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Building= process of building a building. How buildings learn.

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Presentation on theme: "Building= process of building a building. How buildings learn."— Presentation transcript:

1 Building= process of building a building

2 How buildings learn

3 Most architecture is designed not to be changed Yet is has to and will adapt

4 Perfection is the enemy of adaptation

5 We shape our buildings and they shape us

6 Adaptable = alive Age + adaptablity = Architecture we love Because each one living in the house has added quality and history

7 Low rent = High adaptability

8 Home or investment?

9 Buildings last as long as love to them is greater as love to them is greater than trouble maintaining them Beware Poor adaptability i #1 killer of love Water is #1 trouble

10 Additive  External  Internal  Imagine  to build the envelope for the downpayment  and keep developing the house for the amount you would have used for interest payment

11 From planning for present user to scenarios for future users Whatever you are ready for will not happen Whatever you are not ready for will

12 Design for Reuse Design for Disassembly

13 Adaptability Never let the long life layers fixate the short life Layers:  Site  Structure  Skin  Services  Space plan  Stuff Timeframes  Permanent or mobilt?  50 year +  30 year +  20 year +  5 year +  1 year

14 Adaptability Next technology Layers:  Site  Structure  Skin  Services  Space plan  Stuff Technology  New urbanism  Roof on columns  Glass and sprayed composite  Attached installation and energy module  LEGO system  Living furniture

15 Innovation=Profit growth= Value for customers Expenses

16 Customer value  Functional  Comfortable  Healthy  Economical  Reliable  Sustainable  Creative  Adventurous  Wauw  Social  Identification  Sensual

17 Tool for:  Evaluating products/services  Developing strategy  Creating new ideas/concepts  Evaluating new ideas/concepts

18 Functional  Performing  Flexible  Ergonomic  Plug & Play

19 Comfortable  Supportive  Convenient  Adaptable  Mobile

20 Healthy  Safe  Protective  Healing

21 Economical  Value for money  Minimal consumption  Minimal maintenance  High second hand value

22 Reliable No “down time” DurableRepairableReplaceable 2000 planes no fatal crash

23 Sustainable Minimal resources Minimal pollution Recycling

24 Creative  Artistic  Unique  Storytelling  Co-designed

25 Adventurous  Surprising  Thrilling  Daring  Challenging  Experimental

26 Wauw  Seducing  Passionate  Liberating  Cute

27 Social  Affectionate  Responsive  Outgoing  Interactive

28 Identification  Me  Us  Our family  Our country  Our culture

29 Sensual  Beautiful  Musical  Gourmet  Aromatic  Touch(-ing)  ”sixth sense”

30 Brand -Credibility -Confidence -Responsibility

31 Viral -When something arouse the customers enthusiasm -Stay in her mind -And make her recommend it to friends -It’s a relation between the product and the user

32 Balance between offering and customer value Product offering Customer Value (individual in a social/cultural context) Functional Comfortable Healthy Economical Reliable Sustainable Creative Adventurous Wauw Social Identification Sensual

33 Bottom line  Functional  Comfortable  Healthy  Economical  Reliable  Sustainable  Creative  Adventurous  Wauw  Social  Identification  Sensual Customer value Product offering

34 Matrix User/real estate  Functional  Comfortable  Healthy  Economical  Reliable  Sustainable  Creative  Adventurous  Wauw  Social  Identification  Sensual Site Structure Skin Services Space plan Stuff

35 Drivers: Push & Pull Technology push  IT e-business, www, pervasive computing, wireless  Nano surfaces, selfcleaning, energyproducing, intelligent  Bioteknologi genetech, bionik Market pull  Market Globalisation, knowledge, out- sourcing, culture, east  New customer demands, demography, culture, lifestyle, trends  Legislation, tax, subsidies, energy prices workers safety EU

36 Innovationsområder Leadership Business model Alliances ProductionCompetences Core process ProductDesign Infra structure Service Customer relation Sales channel ”Brand” User situation

37 Matrix User/business  Functional  Comfortable  Healthy  Economical  Reliable  Sustainable  Creative  Adventurous  Wauw  Social  Identification  Sensual IT Nano Biotech Market Customers Legislation Business model Alliances Competences Core process Design Infrastructure Services Sale channels Brand User situation


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