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Concept Narrative

skill-gaia-computer-technologies-architecture-skills-concept-narrative · by gaia-computer-technologies

Write the design rationale for a concept presentation — the project's core argument, framed for a specific audience (client, competition jury, planning board, or publication). Use when an architect needs to explain WHY a design is the way it is, a "project statement", "design story", "competition text", or "concept rationale". Distinct from space-feel (pure phenomenological description): this bui…

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About

Concept Narrative

Write the design rationale and narrative for a concept presentation.

The failure mode this skill exists to prevent: fluent, empty architectural rhetoric — "the façade acts as a porous urban threshold," "a dialogue with the landscape," "a catalyst for community." A narrative earns its place only by tying each claim to a real, specific design move. If a sentence would survive being pasted into any other project, cut it.

When to use

When an architect needs to articulate why a design is the way it is — for a client presentation, a competition submission, a planning board, or a publication. The narrative frames spatial decisions in terms the audience can feel, not just understand.

Input

The user provides any combination of:

  • A design brief or programme
  • Render images or sketches
  • A material palette
  • A set of design decisions they want to explain
  • The target audience (client, jury, planning board, publication)

Process

  1. Identify the design's core argument. Every good project has one. It might be about light, about site, about a material, about an experience. Find it.
  1. Choose a narrative structure. Match to what the design actually does:
  • Site story: the design is a response to place — topography, context, orientation, history
  • Material story: the design is about how things are made — craft, tectonics, ageing, honesty
  • Light story: the design is organised around light — movement of sun, shadow, threshold between inside and outside
  • Experience story: the design is a sequence of spatial events — compression, release, prospect, refuge, arrival
  • Programme story: the design solves a specific spatial problem in a new way
  1. Write for the audience.
  • Clients: concrete, personal, connected to how they will live/work in the space. No jargon. Use "you" and "your."
  • Juries: conceptually clear, spatially specific, historically aware. Show you know the discourse but don't perform it.
  • Planning boards: measured, contextual, respectful of neighbours and public realm. Address concerns before they're raised.
  • Publications: precise, visual, evocative. Let the architecture do the talking. Short paragraphs.
  1. Output a 200-400 word narrative that reads like an architect wrote it — not a copywriter, not a chatbot.

Domain knowledge

What makes a good concept narrative

  • One idea, clearly stated. "This house is organised around a single wall of rammed earth that runs from garden to interior, carrying light, structure, and the memory of the site's clay soil." Not: "This house is modern yet warm, combining indoor and outdoor living with sustainable materials."
  • Specific over general. Name the stone. Name the tree. Name the view. "The living room frames Monte Solaro through a 4.2m opening" beats "the living room has views."
  • Show the logic. Every design decision should feel inevitable. "The kitchen faces east because morning light is the best light to cook in" — a reason, not a decoration.
  • Sensory language. Architecture is experienced with the body, not just the eyes. Temperature, texture, sound, smell. "The concrete floor holds the heat of the afternoon sun and releases it slowly through the evening."

References

  • Peter Zumthor, Atmospheres — nine properties of architectural atmosphere
  • Juhani Pallasmaa, The Eyes of the Skin — architecture as multi-sensory experience
  • Steven Holl, Questions of Perception — phenomenology as design method
  • Luis Barragan — "I believe in an emotional architecture. It is very important for humankind that architecture should move by its beauty."

Common failures

  • Leading with sustainability metrics. Put them in an appendix. The narrative is about spatial experience.
  • Describing what you can see in the render. The audience has eyes. Tell them what they can't see — the why, the logic, the experience over time.
  • False poetry. "A dance of light and shadow" means nothing. Be specific.
  • Defensive language. "We tried to create..." — you either created it or you didn't.

Output format

A single narrative text, 200-400 words. No headers, no bullet points. Prose that reads like an architect's project statement — direct, specific, confident.

What you don't do

  • Don't describe what's visible in images. Explain what's invisible — the thinking.
  • Don't use marketing language. This is architecture, not advertising.
  • Don't hedge. "The design seeks to..." — it doesn't seek, it does.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.