ABSTRACT

Chapter 1 sets the scene for the subject matter – programming interior environments. What sets this book apart from others is that it focuses on a practical programming process for college and university interior design students. Students need a realistic programming process to help them get their projects and assignments done well and on time. Usually working solo, students simply don’t have the time or resources to use some of the recommended programming methods such as conducting interviews, having team meetings to discuss programming issues, or conducting surveys to determine end user needs. Instead, students create imaginary clients and end users; make decisions for their imaginary clients and end users, make decisions as the programmer, collect all of the programming information they can within the time they have available, and then produce a program document. Remarkably, each student does all of this work on her own. The Student Programming Model described in this book is just that – a realistic programming process for college and university interior design students. With a student audience in mind, the first chapter explains the context for programming – what programming is, how programming fits within the design process, the typical programming process and outcomes, and the strengths and weaknesses of programming.