Architectural jargon
What is architectural jargon?
Architectural jargon or ‘archispeak’ refers to words architects and architecture students use when talking about design, drawings, buildings, ideas, and construction. As a student or professional, it’s important to understand these words and when to use them.
Most professions have industry-specific words; the key is understanding when to use architecture terminology and when not to. Architectural jargon serves a role, acting as a shortcut that streamlines communication among professionals. ‘Archispeak’ proves invaluable during professional practice and architecture school.
Architectural representation
Plan
A 2D drawing (without perspective) of a building or space viewed directly from above. It cuts through walls, doors, and windows so that you can clearly understand the internal layout.
Section
A 2D drawing (without perspective) of a building or space viewed directly from the side. It cuts through walls, floors, foundations, and roofs so that you can clearly understand the height and arrangement of spaces.
Elevation
A 2D drawing (without perspective) of a building or space viewed directly from the side, but not cutting through the space; instead, it is viewing the building from the outside.
Blueprints
An American term often found in popular culture, refers to Plans, Sections and Elevations collectively — not used in professional practice in the UK and Europe. Originally derived from the process of copying hand-drawings using the Cyanotype process.
Footprint
The outline of the total space taken up by a building or project.
Site plan
A larger plan that is less detailed than a standard plan but shows the entire site and context.
Context
All the existing buildings, geography, objects, foliage, and people that surround your project. Context helps the viewer to understand how your design connects or relates to the area.
Cultural context
The cultural aspects that you may need to embrace or be sensitive to when designing.
Masterplan
A plan covering a wide area, with multiple sites, typically staged over years.
Isometric (ISO)
A 3D drawing (without perspective) where lines are typically drawn at 30º to the ground line.
Axonometric (AXO)
A 3D drawing (without perspective) where lines are drawn at 45º to the ground line.
One-point perspective
A 3D perspective drawing where lines lead to the same vanishing point on the horizon.
Two-point perspective
A 3D perspective drawing where lines lead to two vanishing points on the horizon.
Façade
The main ‘face’ of a building that is visible from the street.
Line-weight
The thickness of a line, either drawn by hand or on the computer. For example, 0.5mm.
Scale
Accurately representing life-sized objects on paper by reducing real-world dimensions proportionately. For example, 1:100 means the measurement is 100 times smaller than in real life.
Scale-up
The process of increasing the representative scale of a drawing or model. For example, going from a 1:100 drawing to a 1:50 drawing.
Scale-down
The process of decreasing the representative scale of a drawing or model. For example, going from a 1:50 drawing to a 1:100 drawing.
To scale
Elements are represented proportionally to each other and are multiplied by a standard scale such as 1:100.
Out-of-scale / Off-scale / Not-to-scale
Elements are not in proportion to each other or not accurately scaled relative to real life.
Inhabitation
Filling architectural drawings or models with the appropriate people, animals and plants.
Visualisation
A realistic or artistic representation of a design that communicates what it is like to be in that space, as opposed to technical orthographic drawings such as plans and sections.
Render
Similar to a visualisation, but can apply to orthographic drawings. Traditionally done by shading and colouring by hand, rendering now often refers to computer rendering.
Physical model
A 3D scale model of the design, typically made from card or wood.
Digital model
A 3D representation of a design modelled at 1:1 (lifesize) on a computer.
CAD
Computer Aided Design refers to any drawing or 3D modelling that takes place on a computer.
CAM
Computer Aided Manufacturing refers to anything produced using digital fabrication techniques, such as laser cutting, 3D printing, etc.
CNC
Computer Numerical Control, when a computer guides machinery following a digital design. Typically CNC refers to a tool used to cut material in 3D using a router. CNC is a type of CAM.
Detail
A detail drawing or detailed model representation of a specific component within a building. Typically produced at scales of 1:10, 1:5, and 1:2 in order to show a higher level of detail in the construction.
Massing
A drawing or model showing simple shapes to represent spaces or buildings, to scale, typically on a site. This can be helpful when designing a layout.
Sketch
A quick hand drawing that communicates an idea, generally not to scale.
Sketch model
A quick hand-made model that communicates an idea, generally not to scale.
Device
A type of model or tool that you use or interact with to develop the project.
Casting
The process of building a mould/formwork ‘shell’ that is watertight, pouring a liquid mixture inside, and allowing it to set into a hard shape. Typically, casting is done using plaster or concrete.
Parametric design
A type of 3D modelling software that uses parameters and rules to generate complex forms.
Architecture school
Tutor
The member of academic staff (usually an architect) who will guide you through your project. You may have one tutor for design, and different tutors for other modules.
Tutor group
A group of students who share a tutor.
Tutorial
A meeting with a tutor in a relevant subject (typically 1-to-1 or in small groups) where they discuss your project.
Crit / Jury / Review
A spoken and visual presentation of your work, typically pinned up on the wall in front of a panel of critics and your peers, for feedback and discussion.
Pin-up / Table review
Presenting your work similarly to a crit, but typically more frequent and less formal.
Seminar
For theory-based, writing-focused modules, a seminar is when a small group of students (usually led by a tutor) meet to discuss an assigned research topic, project, or student work.
Studio
The space where students do the majority of their design work.
Workshop
A space with machinery and tools where students can work with materials to produce physical objects. Workshops may specialise by material, e.g., wood workshops or metal workshops.
Architectural design
Brief
A document outlining the project requirements, users, costs, timeline, and deliverables. Briefs are used in professional practice, while imagined briefs are often created for students to work with.
Client / User
The person commissioning you to design a space and the people using it. In architecture school, imaginary clients/users are often used.
Programme
The activities that take place in your project. For example, you may be designing a barbershop that also makes wigs—the programme is ‘cutting hair and making wigs,’ including all the support needed to perform those tasks.
Site
The location and boundary of your project. It could be a piece of land on which a building will be built or a space inside a building.
Site visit
A visit to the project site for photography, measured surveying, and site research and analysis.
Site research
Information gathering about the location of your project. This could include anything from geological and meteorological data to sociological data—knowledge that may be relevant to your project.
Site analysis
Analysing your site research and drawing conclusions that will influence your design. For example, after gathering sun-path data for your site, you may examine and analyse the data to determine the best location and orientation for your building.
Threshold
The transition point between two spaces. For example, this could be a door into a space or just a change in material, from wood to stone.
Moment
A point in time, or a specific location in your design where something happens. For example, coming up a set of stairs and revealing a window with a view at the top is a ‘moment’ for users of the space.
Kit of parts
A design that is made up of multiple components that come together to create a proposal.
Modular design
Repeatable components that can be combined in multiple ways to create a flexible and versatile design solution.
Circulation
Spaces in a building dedicated to moving through, e.g., corridors, stairs, lobbies, etc.
Materiality
When discussing or referencing specific types of materials in a design, or the ‘feeling’ that those materials are meant to generate.
Atmosphere
The mood or feeling created in a particular space.
Precedent / Reference
An existing real-life design example you are interested in or from which your project takes inspiration. Typically, you should not copy designs like-for-like, but taking inspiration from a specific project is acceptable. Pronounced with a soft ‘s’ sound (as in “precede”) rather than a hard ‘s’ (as in “president”).
Concept
The key idea (or ideas) driving the design of your project.
Conceptual
Something that explores a concept.
Vernacular
The style or building methods characteristic of a local area or period of time.
Typology
Classification of buildings and spaces according to their common functions or forms.
Phenomenology
An understanding of architecture with a focus on human experience and perception, including emotions, senses, and memories.
Fabric
The material of a building—its ‘building fabric.’
Skin / Envelope
The outermost layer of a design.
Cantilever
A floor that projects outwards and is only supported at one end.
Hierarchy
A system for structuring elements in order of importance, with the most important element being first, largest, or presented most prominently.
Juxtaposition
Placing two design elements together that are in stark contrast to each other.
Performative
A building or design that moves or is interactive.
Techtonics
The way materials and structures are assembled and their relation to the building design.
Human scale
Design that is relatable to people as users. Your bedroom is human scale, a skyscraper is not.
Place-making
Designing buildings and public spaces that create or improve a local area's identity and activity.
Activate the space
Bringing life and activity to a space.
Negative space
The space created between elements of a design. This could be the space between two buildings or the space between two elements on a portfolio page.
White space
In drawings and portfolio design, the intentionally empty space on a page that prevents the layout from feeling cluttered and helps to draw attention to the main content being presented.