Landscape Design Validation Model – High-level Overview

February 16, 2010


In developing my model for a landscape design process that addresses validation, I wanted to include three key components:

  1. A high level of client interaction
  2. Reusability of project work
  3. Iterative processes that cycle back as needed

The model starts with the two basic things we have to work with; the Client and the Client Site.  Each is represented by the overlapping blocks in the diagram below.

Two Project Context Components -- Client and Client Site

There are two key points.  First, the Client and Client Site blocks overlap because they are interrelated.  The client lives on the site and uses the site.  Second, the blocks span the entire project horizon because we always want to refer to the client and the site and potentially interact with them at any point in the project.  That is part of iterative development.

On top of the context in which we are working are four spheres that represent major design activities, processes, tools, etc.

Four Spheres of Process Activities

The Data Gathering sphere encompasses all of our initial client contact, interviewing, questioning, etc. as well as our assessment of the site.  There are other components within this sphere but for now just consider it the initial gathering of client and site data.  Analysis / Synthesis is work we work with all of the data we have gathered to understand what needs to be done, what can be done, and develop a set of requirements.  This sphere encompasses many of the tools and techniques I have described that help us validate our design decisions.  In Creative Development, we are using the data we have gathered, analyzed, and synthesized to begin actual design work.  The final sphere of activities is the development and finalization of Client Deliverables.  These are all of documents, drawings, and other finished products you will present to the client.

You will note that the four spheres overlap with the Client and Client Site blocks.  This represents the high degree of client interaction.  It also represents the potential need at any point to go back to the client and/or site for more information or clarification.

Each of the four spheres overlaps the one before and the one after.  These overlaps represent iteration and reusability.  We can begin work on the next sphere even though we are not done with the first.  However, we cannot complete the second sphere until the first is completed.  We may work in two spheres at the same time or have activities that span more than one sphere.  This is the iterative component; cycling back and forth until all issues are resolved or we have all of the answers we need.  Any work we do within one sphere has potential to be reused in a later sphere.  It may need to be reformatted or repurposed but the potential to leverage what we have already done still exists and should be exploited.

To summarize, we have four spheres that represent processes, methods, tools, steps, activities, and things we do to complete a landscape design project.  In subsequent posts, I am going to go into detail about what is included within each sphere and how the three key issues I mentioned at the beginning of this post come into play.  The specifics will detail how client interaction, reusability, and iteration are key to making this process work and support validation.

Many individual tools, methods, processes, etc. that are included within these spheres can help in design validation.  Each sphere represents a key validation point.  I have noted repeatedly that no sphere of activities can be complete if the previous sphere is not complete.  Each sphere is its own key validation point.  There is an exit or completion criteria for each sphere that has to be met to make sure our design meets the client’s requirements.  More about this in future posts.

Key Validation Points

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