Purpose This study aims to present a novel Genetic Algorithm-Based Design Model (GABDM) to provide reduced-risk areas, namely, a “safe footprint,” in interior spaces during earthquakes. This study focuses on housing interiors as the space where inhabitants spend most of their daily lives. Design/methodology/approach The GABDM uses the genetic algorithm as a method, the Nondominated Sorting Genetic Algorithm II algorithm, and the Wallacei X evolutionary optimization engine. The model setup, including inputs, constraints, operations and fitness functions, is presented, as is the algorithmic model’s running procedure. Following the development phase, GABDM is tested with a sample housing interior designed by the authors based on the literature related to earthquake risk in interiors. The implementation section is organized to include two case studies. Findings The implementation of GABDM resulted in optimal “safe footprint” solutions for both case studies. However, the results show that the fitness functions achieved in Case Study 1 differed from those achieved in Case Study 2. Furthermore, Case Study 2 has generated more successful (higher ranking) “safe footprint” alternatives with its proposed furniture system. Originality/value This study presents an original approach to dealing with earthquake risks in the context of interior design, as well as the development of a design model (GABDM) that uses a generative design method to reduce earthquake risks in interior spaces. By introducing the concept of a “safe footprint,” GABDM contributes explicitly to the prevention of earthquake risk. GABDM is adaptable to other architectural typologies that involve footprint and furniture relationships.
The 'didacticism' oriented exhibition spaces first seen in 20th Century that begun with the idea of modern museums have led the new design understanding to be influential and also enabled the visitors actively participate in exhibitions. Today, interaction design is used extensively in exhibition spaces and in-depth studies are required to provide interaction most particularly for children. This article examines the contribution of interaction design and methods to spatial experience and learning process of children in exhibition spaces. In this context it is investigated how the processes of learning, experience, communication and interaction can be coordinated by means of emotions, senses, activities and play. A research which includes an exhibition design for primary school children and an experiment which is done with 121 children that experienced the exhibition is conducted. The exhibition is designed to give information about the story of the novel 'My Sweet Orange Tree' of Jose Mauro de Vasconcelos to children via generated spatial experiences. Students' experiences and behaviors are observed, and a questionnaire is done in order to understand the children's evaluations and to test their understanding of the story. As a result, some clues related with interaction design were highlighted for future applications. Basicly, it is experienced that, in exhibition spaces for children, interactivity can be ensured not only by use of digital technicques, but also various methods as well.
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