Tiny Architects Learn
Reading a planStep 3 of 4 ยท 6 min

Doors don't just open, they swing

That little quarter-circle on a floor plan isn't decoration. It's a piece of floor the door has claimed, and nothing else is allowed to live there.

๐Ÿ“ The rule

The swing arc as claimed floor, and the four ways to hang a door

๐Ÿ›  You'll use
House OutlineInterior WallSingle DoorDouble DoorCased OpeningToilet
โœ๏ธ You'll make

Hang one door all four ways and find the one that isn't wrong

Go and open a door. Any door, right now. This lesson can wait.

Watch the edge of it sweep across the floor.

Everything that edge passes over is floor the door has claimed. You can't put a chair there. You can't put a trash can there.

That's what the quarter-circle on a floor plan is. Not a decoration. A warning label.

The same doorway between a hall and a room drawn four times: hinge left swinging into the room, hinge right swinging into the room, hinge left swinging into the hall, hinge right swinging into the hall
One hole in one wall, four different doors. Only one of them is right.

1

A door owns a piece of floor

On a plan, a door is drawn as three things: a gap in the wall, a straight line for the door itself, and a thin curved line showing where it sweeps.

That curve is called the swing arc, and it is doing something no other symbol on the page does: it's showing you a piece of floor that has to stay empty. Not because a rule says so, but because a solid object is going to pass through it several times a day.

The rule

A 36-inch door claims a quarter-circle of floor three feet deep, and claims it permanently. That is enough floor to lose an armchair in.

There are four ways to hang a door, and three are usually wrong

This is the part almost nobody realizes. A door in a wall isn't one decision. It's two, and each has two answers:

  1. Which side are the hinges on? Left or right.
  2. Which way does it swing? Into this room, or into the next one.

Two choices, two answers each, so four possible doors in the same hole. They look nearly identical on a plan. They feel completely different to walk through.

So how does anyone pick the right one? Five rules, and every one of them is about what happens when somebody actually uses the door:

  • A door should open against a wall, not into the middle of a room. Pushed flat against a wall, it's out of your way. Swung into open floor, it's a barrier you walk around forever.
  • You should not have to walk around a door to get through the doorway. If the door opens toward you as you approach, you're stepping backward before you can go forward.
  • Doors shouldn't hit each other. Two doors near a corner, both swinging in, will meet in the middle. Real houses do this. It's always a mistake and it's never fixed.
  • A door should not show you the toilet. Bathroom doors get hung so that when they're open, the thing you see is the sink. This is a real rule that real architects genuinely think about.
  • Doors swing into the smaller space, usually: into the bathroom, into the closet, into the bedroom, so the hallway stays clear. Hallways are for moving through, and a door swinging into one blocks the only route.

Exterior doors are the exception: front doors on houses almost always open inward, partly so wind and weather don't catch them, partly because a door that opens outward would sweep the porch.

And sometimes the answer is no door at all

If a doorway doesn't need to close, between a kitchen and a dining room, say, you can leave the hole and skip the door entirely. Architects call that a cased opening. No door, no arc, no claimed floor. Sometimes the best door is the one you didn't hang.


Ready to build?

Take it into the Designer.

Next, follow along in the Designer, step by step.

Build it โ†’ 6 steps in the Designer
2

Do it in the app

Follow along in the Designer, one step at a time

Open Tiny Architects Designer. This one is about ten clicks and then a lot of noticing.

  1. Draw two roomsWalls โ€บ Outside โ€บ House OutlineWalls โ€บ Inside โ€บ Interior Wall๐Ÿ‘† Show me

    Drag a wide rectangle, then run an interior wall across the middle to split it in two. Make one room clearly bigger than the other.

  2. Put a door in the middle wallDoors โ€บ Single Door๐Ÿ‘† Show me

    Click the wall. There's your gap, your door line, and your arc.

  3. Click through all four doors

    Click the door. Little round buttons appear on the wall: two of them with arrows, and they are the two decisions: one flips the hinge to the other side of the opening, the other flips the swing to the other side of the wall.

    Now go round all four. Hinge left, swinging in. Hinge left, swinging out. Hinge right, swinging in. Hinge right, swinging out. Watch the arc jump around the doorway: same hole in the same wall, four completely different doors.

  4. Now make one of them obviously wrongBathroom โ€บ Fixtures โ€บ Toilet

    Put a toilet in the small room, right behind where the door swings. Flip the swing so the door opens onto it.

    There it is: a door that hits a toilet. Somebody, somewhere, got paid to draw exactly this.

  5. Try the โˆ’ and + buttons too

    The same handles let you change the door's width, six inches at a time. Watch the arc grow with it: a wider door claims more floor. A 72-inch Double Door claims a lot.

  6. Flip to 3D and walk up to itPlan โ†’ 3D๐Ÿ‘† Show me

    The arc disappears, because in real life nobody draws a quarter-circle on their floor. But it's still there. It's just invisible until something is standing in it.


Built it?

Now make one of your own.

Hang one door all four ways and find the one that isn't wrong

Your turn โ†’
3

Your turn

Now make your own, using what you just learned

Find the worst door in your own home.

There is one. There's always one.

Then the interesting bit: work out why nobody fixed it in real life. Often the answer is that the light switch is on that side, and moving a door means moving the wiring inside the wall. Design is full of that: the wrong answer that stayed because the right one cost too much.

๐Ÿ  All ticked. Now go and break something on purpose.