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The Triz Journal | April 26, 2016

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40 Inventive (Architecture) Principles With Examples

Darrell Mann
Industrial Fellow, Department of Mechanical Engineering
University of Bath
Bath, BA2 7AY, UK
Phone: +44 (1225) 826465
Fax: +44 (1225) 826928
E-mail: D.L.Mann@bath.ac.uk

Conall Ó Catháin
Senior Lecturer, School of Architecture,
Queen’s University
Belfast, BT7 1NN, UK
E-mail: cs.ocathain@qub.ac.uk

This article seeks to explore the applicability of the 40 Inventive Principles of classical TRIZ across the field of architecture. The work comes in the wake of initial work to investigate the usefulness of TRIZ to help solve architecture problems (Reference 1). The intention here has been to develop an architectural analogue to previously published articles highlighting examples of the 40 Principles in both engineering (Reference 2) and business (Reference 3) environments.

Use this document as a reference when seeking to ‘eliminate’ architecture design contradictions using the 40 Inventive Principles. Future articles will explore the applicability of other TRIZ tools – most notably the Contradiction Matrix – in the definition and solution of architecture centred problems.

In the meantime, in common with findings from other fields of application of the 40 Principles, we suggest that users apply the Principles as a means of structuring systematic brainstorming sessions. Whether or not the Matrix proves useful in an architectural context, we have not found previous architectural solutions that fall outside the scope of the 40 Principles discussed here, and thus propose that if there is a solution to a defined architectural contradiction, it is highly likely to emerge from application of one or more of the Principles described below.

Our recommendation for using the Inventive Principles for architectural problems is to first try to use Principles recommended by the Contradiction Matrix. If these do not prove fruitful, the best option is to work through the remaining Principles – preferably in a randomised sequence.

Principle 1. Segmentation

 

A. Divide an object into independent parts.

 

 

  • Multi-room/multi-storey housing
  • Dual circuit wiring to provide back-up when failure occurs in one circuit
  • Provide separate receptacles for recycling materials (glass, paper, cans, etc) in office buildings
  • In factory design separate the office accommodation and manufacturing facility
  • In hotel design separate the bedroom block from public areas
  • Design against progressive structural collapse.

 

 

B. Make an object easy to assemble or disassemble.

 

 

  • Partition walls
  • Prefabricated construction
  • Dry construction instead of wet.

 

 

C. Increase the degree of fragmentation or segmentation.

 

 

  • Multi-pane windows
  • Venetian blinds
  • Pebble-dash as a way of making surface finish more robust
  • Art galleries and museums can have different shapes and sizes for displaying different sorts of artefacts
  • Multiple small doors on frozen-food cabinets

 

 

Principle 2. Taking out/Removal/Extraction

 

A. Separate an interfering part or property from an object, or single out the only necessary part (or property) of an object.

 

 

  • Locate noisy equipment (air-conditioning plant, etc) outside a building
  • Placing of quiet and meeting areas in places of work
  • Non-smoking areas in restaurants or in public buildings
  • Outside meters avoid need for utility companies to have access to property
  • Cupboard accessible by key from inside or outside allows delivery of goods when occupants are not present
  • Glass (noise-proof) partitions in office buildings
  • Utility room/pet-room/garage
  • Guttering takes rainwater away from structure of building
  • Exterior fire escape or lift do not interfere with plan
  • Bell-tower – needs height and also reduces noise and vibration effects
  • Tram or bus stop indicated by a painted stripe high on a pole – nothing at ground level
  • Pedestrian/vehicle segregation
  • Frameless glazing
  • Lightning conductor

 

Principle 3. Local quality

 

A. Change an object’s structure from uniform to non-uniform

 

 

  • Texture-finish building mater

 

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