This study describes the development of a learning object to introduce parametric design techniques together with design action. It identifies in Kogan's architecture appropriate design strategies to configure parametric exercises, such as controlling the types of dynamic textures derived from the effects of light and shadows produced by cobogós. An exercise that considers time and movement, references associated with the architect's cinematographic practices. To develop the object, we started with the interpretation of the knowledge structures involved: from knowledge itself (theories and technologies that identify connections between architecture, cinema, and the concept of parametry) to know-how (a visual programming capable of instrumentalizing for the referred control, by means of parametric design techniques). It was about making available and experiencing this structure, in a teaching/learning process, interpreted as a game that allows us to highlight Kogan's purposes in promoting multisensory experiences with the space of architecture.
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