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PPT Rev
Ravi Kaberwal Graduate Transport EngineerUsing 3D Pedestrian Microsimulation to Demonstrate Good Design PrinciplesJuly 2016
SLOW DOWNMove away from the technical aspectFocus on how models can be used to interact and communicateI look around, consultants, clientswe all have to To illustrate and convince someone of your perspectiveFirst, context1
Design models have been used for many years by designers and engineers as a tool to understand the practical implications of using a design, including its:strengths weaknessesopportunities for improvementFrom a pedestrian analysis perspective, depending on the scale of the project, we use both static and dynamic models extensively.
2Models in design
SLOW DOWNHighlighting strengths and weaknesses of a designA couple types of models2
3Static models (both visual and mathematical) can be used to guide minimum requirements.
Whether it be determining how wide a footpath needs to be, or the number of escalators required.Pedestrian perspective
SLOW DOWNMinimum requirements3
Pedestrian perspective4
2D dynamic models, in addition to informing design requirements can be used to identify:conflict zonesbottlenecksother design issues which would otherwise may not have been identified.
SLOW DOWNConflictBottleneckThings we wouldnt have otherwise seenbunch of dots stuck, you know you have a problem
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3D simulation provides an opportunity to immerse ourselves and others within our designs.5
Pedestrian perspective
Visualise and immerse yourself within the designHow it FEELS from the perspective of a commuter/user
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6 On projects, particularly large scale infrastructure projects, you engage with a wide variety of:peers from other disciplinesclientsstakeholdersEach with numerous (and sometimes differing) perspectives and opinions. 3D animations can be used as a communication tool to visually explain why certain design element is appropriate, or simply doesnt work.
Application on projects
SLOW DOWNBack to communicationWe all report to someoneDifferent perspectivesEasy way of convincing them of yours perspective/design6
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For any design there have always been those elementary principles, which we as specialists tend to adopt on the understanding that they represent good design.
When a design is reviewed, unique or different, design solutions are ironically quite often easier to explain as we would have a reason to diverge from what we understand to be good design.What happens when a client, stakeholder or a peer questions these good design principles? How can we explain why we used one design over another?
Application on projects
SLOW DOWNUnfortunately not in public domainLets generalise itwe all have those fall backs/principlesFrom experience, taught.When we deviateits easy(ier) to explain whyWhat happens when some questions the principles.you dont have a decent explanation. What better way, than showing them what it looks like.both yours and theirs. 7
8 Simple examples of good design include:Line of sightWalking distance and proximityWalkway profilesConflict zones
Application on projects
SLOW DOWNWalk you through 4 examples to showcase how easy it is. 8
Base Model9
EastWestGatelineWalkways
Before we go any further, establish ground rulesModel everything is based on. 9
Good Design PrinciplesLine of sight
Simply how seeing where youre going, influences what route you takeSounds pretty obvious right?SLOW DOWN10
Line of sight11
Lets pretend youre walking into a train stationAs youre coming down the escalators, through the gateline, you can see there is two walkways to the platform
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Line of sight12
On the right you can see the top of the escalators, and not much of a queueStraight ahead, youd know there is also a escalator since the signage points that way, but you cant see how far it is, or how big the queue is.
Which way do you go?
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Line of sight13
Assume 2 in 3 people go right, and 1 out of 3 go straight.The result, your escalator and walkway to the right is twice as loaded. If this was designed for a 50:50 split, which on paper makes sense, you would run into a problem.
Lets move the hidden escalator to the left so its within a patrons line of sight
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Line of sight14
SLOW DOWNYou can still see the one to the right, but in addition you see the one straight ahead.
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Line of sight15
More of an even split. On face value this appears to be a good design, but in reality it probably wont be even
This lends itself to the next concept. Proximity.
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Good Design PrinciplesProximity
SLOW DOWNDistance to your destination or intermediate locations16
Proximity17
Distance to where you want to go via both escalators would be the same.If youre a patron, you know your next train is soon. Would you rather go to your normal end (right) and risk missing the train, or get yourself onto the platform first, then move on platformMost wouldnt risk it17
Proximity18
Consideration must be given to the cumulative effects of proximity and line of sight.
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Good Design PrinciplesWalkways
How does the shape of walkways affect throughput and operation.
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Walkways20
SLOW DOWNAs before, straight walkways allow end-to-end visibility/line of sight
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Walkways21
Most efficient use of walkable spaceSee where you want to go, avoid colliding into someone. What happens if you couldnt fit
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Walkways22
Option 1: Straight WalkwayOption 2: Curved Walkway
SLOW DOWNColumn in the middle22
Walkways23
Option 1: Straight Walkway
With a 90* cornerLoss of foresight around corner. Slow down to avoid colliding into someoneReduced efficiency
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Walkways24
Option 2: Curved Walkway
How far you can see is significantly in the distance, no blindspotAllows speed to be maintained, and the entire width of the walkway can be used.
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Good Design PrinciplesConflict zones
SLOW DOWNCommon where you have two or more streams joining25
Conflict zones26
Option 1: Cross junctionOption 2: Staggered junction
SLOW DOWNOption 1: people opt for since it would be less space consumingBut from pedestrian environment, it would be better to split the streams.Allow people to merge, then turn off. Rather than throwing everyone into one placeThey might not listenso26
Conflict zones27Option 1: Cross junction
People slow down,Feels like a more aggressive environment.27
Conflict zones28Option 2: Staggered junction
SLOW DOWNSame movement, more fluent. You still have to cross a movement, but less people. Like you would if you were driving a car. 28
29 For these 4 simple concepts Ive showed you their strengths and weaknesses in around 10 minutes. How much quicker and easier could it make walking through even more difficult concepts withPeers from other disciplinesClientsStakeholders?3D pedestrian animations arent just limited to the this example, but can be applied to any environment or project to immerse people within your design.
Conclusion
SLOW DOWN4 examples