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Great Architecture 
is Child’s Play 
Jim Coplien 
Big Kid
Architecture gives 
us… 
Firmitas (structure firmness) 
Utilitas (usefulness or commodity) 
Venustas (beauty or delight)
The Problem
Our venustas sucks 
"In software engineering — if there really be 
such a thing — we have worked thoroughly 
on Firmness, some during the last 10 years 
on Commodity, and none on Delight. To the 
world of computer science, there can be no 
such thing as Delight because beauty and 
anything from the arts or the so-called soft 
part of human activity has nothing to do 
with science — it is mere contingency.” — 
Richard P. Gabriel
Design has given 
way to engineering 
Creativity and innovation are 
fundamental to problem-solving 
Engineers (ingénieur?) learn 
technique and formal grounding 
We don’t teach or encourage 
innovative behaviour 
Children are born with 
imagination; social need for 
compliance drives it out of them
Children Might 
have an Answer 
The tabla rasa human — a great 
problem-solver 
Most mental modes are shaped 
by culture, language, and 
grownups 
We confuse design with 
engineering 
There is a strong kernel of 
“nature”
What is a Child?
Birth - 2 months: 
3 months old: living “in time” 
4 months old: 
Surfaces move together 
if connected and separately 
Gravity and inertia, otherwise 
6 to 8 months 
Causality develops starting 
at 6 months but is available 
at 12 months 
3D objects are cohesive 
as they move
! 
! 
We would like to hook into his 
current modes of thought in order 
to influence him rather than just 
trying to replace his model with 
one of our own. 
— Alan Kay, 1972 
! 
“Teaching Machine”
Learned Behaviour is 
Arbitrary and Predestining 
Even our models of time and space are 
learned — even symmetry!!! 
Mental programming models are learned — 
not “natural” 
Early teaching programs followed the 
“behaviouralist school” of Skinner 
Architecture becomes fashion: what’s playing 
in academia today?
Should the computer program 
the kid, or should the kid 
program the computer? — 
Papert (the father of LOGO) 
If we teach kids programming, we’re back 
to the computer programming the kid 
We must re-design computers to fit the 
human mind 
We might find the primordial human 
mind in children
Two of Piaget's fundamental 
notions are attractive from a 
computer scientist's point of 
view. 
The first is that knowledge, 
particularly in the young child, is 
retained as a series of 
operational models, models 
each of which 
is somewhat ad hoc and need not 
be logically consistent with the 
others. (They are essentially 
algorithms and strategies rather 
than logical axioms, predicates 
and theorems.) 
What is an operational model 
if not an algorithm, a procedure 
for accomplishing a goal?
Objects from 
Piaget? 1972: 
However, “The Piagetian framework 
contained a hierarchical explanation of 
development with procedural memory 
emerging during the first five sensorimotor 
We feel that a child is a "verb" rather than a 
"noun", an actor rather than an object; he is not 
a scaled-In particular, up pigeon it or has rat; been he is suggested trying to acquire 
that 
sub-stages and declarative memory 
a model children of his are surrounding not sensitive environment to the need in 
for 
order empirical to deal and with logical it; his theories consistency are "practical" 
in their 
notions representations of how to get of from the world. idea A The to idea findings 
B 
rather of the than study "consistent" presented branches here do of formal 
not support 
logic, etc. We would like to hook into his 
current modes of thought in order to influence 
him rather than just trying to replace his model 
with one of our own. — Alan Kay, 1972 
beginning in the sixth and last sub-stage. 
Contemporary investigations of infant 
memory have clearly demonstrated that the 
infant-toddler has the capacity for 
this position. 
declarative memory before their temporal 
system emerges in their language.
Games are a form of 
Programmed Instruction 
Games create 
conformity to a set of 
rules 
Often appear in 
cultures as a way to 
prepare children for 
adulthood (think 
Monopoly / Matador) 
At its very best, 
architecture is a game 
Play 
Games 
Method
We should continue the process of 
learning into architecture with play 
but in a way that honours our 
deeper instincts.
Plato 
No society has ever really noticed how important play is for social 
stability. My proposal is that one should regulate children’s play. Let 
them always play the same games, with the same rules and under the 
same conditions, and have fun playing with the same toys. That way 
you’ll find that adult behaviour and society itself will be stable. 
As it is, games are always being changed and modified and new ones 
invented, so that youngsters never want the same thing two days 
running. They’ve no fixed standard of good or bad behaviour, or of 
dress. They fasten on to anyone who comes up with some novelty or 
produces something with different shapes, colours, or whatever. This 
poses a threat to social stability, because people who promote this kind 
of innovation for children are insidiously changing the character of the 
young by making them reject the old and value the new. To promote 
such expressions and attitudes is a potential disaster for society. . . .
Utilitas 
Firmitas 
Venustas
But though this method is 
precise, it cannot be used 
mechanically. 
! 
The fact is, that even when we 
have seen deep into the 
processes by which it is 
possible to make a building or 
a town alive, in the end, it 
turns out that this knowledge 
only brings us back to that 
part of ourselves which is 
forgotten. 
! 
! 
Architecture supports “what happens 
there” (operational models !!!) 
!
Although the process is precise, and can be defined in exact scientific 
terms, finally it becomes valuable, not so much because it shows us things 
which we don’t know, but instead, because it shows us what we know 
already, only daren’t admit because it seems so childish, and so primitive. 
! 
Indeed it turns out, in the end, that what this method does is simply free 
us from all method. 
! 
And in later traditional societies there are bricklayers, carpenters, 
plumbers-but everyone still knows how to design. For example, in japan, 
even fifty years ago, every child learned how to lay out a house, just as 
children learn football or tennis today. People laid out their houses for 
themselves, and then asked the local carpenter to build it for them. 
! 
A child who helps to shape his room will also help to generate the larger 
patterns for the stairway and the common space outside his room. 
! 
The prismatic buildings of our own time, the buildings built with the 
simple geometry of cubes, and circles, spheres, and spirals, and rectangles; 
this geometry is the ridive order, created by the childish search for order.
57 
4 (e.g., “child process”) 
23 (e.g., “child object”)
Mental Models, Time, 
Form & Language
Mental Model 
Constructed on-the-spot to fit a 
situation 
Preserve the structure of the thing they 
represent 
Possible that some are stored away 
We use both procedural (implicit) and 
declarative (explicit) models
Play
““In every job that must be done 
there is an element of fun 
You find the fun, and snap! 
–Mary Poppins 
The job’s a game!” 
“Play is perhaps the only human 
behavior that integrates and 
balances all aspects of human 
functioning—a necessary component 
for all of us to develop our full 
potential (Rogers and Sawyers 1988).
What is Play? 
Play is intrinsically motivated. 
Play is relatively free of externally imposed rules. 
Play is carried out as if the activity were real. 
Play focuses on the process rather than any 
product. 
Play is dominated by the players. 
And play requires the active involvement of the 
player.
Play 
Architecture encodes recurring past forms 
But good architecture also explores alternatives! 
Boyd (2009) speculated that the amount of play in 
a species correlates with flexibility of action in 
the species. If play prepares animals for necessary 
adult activities, what are the necessary activities 
for which pretend play prepares humans? 
Is architecture organised?
Play 
(Dansky 1980; Dansky and Silverman 1973). 
Dansky and Silverman found that children 
who played with objects during a play 
session produced significantly more uses for 
those objects than did a control group. 
There is evidence that when pretend play 
occurs in multiple sessions over time, 
creativity increases. (Kasari, Freeman, and 
Paparella (2006))
Greek thought 
Leisure 
(scholē) 
Learning 
(paideia) 
) 
Work 
Play 
(paizein) 
Symposia 
(drinking)
Finite and Infinite 
Games 
Two kinds of games 
Finite games: Constrained by 
rules, designed to produce a 
winner and a loser 
Infinte games: Goal is to keep 
playing the game
Games Meet 
Requirements 
Architecture has nothing to do with 
requirements
Play is a meta-game
Child as Architect: 
Wearing Many Hats 
A number of the principles which led to Moore’s “talking typewriter” are 
worth examination. He feels that it is not so much that children lack a long 
attention span, but that they have difficulty remaining in the same role with 
respect to an idea or activity. The role of “patient listener” to an idea can 
quickly lead to boredom and lack of attention, unless either roles can also 
be assumed such as “active agent”, “judge” or “game player”, etc. An 
environment which allows many perspectives to be taken is very much in 
tune with the differentiating, abstracting and integrative activities of the 
child. — Kay, 1972
DCI 
… was created from primitives of 
human mental models 
Follows from the principles of Kay’s 
use of software for children 
… seems to solve a lot of problems 
innate to academic design approaches
Child as Architect: Beyond 
Pavlovian programmed 
Learning 
It’s exploratory rather than 
methodological 
… powerful application of operative 
mental models 
… so we can focus on delivering 
what helps the end user
Conclusion 
Learning is play 
Learning dynamics require reflective play 
Dispense of the formal crap in 
architecture 
Think playful exploration 
Find the child in your end users
ASAS 2014 - Jim Coplien

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ASAS 2014 - Jim Coplien

  • 1. Great Architecture is Child’s Play Jim Coplien Big Kid
  • 2. Architecture gives us… Firmitas (structure firmness) Utilitas (usefulness or commodity) Venustas (beauty or delight)
  • 4. Our venustas sucks "In software engineering — if there really be such a thing — we have worked thoroughly on Firmness, some during the last 10 years on Commodity, and none on Delight. To the world of computer science, there can be no such thing as Delight because beauty and anything from the arts or the so-called soft part of human activity has nothing to do with science — it is mere contingency.” — Richard P. Gabriel
  • 5. Design has given way to engineering Creativity and innovation are fundamental to problem-solving Engineers (ingénieur?) learn technique and formal grounding We don’t teach or encourage innovative behaviour Children are born with imagination; social need for compliance drives it out of them
  • 6. Children Might have an Answer The tabla rasa human — a great problem-solver Most mental modes are shaped by culture, language, and grownups We confuse design with engineering There is a strong kernel of “nature”
  • 7. What is a Child?
  • 8. Birth - 2 months: 3 months old: living “in time” 4 months old: Surfaces move together if connected and separately Gravity and inertia, otherwise 6 to 8 months Causality develops starting at 6 months but is available at 12 months 3D objects are cohesive as they move
  • 9. ! ! We would like to hook into his current modes of thought in order to influence him rather than just trying to replace his model with one of our own. — Alan Kay, 1972 ! “Teaching Machine”
  • 10. Learned Behaviour is Arbitrary and Predestining Even our models of time and space are learned — even symmetry!!! Mental programming models are learned — not “natural” Early teaching programs followed the “behaviouralist school” of Skinner Architecture becomes fashion: what’s playing in academia today?
  • 11. Should the computer program the kid, or should the kid program the computer? — Papert (the father of LOGO) If we teach kids programming, we’re back to the computer programming the kid We must re-design computers to fit the human mind We might find the primordial human mind in children
  • 12. Two of Piaget's fundamental notions are attractive from a computer scientist's point of view. The first is that knowledge, particularly in the young child, is retained as a series of operational models, models each of which is somewhat ad hoc and need not be logically consistent with the others. (They are essentially algorithms and strategies rather than logical axioms, predicates and theorems.) What is an operational model if not an algorithm, a procedure for accomplishing a goal?
  • 13. Objects from Piaget? 1972: However, “The Piagetian framework contained a hierarchical explanation of development with procedural memory emerging during the first five sensorimotor We feel that a child is a "verb" rather than a "noun", an actor rather than an object; he is not a scaled-In particular, up pigeon it or has rat; been he is suggested trying to acquire that sub-stages and declarative memory a model children of his are surrounding not sensitive environment to the need in for order empirical to deal and with logical it; his theories consistency are "practical" in their notions representations of how to get of from the world. idea A The to idea findings B rather of the than study "consistent" presented branches here do of formal not support logic, etc. We would like to hook into his current modes of thought in order to influence him rather than just trying to replace his model with one of our own. — Alan Kay, 1972 beginning in the sixth and last sub-stage. Contemporary investigations of infant memory have clearly demonstrated that the infant-toddler has the capacity for this position. declarative memory before their temporal system emerges in their language.
  • 14. Games are a form of Programmed Instruction Games create conformity to a set of rules Often appear in cultures as a way to prepare children for adulthood (think Monopoly / Matador) At its very best, architecture is a game Play Games Method
  • 15. We should continue the process of learning into architecture with play but in a way that honours our deeper instincts.
  • 16. Plato No society has ever really noticed how important play is for social stability. My proposal is that one should regulate children’s play. Let them always play the same games, with the same rules and under the same conditions, and have fun playing with the same toys. That way you’ll find that adult behaviour and society itself will be stable. As it is, games are always being changed and modified and new ones invented, so that youngsters never want the same thing two days running. They’ve no fixed standard of good or bad behaviour, or of dress. They fasten on to anyone who comes up with some novelty or produces something with different shapes, colours, or whatever. This poses a threat to social stability, because people who promote this kind of innovation for children are insidiously changing the character of the young by making them reject the old and value the new. To promote such expressions and attitudes is a potential disaster for society. . . .
  • 18.
  • 19.
  • 20. But though this method is precise, it cannot be used mechanically. ! The fact is, that even when we have seen deep into the processes by which it is possible to make a building or a town alive, in the end, it turns out that this knowledge only brings us back to that part of ourselves which is forgotten. ! ! Architecture supports “what happens there” (operational models !!!) !
  • 21. Although the process is precise, and can be defined in exact scientific terms, finally it becomes valuable, not so much because it shows us things which we don’t know, but instead, because it shows us what we know already, only daren’t admit because it seems so childish, and so primitive. ! Indeed it turns out, in the end, that what this method does is simply free us from all method. ! And in later traditional societies there are bricklayers, carpenters, plumbers-but everyone still knows how to design. For example, in japan, even fifty years ago, every child learned how to lay out a house, just as children learn football or tennis today. People laid out their houses for themselves, and then asked the local carpenter to build it for them. ! A child who helps to shape his room will also help to generate the larger patterns for the stairway and the common space outside his room. ! The prismatic buildings of our own time, the buildings built with the simple geometry of cubes, and circles, spheres, and spirals, and rectangles; this geometry is the ridive order, created by the childish search for order.
  • 22. 57 4 (e.g., “child process”) 23 (e.g., “child object”)
  • 23. Mental Models, Time, Form & Language
  • 24. Mental Model Constructed on-the-spot to fit a situation Preserve the structure of the thing they represent Possible that some are stored away We use both procedural (implicit) and declarative (explicit) models
  • 25. Play
  • 26. ““In every job that must be done there is an element of fun You find the fun, and snap! –Mary Poppins The job’s a game!” “Play is perhaps the only human behavior that integrates and balances all aspects of human functioning—a necessary component for all of us to develop our full potential (Rogers and Sawyers 1988).
  • 27. What is Play? Play is intrinsically motivated. Play is relatively free of externally imposed rules. Play is carried out as if the activity were real. Play focuses on the process rather than any product. Play is dominated by the players. And play requires the active involvement of the player.
  • 28. Play Architecture encodes recurring past forms But good architecture also explores alternatives! Boyd (2009) speculated that the amount of play in a species correlates with flexibility of action in the species. If play prepares animals for necessary adult activities, what are the necessary activities for which pretend play prepares humans? Is architecture organised?
  • 29. Play (Dansky 1980; Dansky and Silverman 1973). Dansky and Silverman found that children who played with objects during a play session produced significantly more uses for those objects than did a control group. There is evidence that when pretend play occurs in multiple sessions over time, creativity increases. (Kasari, Freeman, and Paparella (2006))
  • 30. Greek thought Leisure (scholē) Learning (paideia) ) Work Play (paizein) Symposia (drinking)
  • 31. Finite and Infinite Games Two kinds of games Finite games: Constrained by rules, designed to produce a winner and a loser Infinte games: Goal is to keep playing the game
  • 32. Games Meet Requirements Architecture has nothing to do with requirements
  • 33. Play is a meta-game
  • 34. Child as Architect: Wearing Many Hats A number of the principles which led to Moore’s “talking typewriter” are worth examination. He feels that it is not so much that children lack a long attention span, but that they have difficulty remaining in the same role with respect to an idea or activity. The role of “patient listener” to an idea can quickly lead to boredom and lack of attention, unless either roles can also be assumed such as “active agent”, “judge” or “game player”, etc. An environment which allows many perspectives to be taken is very much in tune with the differentiating, abstracting and integrative activities of the child. — Kay, 1972
  • 35. DCI … was created from primitives of human mental models Follows from the principles of Kay’s use of software for children … seems to solve a lot of problems innate to academic design approaches
  • 36.
  • 37. Child as Architect: Beyond Pavlovian programmed Learning It’s exploratory rather than methodological … powerful application of operative mental models … so we can focus on delivering what helps the end user
  • 38.
  • 39. Conclusion Learning is play Learning dynamics require reflective play Dispense of the formal crap in architecture Think playful exploration Find the child in your end users