1st Edition

Designing Post-Virtual Architectures Wicked Tactics and World-Building

By Heather Barker Copyright 2020
    208 Pages 86 B/W Illustrations
    by Routledge

    208 Pages 86 B/W Illustrations
    by Routledge

    Designing Post-Virtual Architectures: Wicked Tactics and World-Building explores, describes, and demonstrates theories and strategies for design in a post-virtual world. This book reveals affinities among social, mathematical, philosophical, and language expressions integrated into a theoretical framework, facilitating design across physical and virtual space. This experience-driven framework forms the basis for data-driven, experience design methodologies. The implementation of these methodologies takes design work beyond the stylistic expressions of parameters, to data-driven, multi-modal, parametric processes of transformation.

    With this book as a resource, architects and designers have a handbook of technical and philosophical concepts to lend rigor to their design work. Numerous diagrams delineate complex ideas while also acting as templates for creating, assessing, and communicating the meaning and value of designed solutions. As a handbook, the intention is to provide a guide to support the application of interdisciplinary tactics across strategic fields. Such novel approaches open up new ways of developing singular solutions and new ways to serve the distributed behaviours systemized through architectures. In an evolving contemporary condition, a foundation of rigorous human-centred design is central to moving the discipline of design into the future.

    Providing a range of rigorous methodologies for those looking to develop project-specific strategies, Designing Post-Virtual Architectures: Wicked Tactics and World-Building is a tool to facilitate the creation of innovative and meaningful architectures, and is an ideal resource for postgraduate students of architectural theory, design theory and design methods, as well as academics and professionals practicing the field.

    Introduction - "How exactly, do I design?"

    Pillar 01 – Discover / Epoché

    Terminology (lexis) of human-centered design practice.


    Language is Code and Language is Strategy.


    Behavioral Science / Biology / Physics

    Experience / Perception / Science Fiction / Space


    Artificial Intelligence / Learning Theory

    Complexity Theory / Game Theory

    Film Theory / Linguistics / Semiotics


    Anthropology / Sociology

    Mathematics / Philosophy / Poetry


    Architecture / Computer Science

    Design / Design Thinking / Strategy


    Pillar 02 – Define / Phenomenological Reduction

    Methodologies that define design practice.


    Building Methodologies:

    Experience Design / Process Constructive (XD/PC) Theoretical Framework

    Pragma-Phenome Theory Statement

    Pillars of the Applied Experience Design / Process Constructive Theoretical Framework

    Design Assets, Value Creation and Evaluation Criteria

    Semantic Consistency and Alignment between Theory and Strategy

    Development of the Methodologies

    Applying the XD/PC Methodologies

    Methodologies under the Pragma-Phenome Umbrella

    Choose your own methodology

    Consistent across all methodologies: Building the Data Space

    Gamification as a Pragmatic Measure of Engagement

    From Philosophy to Project

    Engage In A World-Building Design Methodology

    World-Building Methodology For Big, General, Undefined Issues

    Engage In A Soft Systems Design Methodology

    Emphasis On Systems.

    Engage In An Imagist Design Methodology

    Emphasis On Value.

    Engage In A Pragmatist Design Methodology

    Emphasis On Objects & Action.

    Four Phases of the Pragma-Phenome Design Process Methodologies.

    Self-Similar Phases of the Pragma-Phenome Design Process Methodologies.

    Phase 01 Discover & Analyze – Epoché

    Phase 02 Define & Contextualize – Phenomenological Reduction

    Phase 03 Develop & Implement – Eidetic Variation

    Phase 04 Deliver & Measure – Intersubjective Corroboration

    Summary of Methodologies

    Systemized Processes of Design Praxis



    Pillar 03 – Develop / Eidetic Variation

    Abstracted Principles, Generalized, and Prototyped in Practice



    Methodologies as Applied to Case-Studies

    World-Building Methodology (Space for Everyone Virgin Orbit)

    Soft Systems Design Methodology (Urban Public Safety)

    Imagist Methodology (Mobility: MC2 / 2028 Olympics / Toyota)


    Heather Renée Barker, Associate Professor of Design at California State University Long Beach, USA develops her work through the integration of research and practice. She is founding coordinator of the graduate Human Experience Design Interactions (MA_HXDI) program and the Immersive Design Research Lab and has served the city of Long Beach, California as Design Lead for the Bloomberg Philanthropies’ funded Innovation Team (i-team) and as Design Strategy Lead for the Office of Civic Innovation.

    "We live in an era where advances in technology and changes in global social paradigms collide. Inspired by philosophical insights and drawing from methodologies across a wide spectrum of professional practices, Designing Post-Virtual Architectures sets forth necessary design frameworks to solve the wicked challenges for the modern age and beyond."
    —Jonathan Lo
    Creative Director, Virgin Orbit


    “Heather Renee Barker is the embodiment of innovation—leveraging the practice of design to inform and transform the practice of public policy in the City of Long Beach.  This book is a must read for practitioners—no matter the sector—who wish to improve user experience (from ground-up) and who seek breakthroughs in their life’s work.”

    —John Keisler, MPA
    City of Long Beach Director of Economic Development