Architecture, which is by its very nature a three-dimensional art, has
in the last 500 years evolved to a stage where nearly all of the desi
gn exploration and visualization occur in any of a number of two-dimen
sional media. These media do not effectively portray the experiential
quality of approaching, entering, and moving through an architectural
space, an aspect which is primary to any design. In discussing this, J
ames J. Gibson's concept of affordance will be used as a basis for the
examination of a variety of media that are commonly used to describe
the experiential quality of architecture, and how each of these media
speaks to this frequently neglected characteristic. Particular attenti
on will be given to the new technology of computer-generated immersive
environments, which as a design medium promises to bring the issue of
experiential quality in architecture to the forefront of design. Exam
ples of each of the most common media, physical models, perspectives,
noninteractive screen-based architectural walk throughs, interactive s
creen-based architectural walk throughs, and computer-generated immers
ive environments, will be examined as to their utility in experiential
description. A discussion of the specific characteristics of each of
the electronic media and the applications benefits and drawbacks will
be included.