ASCAAD 2026 / Situated Intelligence: Emerging Forms of Computational Practices
ASCAAD 2026 hosts two days of workshops before the conference: online workshops on Sunday 1 November and on-site workshops at ITU Taşkışla on Monday 2 November. Below you will find the visual and description of each workshop. Workshop outcomes are presented at the conference on Wednesday 4 November.
All times are Istanbul local time (UTC+3).

Dr. Abdulrahman Ayman Fahmy
Ain Shams University / Computational Design in Arabic, Egypt
This workshop introduces architects and designers to the power of Generative AI, focusing on how artificial intelligence can assist in conceptual design, optimization, and creative exploration. The objective is to equip participants with the skills to integrate AI-driven tools into their design workflows using ComfyUI, ControlNet, Inpainting/Outpainting, LoRAs, IP-Adapters, and modern diffusion models (SDXL, Flux) to bridge computational creativity and architectural practice.
Laptops with stable internet connection; ComfyUI, Diffusion models (SD1.5, SDXL, Flux), ControlNet, LoRAs/IP-Adapter (setup instructions provided beforehand). Basic digital design skills required; no prior AI experience needed.

Goker Malik Altuntas
UHasselt, Faculty of Engineering Technology / Cegeka Groep NV, Belgium
This hands-on workshop introduces participants to the development of a generative decision-making pipeline using graph neural networks and reinforcement learning. Rather than working with a completed AI model, participants will progressively construct the main components themselves and observe how different modelling decisions influence its behaviour. The workshop begins by translating spatial information into a graph representation consisting of nodes, edges and associated features, exploring how a Graph Attention Network (GAT) processes relationships to support an agent embedded within a reinforcement learning environment. Using a simplified spatial conflict setup (a network intersecting building geometry), participants experiment with observations, actions, rewards, and model architecture, introducing a broader workflow for AI-assisted planning, design, and engineering.
Google account / Google Colab environment. Basic familiarity with Python is preferred but not required.

Dr. Alexander Grasser-Parger
Collabrador, Vienna, Austria
This workshop offers a playful, bold introduction to collaborative architectural design, built around the core idea that design is better together. Utilizing Collabrador, an easy-to-use plugin bringing real-time multi-user co-creation directly into Rhino and Grasshopper, participants work remotely while sharing the same active 3D viewport. Teams playfully explore creative collaboration by improvising, building on each other's ideas, testing design alternatives, and negotiating spatial decisions. Aligned with the conference theme "Situated Intelligence: Emerging Forms of Computational Practices," the workshop investigates collective intelligence through the interplay between people, computational tools, and a shared task, keeping humans actively in the loop as autonomous AI tools evolve.
Laptop with Rhino 8 installed, stable internet connection, and Collabrador plugin. Basic Rhino knowledge required; Grasshopper programming experience is not necessary.

Ladan Vojdanzade
Independent computational design researcher
How can changing spatial requirements become a driver for architectural transformation? This hands-on workshop explores scissor-based mechanisms as computational systems for designing transformable architectural spaces. Rather than treating transformation as a predefined sequence of forms, participants investigate how spatial requirements act as inputs driving dynamic system configurations. Focusing on a transformable multi-purpose space with changing capacity over time, participants construct parametric scissor-like systems in Grasshopper following the workflow: Spatial Requirement → Computational Rule → Scissor Transformation → Spatial Configuration. Emphasizing the design of system behavior before final form, participants iteratively test rule-based geometric adaptations and responsive spatial performance.
Rhinoceros 3D (v8), Grasshopper, Anemone, and Weaverbird plugins. Basic to intermediate knowledge of Rhino 3D, basic familiarity with Grasshopper/parametric concepts, and interest in responsive/kinetic geometry. No prior experience with scissor mechanisms required.

Mohamed Khaled Ashmawy, Buse Akay
TH OWL, Technische Hochschule Ostwestfalen-Lippe, Germany
General-purpose image models are trained on dominant internet imagery, flattening the architecture of the Middle East, Mediterranean, and beyond into generic clichés. Situated intelligence, in this workshop, means teaching an open-weight diffusion model the architecture of a specific place. Participants fine-tune open-weight diffusion models (FLUX.2 [klein], SDXL, FLUX.2 [dev]) on small, curated datasets of regional context they know (e.g., Istanbul timber yalı, Persian windcatcher, Levantine courtyard, or personal rendering language). Over one online day, participants build and caption datasets of 15–40 images, train a LoRA adapter on cloud/local GPUs via ai-toolkit, evaluate checkpoints against the base model using a shared rubric, and apply the resulting LoRA to their massing models and sketches in ComfyUI, critically questioning regional representation and agency.
Web browser (Chrome/Edge/Firefox), Hugging Face free account, Google Colab and/or RunPod accounts; ai-toolkit workflow; 15–40 pre-selected images on an architectural theme (or 50+ pairs for edit LoRA); optional local GPU setup (NVIDIA ≥16 GB VRAM). Experience writing prompts in SD/ComfyUI recommended; no coding required.

Prof. Linda Belabdelouahab-Fernini
Mohamed Boudiaf University of M'Sila, Algeria
This hands-on workshop investigates how generative AI represents a cultural and historical place, and what changes when situated human knowledge is introduced into the process. Using Istanbul’s Grand Bazaar as a shared case, participants will first generate a baseline AI representation of the place. Working in three small groups focused on Memory & History, Language & Cultural Practices, and Lived Experience & Identity, they will identify omissions or generalizations in the baseline. Groups will then inject situated contextual insights into subsequent AI prompts to examine whether the output becomes merely more informed or truly situated. The workshop concludes with a collective Situated Intelligence reflection on human–AI negotiation in computational place representation.
Laptop with internet access, standard web browser, and access to any browser-based generative AI tool. No specialised software, coding, or architecture background required; open to interdisciplinary participation.

Moataz Mohamed
Department of Architecture, Faculty of Engineering, Cairo University, Egypt
Situated Heritage Intelligence explores how generative AI can take part in architectural design while remaining grounded in place, culture, and material. Using the historic Taşkışla courtyard as a shared laboratory, participants design a small, reversible exhibition pavilion within a common 4 × 4 × 4 m envelope through a hybrid workflow: contextual observation, hand sketching, structured prompting, generative imaging, image-to-3D conversion, human refinement, and digital fabrication. First, participants extract morphological rules from the courtyard, sketch their intentions before using AI, convert rules into a nine-layer prompt, iterate systematically, and draw over AI images to correct them. Then, the sketch and corrected AI image are independently converted into 3D models to compare what each preserves, loses, or invents, recombining the best features into a hybrid model prepared as a fabrication-ready 1:100 prototype. AI is treated not as an autonomous generator, but as a situated collaborator.
Personal laptop with Blender installed; browser-based AI image generation platforms (ChatGPT/Gemini/Midjourney/SD) and single-image-to-3D services (Meshy/Tripo/Rodin/Hunyuan3D); slicing software. Prerequisites: Basic architectural design literacy and hand sketching ability; no prior AI, 3D modeling, or fabrication experience required.
Dr. Elif Nadide Gür Akalın, Dr. Deniz Kesici
Kütahya Dumlupınar University; Ankara University, Türkiye
Public space is shaped by everyday practices of movement, encounter, and appropriation that exceed its formal configuration. Desk-based design knowledge is partial: able to read spatial affordances, yet limited in anticipating the social, temporal, and contextual character of situated public-space use. An agent-based simulation built solely on such knowledge appears to predict use, but in fact reproduces its assumptions. This workshop explores this friction in Gezi Park, beside Taksim Square, as an exercise in collective intelligence: groups feed one tutor-prepared agent-based model (Rhino/Grasshopper) first with desk-based design knowledge (producing Usage Map A), and subsequently with situated knowledge derived from field observation (producing Usage Map B). The two maps are compared cell by cell to reassess assumptions, identifying relations that were expected, misread, or unseen, demonstrating that computation is only as situated as the knowledge upon which it is built.
Personal laptop with Rhino 8 installed (tutor-prepared agent-based modeling environment in Grasshopper using Python scripts; no code writing required by participants; shared online spreadsheet). Tutors provide printed base maps, observation sheets, tracing paper, pens, and markers. Basic spatial literacy recommended; no prior coding, scripting, or computational design experience required.

Azat Kılınç, Buse Elif Kule, Hamdi Çakır, Hasan Berkay Coşer, Ulvin Görkem Canbulat, Begüm Hamzaoğlu
Architectural Design Computing Graduate Program, Istanbul Technical University
Physical terrain models are a familiar part of architectural design studio practice, connecting digital topographic data with physical form. This workshop explores customised tools and robotic material operations as alternative approaches to terrain making, considering how robotic precision and material responses can support changing design intentions and material reuse as designs develop. Taking Istanbul topographies as a shared reference, participants will explore two material tracks: robotic incremental forming of aluminium sheets and robotic carving in kinetic sand using customised tools. Aluminium takes shape through local deformations and carries the traces of previous operations, while sand can be redistributed and locally reworked. Participants will explore what these differences might allow when reshaping terrain and reusing materials. Working between digital toolpaths and physical terrain, participants will test local interventions and discuss how the resulting material traces might inform their next design move.
Rhino 7 licences are available through the ITU Faculty of Architecture. The workshop team will provide the KUKA|prc licence, fabrication setup, tools and materials. Robotic fabrication will take place in Laboratory H9, ITU Taşkışla Campus, using a KUKA KR 6 R900 sixx industrial robot arm. Basic familiarity with Rhino and Grasshopper is helpful but not essential, and no prior robotics experience is required. Participants should bring a laptop.

Elif Kaya
Istanbul Technical University
Architecture operates through implicit decision-making systems: it establishes rules while often concealing how those rules shape spatial possibilities. Hence, architecture resembles video games whose "magic circle" limits how rules are questioned. Following Huizinga, the "spoilsport" disrupts this illusion from within, exposing the contingency of spatial rules. Proposing Critical Play (Flanagan, 2009) as a spatial critique method, the workshop first engages participants in individually exploring The Stanley Parable (2013) to examine tensions between rules, agency, space, and power, compiling reflections into a collective "Spoilsport Atlas". Teams then transfer this critical framework to ITU's Taşkışla Building, intervening in the existing spatial rules of a selected site using hybrid analog, digital, and AI-assisted tools. The workshop connects with the theme by exploring the tension between authored rules and situated user actions.
Personal laptop capable of running simple narrative video games (selected game: The Stanley Parable, title shared in advance); basic model-making/mapping materials (paper, acetate, cardboard, cutters) provided by organization. Prerequisites: No prior gaming experience or technical expertise required; openness to experimental and interdisciplinary methods.