corner keeps score while you scroll.
Every project I take goes through the same two halves. First I find the problem. Then I solve it. I try very hard not to mix them up.
Five questions asked in a fixed order. No drawing yet, only questions and honest answers.
One big How. Every answer from the first half gets solved here, through calculation, code and design.
The 5W1H method has six questions. I keep the sixth one, How, out of seeking on purpose. How is design, and design should only start once the problem is clear.
A client says "we want a building". That is a request. Why turns it into a need, and then checks if building is really the best way to meet it. Nothing moves until this is passed.
"We want a building."
Housing for 1,000 families on land that is owned and funded.
We will build / adapt what so that goal, measured by number.
That number comes back much later. It is what scores the design options.After the gate these three are asked at the same time, because they keep changing each other. What and Where set the limits. Who decides what "good" means.
Building codes everywhere sort buildings by what people do inside. India's NBC and the US IBC match closely, so I use their use classes. Mixed use is just a mix of classes.
Scale is the harder part. People alone fail as a unit: a nuclear plant is huge and has very few people. So I measure scale in what the building serves.
Under every building I always record two more things: built-up area, for the FAR check, and occupant load, for fire and exits.
My first try was one tree: country, state, city, plot. It broke the moment I tested a base on Mars, or a hotel flying over three countries.
So location became five tags that combine freely. Site conditions and regulations both come out of it. Jurisdiction even picks which rule pack loads.
What and Where tell me what is possible. Who tells me what is good. The client's priorities become score weights, and the users' needs become requirements.
The one who pays is not always the one who owns it. A developer pays, then sells.
The project clock runs from brief to handover. The building clock starts at handover and runs until the end of its life. Most briefs only talk about the first one.
Permanent, seasonal, temporary or a one-time event. Temporary means light and demountable.
Growth, change of use, and which parts stay fixed and which can change.
Demolish, reuse, or take apart and recycle. This closes the loop.
The building clock running live after handover is where responsive architecture lives. That is the long-term goal of this whole system.
Everything from the five questions gets compiled into a single problem statement. Peña calls it the interface: the last thing seeking produces and the first thing solving reads.
Every dashed box is a guess. The next two steps exist to close them.
Problem solving is one big How that answers every question above. It runs in four stages.
What is possible?
Generate, evaluate, develop.
BIM, drawings, GFC.
After handover.
How starts by sorting the project, because each family needs different rules and different geometry. The Reality and Mobility tags from Where pick the family on their own.
Anything on a plot, governed by FAR, coverage, setbacks and height. Real sites and conceptual ones. Existing buildings too: reuse, extensions, parasitic additions.
Railways, bridges, runways, roads. Built along a line, not a plot.
Food trucks, mobile homes, floating or airborne buildings.
Buildings that only live on a screen. Metaverse, games, VR.
The small cards are here to show I thought about them, not to promise them.
Feasibility sits right on the line between the two halves. It is the last part of seeking and the first part of solving. The industry already calls it that: RIBA Stage 1.
Typologies plug into it as data: area per unit, cost per m2, programme ratios. A new typology is a new data file, not a new plugin.
1 ha plot, 30 m road, FAR 3.75, 80 m² per bed (MPD-2021)
Cost check: waiting for data. The cost per m² values in the hospital module are still empty, so the system does not guess a budget yet.
The framework above took many rounds. This is the honest version of how it got smaller and sharper.
I started with five buckets that overlapped everywhere. I compressed them into three: What, Where, Who.
Both showed me what was missing. That is where the Why gate and the When clocks came from.
Nothing important left out. So I stopped adding and kept it simple.
The sources are theirs. Putting them together into one working system is the part I am claiming as mine.
The framework stays the same for everything. The Design stage changes with the typology, so each one will get its own page with its own plugin and default values.