1st Edition

Virtual Vernacular

By Sarah Bonser Copyright 2020
    200 Pages 67 Color & 28 B/W Illustrations
    by CRC Press

    200 Pages 67 Color & 28 B/W Illustrations
    by CRC Press

    200 Pages 67 Color & 28 B/W Illustrations
    by CRC Press

    Learn to see the patterns and relationships in visual mediums and buildings as you push the boundaries of design. Sarah Bonser’s Virtual Vernacular breaks the barriers between architectural theory and game design. The text explores the way in which architecture can convey history, culture, and emotion to occupants, audience members, and players. Divided into three sections, the text guides the reader on how to tackle creative problem solving and development strategy.

    Key Features:

    • Architectural theory is hard to navigate, and this approach is an accessible way to start learning it.
    • Learn more specifically how pop culture parodies these design theories.
    • Find ways to solve abstract design problems by using the built environment as a case study.
    • Learn about technical limitations on the built environment that visually impact the look and feel of spaces.

    • Each piece of architectural theory comes with abstracts and applications, which is a more organized and network-style way to teach an otherwise long-winded subject.

     

    Acknowledgments. About the Author. Introduction. Part I Concept. 1 Narrative. 2 Canon versus Vernacular. 3 Considering the Built Environment. Part II Massing. 5 Function. 6 Form. 7 Space. Part III Materiality. 8 Dimensions. 9 Materials. Part IV Character. 10 Detailing. 11 Composition. 12 Affectations in Architecture. Index.

    Biography

    Sarah Bonser is a Seattle-based Architect with a passion for gaming and an interest in technology. Her thesis, while pursuing an M.Arch degree at The Ohio State University, focused on making architectural theory accessible to a general public. She is interested in allowing architects to demonstrate the value of a design through technology.