the use of 3d pedestrian microsimulation to demonstrate good design principles

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Ravi Kaberwal Graduate Transport Engineer Using 3D Pedestrian Microsimulation to Demonstrate Good Design Principles July 2016

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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