Even though the world around us is changing rapidly, our buildings do not. Buildings do not have the ability to transform from one configuration into another. Perhaps the most important reason for that is that they are not designed for such changes. Designers typically regard buildings as static structures and ignore that businesses grow, shrink or go bankrupt, that people age and family compositions change, and that innovative technologies replace older ones. But new usages persistently reshape or retire buildings anyway, which then unavoidably results in excessive amounts of waste. As just one step towards the design of more transformable buildings, we have been developing software that can provide designers with interactive feedback on the topic. Read more
Serious games can be highly frustrating or extremely boring. They are then not the effective educational tools that they were supposed to be. Serious games are designed to contribute to achieving a specific purpose other than mere entertainment. As such, they may be helpful to better understand complex management issues or engineering topics. However, those purposes may actually never be achieved when a game is designed poorly. I have experienced exactly that with a serious game that I have designed for construction supply chain management. Here’s how a theoretical model from the 1970s helped me to promote the learning potential of that game. Read more
The 2015 annual report of our department (Construction Management & Engineering) has been published. I was asked to organize the process of making this report and did so by rethinking the previous design, collecting stories and pictures and discussing with the graphical designer – together with a few other colleagues. The result is a report that, in contrast with previous versions, is built around personalized pages, contains information regarding our educational programs and is much more visual.
The full report can be downloaded here.