Understanding Post Occupancy Evaluation Preconstruction (POEPC) in Architecture
Assessment of the user performance of a particular building design is obviously a good way for architects to measure whether their design was successful or perplexed with mistakes. We came across an entirely dedicated academic discipline called post-occupancy evaluation or POE devoted to this subject, we suggest gamified simulations done before projects are built could change it all.
Global leader of Digital Environments NeXt work at Arup Alvis Simondetti says “Basically, you design the thing, you use the thing, and then you evaluate the thing,” this process is good enough to generate concrete ideas of improvement in fact everyone in Architecture and Designs would agree that post-occupancy evaluation is important so that the same mistakes are not repeated again but in practice it’s not done so; unfortunately for business reasons. Simondetti adds “these business reasons include the obvious (who wants to spend more money on completed project), and one that isn’t so obviouf – POE has to take place when a building is well, occupied. And studying the effectiveness of intensively used buildings like stations, airports, or hospitals isn’t so easy when they’re full of people using the building and trying to be effective, its challenging”
To unswervingly meet these challenges head on by ground-breaking an evaluation discipline Simondetti is leading a movement he cheerfully calls post-occupancy evaluation preconstruction (POEPC); one of the POEPC he led was expansion of Hong Kong’s admiralty railroad station, the city’s busiest stop. Project for which Arup was hired was to design two more railway lines in Admiralty, in turn doubling the number of train platforms and increasing the number of possible journeys to more than 50. Simondetti worked on 3D design models of the station and a video-game engine to create a simulation realistic to the station environment along with contextual sounds, accurate signage and visual cues moreover he added hordes of avatars milling about to simulate crowded conditions. He then installed a system that allowed users to control/handle an avatar through the station. The experience simulates walking with head-height visual feedback projected on three monitors that fill the user’s peripheral vision.
By installing this 3D setup and asking people to find the way by moving around the simulation, Arup was evaluating proposed signage and way finding schemes – one of the critical things to test in a station already serving one million passengers daily. Simondetti via developed 3D Model was able to gather crucial inputs on proposed wayfinding structure operations in actual conditions by asking users to navigate from point to point through the modeled station and measuring their speed as they passes various digital checkpoints. In a way he undertook post-occupancy evaluation of the station in an accurately modeled environment in the preconstruction phase before any signage was physically installed.