Towards Interactive Sustainable Neighborhood Design: Combining a Tangible User Interface with Real Time Building Simulations by Cody M. Rose B.S. Computer Science Rensselaer Polytechnic Institute, 2008 SUBMITTED TO THE DEPARTMENT OF ARCHITECTURE IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN BUILDING TECHNOLOGY AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2015 © 2015 Massachusetts Institute of Technology. All rights reserved. Signature of Author: Department of Architecture May 8, 2015 Certified by: Christoph Reinhart Associate Professor of Building Technology Thesis Supervisor Accepted by: Takehiko Nagakura Associate Professor of Design and Computation Chair, Department Committee on Graduate Students 1 The work described in this thesis was made possible by the Center for Complex Engineering Systems at the King Abdulaziz City for Science and Technology in Saudi Arabia and the Massachusetts Institute of Technology. The work described in this thesis was made enjoyable by the wonderful people at those institutions, including my colleagues in Building Technology, our collaborators in the Media Lab, and the KACST team, all of whom were an absolute delight to work with. And if not for my parents, George and Carrie, and my advisor, Dr. Christoph Reinhart, I wouldn’t be here at all, in more ways than one. 2 Towards Interactive Sustainable Neighborhood Design: Combining a Tangible User Interface with Real Time Building Simulations by Cody M. Rose Submitted to the Department of Architecture on May 8, 2015 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Building Technology ABSTRACT An increasingly urbanizing human population presents new challenges for urban planners and designers. While the field of urban design tools is expanding, urban development scenarios require the input of multiple stakeholders, each with different outlooks, expertise, requirements, and preconceptions, and good urban design requires communication and compromise as much as it requires effective use of tools. The best tools will facilitate this communication while remaining evidence-based, allowing diverse planning teams to develop high quality, healthy, sustainable urban plans. Presented in this work is a new such urban design tool, implemented as a design “game,” created to facilitate collaboration between urban planners, designers, policymakers, citizens, and any other stakeholders in urban development scenarios. Users build a neighborhood or city out of Lego pieces on a plexiglass tabletop, and the system simulates the built design in real time, projecting colors onto the Lego pieces that reflect their performance with respect to three urban performance metrics: operational energy consumption, neighborhood walkability, and building daylighting availability. The system requires little training, allowing novice users to explore the design tradeoffs associated with urban density. The simulation method uses a novel precalculation method to quickly approximate the results of existing, validated simulation tools. The game is presented in the context of a case study that took place at the planning commission of Riyadh, Saudi Arabia in March 2015. Post-game analysis indicates that the precalculation method performs suitable approximations in the Saudi climate, and that users were able to use the interface to improve their neighborhoods’ performance with respect to two of the three offered performance metrics. Furthermore, users demonstrated substantial enthusiasm for interactive, tangible, urban design of the sort provided. Improvements to future versions of the design game based on the case study are suggested, but overall, the work presented indicates that collaborative, interactive design tools for diverse stakeholders are an excellent path forward for sustainable design. Thesis Supervisor: Christoph Reinhart Title: Associate Professor of Building Technology 3 Table of Contents 1 Introduction ......................................................................................................................... 5 2 Case study ............................................................................................................................. 7 3 The game .............................................................................................................................. 8 4 5 3.1 Metrics .......................................................................................................................... 8 3.2 Interface ........................................................................................................................ 8 3.3 System implementation ............................................................................................ 10 3.4 Blocks.......................................................................................................................... 13 3.5 Metric calculation and scoring................................................................................. 14 3.5.1 Operational energy ........................................................................................... 14 3.5.2 Walkability.......................................................................................................... 18 3.5.3 Daylighting potential ........................................................................................ 20 Gameplay results ............................................................................................................... 23 4.1 Group 1 ...................................................................................................................... 23 4.2 Group 2 ...................................................................................................................... 23 4.3 Group 3 ...................................................................................................................... 25 4.4 Group 4 ...................................................................................................................... 25 Discussion .......................................................................................................................... 36 5.1 Utility as design assistant .......................................................................................... 36 5.2 Approximation accuracy .......................................................................................... 36 5.2.1 Energy ................................................................................................................ 37 5.2.2 Daylighting ......................................................................................................... 38 5.3 Summary ..................................................................................................................... 41 6 Conclusion .......................................................................................................................... 43 A Assembly definitions ......................................................................................................... 44 B Building definitions ........................................................................................................... 45 C Sky view factor raytrace parameters................................................................................ 45 D Walkability score decay ..................................................................................................... 46 E Urban Daylight parameters .............................................................................................. 46 F Building Presimulation Results ........................................................................................ 46 Bibliography ................................................................................................................................ 73 4 1 Introduction Cities across the planet are growing at an unprecedented speed: The United Nations predicts two million additional city dwellers per week until 2030 [1]. To accommodate this massive growth, cities must both expand and densify, but the quality and efficiency of new and existing neighborhoods must not therefore suffer. They should instead be designed for resource-efficiency, with quality indoor and outdoor spaces that support communities and favor human-powered modes of transportation such as walking and biking. In recent years, the building performance simulation community has made significant progress towards developing planning tools that predict various measures of urban sustainability, from operational [2]–[4] and embodied building energy use [5] to daylight [6] and walkability [7]. Some of these tools are usable by urban designers and architects, but the neighborhood design process generally involves many more stakeholders, including city governments, citizens, developers, financiers, and others, and is far more complicated than simple selection of the "best" solution as identified by a computer program. Diverse interest groups prioritize different urban attributes, so maximal satisfaction requires compromise. Unfortunately, with stakeholders’ varied interests come varied preconceptions and assumptions. In order to make multi-stakeholder urban planning discussions more evidencebased and productive, design proposals must be evaluated based on meaningful urban performance metrics so that tradeoffs can be better understood. Indeed, using urban planning tools, a design team can nowadays prepare design variants before a stakeholder meeting to guide a discussion, but consideration of new ideas during the meeting itself is impractical due to model input and execution time. Consequently, the shared creative wisdom of all involved stakeholders is underutilized, and a lack of participant “ownership” over prepared solutions hinders buy-in. In the worst cases, this disengagement causes discussants to revert to conversation grounded in their individual preconceptions, dismissing (implicitly or otherwise) the evidence-based proposals presented entirely. The goal of the work described in this manuscript was therefore development of a nextgeneration urban design tool that would (a) allow non-expert stakeholders to actively contribute their ideas during a planning session and (b) provide real-time analysis feedback on emerging design ideas in order to quickly advance the design process and help participants identify acceptable solutions. This tool was jointly built by two MIT research groups: the Sustainable Design Lab (SDL) within the Department of Architecture, and the Changing Places group within the Media Lab. The two groups respectively contributed expertise developing sustainable neighborhood planning software and experience creating tangible user interfaces (TUIs) for collaborative design. A third collaborator, the Center for Complex Systems Engineering Systems (CCES) at the King Abdullah Center for Science and Technology (KACST) assisted with the tool development and coordinated a case study for use of the tool in Riyadh, Saudi Arabia in March 2015. The design tool took the form of a design “game” that players could play to develop a neighborhood. Why a game? The introduction of simulation-guided design to novices goes back at least to 1989, with Will Wright’s SimCity [8]. As a commercial entertainment product, SimCity needed to be fun and engaging, and found great success, spawning four sequels and a whole library of simulation-based spinoff games, many of which attempted to “teach” through gameplay. SimCity’s creators were aware of both their games’ potential to teach specific design lessons, such as the value of mass transit [9], as well as the effectiveness of using a sandbox-based pedagogy to do so. Ocean Quigley, the creative director of the latest iteration of the franchise, wrote “I don't want to enforce sustainable design principles 5 in the game -- I want them to emerge as natural consequences of your interaction with the simulation.” [10] SimCity was not “just” a game – its original simulation engine was based on Forrester’s theory of urban dynamics [11]. And intuitive teaching software for novices was not just the vision of SimCity, but the entire urban dynamics project itself. Louis Alfeld, one of the original researchers, wrote that urban dynamics’ deployment in a particular urban planning case study presented …the perfect argument for repackaging urban dynamics into an interactive, desktop learning program. Such a program, combining answer-oriented analysis with an easy-to-use interface, could give urban officials a firm grasp of long-term dynamic principles…. [12] Importantly, the goal was not novice creation of ideal urban plans, but to instead provide “…a tool for organizing information and clarifying logic, rather than a single conclusion to be either accepted or rejected.” The urban dynamics meta-model has fallen short of its creators’ goal to revolutionize urban planning, but this point remains salient: The function of teaching software is to abbreviate expertise, not replace it. Even so, the utility of a tool with an inaccurate calculation engine is questionable. As an example, consider energy. Urban-scale operational energy modeling has graduated from infancy into early youth; Swan and Ugursal [13] provide an overview of residential energy consumption models, dividing them into “top-down” functions of macroeconomic factors that predict the behavior of a black box residential energy sector and “bottom-up” systems that extrapolate from the energy performance of individual buildings, and Reinhart and Davila [14] further divide these “bottom-up” models into models based on statistical extrapolation and models comprising aggregated simulation of individual buildings.1 Reinhart and Davila argue that this last category, the so-called “urban building energy models” (UBEMs), is best suited for predictions about new construction that differs substantially in scale or type from existing building stock – the kind of construction that holds the most hope for meeting today’s urban building needs. Could the appeal of a game, like SimCity, could be married to the predictive utility of an UBEM? The problem of speed immediately presents itself. A McMillen and Hwang survey of definitions and models of interactivity found interface responsiveness a common theme [15], and Crawford succinctly stated that a game design “…ideal is to have the computer moving at a speed that doesn’t inhibit the user.” [16] Detailed energy performance simulation of even a single building fails this test, and a whole neighborhood is out of the question. A design game, then, cannot simply be a thin wrapper around, or a gamified interface for, an UBEM. The UBEM must retreat to an advisory role, or if it is to remain director, tolerate a good deal of delegation. The remainder of this document introduces a new collaborative urban design game and a case study in which it was deployed. Section 2 describes the case study setting and goals, including the performance metrics selected for evaluation. Section 3 describes the game’s interface, operation, and implementation. Section 4 describes the results of gameplay during the case study, and Section 5 discusses these results. Section 6 provides concluding remarks. 1 Reinhart and Davila also describe their categories as “top-down” and “bottom-up”, so some models are “bottom-up” in one scheme and “top-down” in the other. 6 2 Case study The city of Riyadh, Saudi Arabia, is expected by its planning commission, the Arriyadh Development Agency (ADA), to double in population within the next decade. Within the city, one neighborhood expected in particular to undergo substantial redevelopment and densification is the Dhahira district. The area currently holds approximately 22,000 people, but the ADA expects it to increase beyond 30,000. As the neighborhood is only one kilometer square, the ADA’s projection would bring its population density above that of Mumbai. The redevelopment challenges are substantial. The case study presented here examined the effectiveness of using a design game to assist ADA employees as hypothetical redevelopers of the Dhahira district. A one square kilometer region of Riyadh encompassing Dhahira was selected as the study site for which various redevelopment scenarios could be explored. The game players comprised 19 ADA employees with varied backgrounds divided into four teams. Table 1 lists the participants’ training and positions within the ADA. Each team was presented an empty site replacing the old Dhahira neighborhood and given 30 minutes to iteratively design and evaluate a new neighborhood on the site in accordance with the game rules (given in Section 3.2). At the 30minute session’s conclusion, the team’s final design was saved and qualitatively evaluated by the team itself. Table 1: Gameplay groups Group # 1 1 1 1 1 1 2 2 2 2 2 3 3 3 3 4 4 4 4 Background Urban Planning/Design Urban Planning Urban Planning Environmental Engineering Systems Analysis Industrial Engineering Urban Planning Urban Planning Urban Planning Architecture Civil Engineering/Transportation Planning Information Technology Computer Science Computer Science Heritage Conservation Urban Planning Geographic Information Systems Geographic Information Systems Statistics Position Project Director Project Manager Engineer Project Manager Systems Analyst Industrial Engineer Urban Planner Urban Planner Urban Planner Architect Civil Engineer Deputy General Manager of IT Assistant IS Director Database Administrator Archaeology Researcher Urban Designer GIS Analyst Information Technology Statistician Three performance metrics were considered: operational energy cost, neighborhood walkability, and building daylighting availability. Section 3.1 discusses each in detail. During gameplay, each metric’s overall neighborhood score was continually reported, as were blocklevel scores for one of the three metrics, which the players could switch at will. The particular quantitative tradeoff intended to emerge during gameplay involved neighborhood density, which would decrease operational energy costs and increase neighborhood walkability at the expense of building daylight availability. Additionally, the game’s rules would hopefully encourage, to some extent, aesthetic or other qualitative decisions. Section 3.2 elaborates on this. 7 3 The game 3.1 Metrics 3.2 Interface The game’s objective was to help players develop a dense, resource-efficient, high-quality, walkable neighborhood. Toward this end, three quantitative metrics were identified for calculation: energy, walkability, and daylighting. Buildings significantly contribute to cities’ energy needs, and despite recent attention to embodied energy costs, operational energy analysis generally dominates discussions. However, devising a metric useful for inter-building comparison is a challenge. One commonly used energy metric is energy use intensity (EUI), which is defined as the ratio of a building’s annual energy use to its net conditioned floor area, but while this metric is particularly useful for comparing a building’s energy performance to that of another building of the same type, its failure to account for building population diminishes its effectiveness for urban analysis. For example, a larger single family building of high construction standard may have a very low EUI compared to an apartment building because internal equipment loads are spread across a larger area, but the efficiency per occupant is lower simply because this building type tends to accommodate fewer residents. Normalization by population, not area, therefore seems a better choice for a metric to promote urban density and efficiency. Furthermore, the traditional expression in annual kWh is difficult for a layperson to grasp; conversion to financial cost is far more intuitive for the game’s intended users. This has the additional benefit of accounting for use-sensitive electricity costs. The final energy metric used for the game was therefore cost in dollars per person.2 One benefit of urban density is that residents may walk or bike instead of relying on non-human powered modes of transportation. This benefit is twofold: residents tend to be healthier, and energy use related to transportation tends to be lower. A quantified walkability score was therefore selected as the second performance metric for use in the game. Daylight access is widely recognized as an indicator of the quality of a building and the health and wellbeing of its occupants. The US Green building Council’s LEED green building rating system as well as the Illuminating Engineering Society of North America (IESNA) focus mostly on a space metric called daylight autonomy that describes the percentage of the occupied time in a year when interior lighting levels due to daylight are above 300 lux. A space is “daylit” if its daylight autonomy is above 50%, i.e. there is sufficient daylight at least half of the year. The final daylighting metric for the game was spatial daylight autonomy [17], which is the percentage of a building’s floor area that is daylit. The game had two success criteria. The first was quantitative: Was improvement to players’ designs correlated with their use of the game’s metric reports? Specifically, when players selected one of the three metrics for block-level evaluation, did their neighborhood’s performance with respect to that metric improve over time? The second goal was qualitative: Did players demonstrate either an increased understanding of or enthusiasm for collaborative design? The game’s physical interface was a plexiglass table with a grid upon which players could build their neighborhood by placing pre-assembled, white Lego blocks. Figure 1 shows an example of each type of block the users had access to. A projector mounted above the table projected a colored heatmap onto it, coloring each block according to a calculated 2 This was apparently preferable to cost in Saudi riyals per person. 8 performance score. The colors ranged from red for “bad” blocks, through yellow, to green for “good” blocks; what defined “good” or “bad” depended on the active metric. Figure 2 shows a diagram of the table, with camera and projector connected to a computer performing calculations and coordinating the system’s activity. There were additionally two monitors displaying site-level performance scores. One showed the historical evolution of the group’s design and the other showed a rendering of the current neighborhood design, colorized in the same way as the projected heatmap, along with the current neighborhood score for all three metrics. Figure 3 shows a photograph of the operational table. When a block was removed, added, or updated, the colors were automatically updated as well. Figure 1: The block types available for gameplay. In the upper left is a “park” block, and each of the other fifteen blocks represents residential, commercial, or mixed-used development. Park blocks, never needing colorization (because they had no buildings to score performance for), were built green. Initially, the projected heatmap was disabled, and players were instructed to build up their neighborhoods without consideration of its performance. Once a population target was reached, the heatmap was enabled, and the players were instructed to begin optimizing their neighborhoods with respect to any of the metric(s) they chose. Instruction to design first without metrics was motivated by concern that players would either be initially overwhelmed or overly focused on optimization at the expense of design. In practice, players generally ignored the population targets, building their initial neighborhoods an eye toward aesthetics or some other qualitative characteristic, so game facilitators subjectively determined when to enable the heatmap and switch the groups into “optimization mode” based on time elapsed and observed group activity. 9 Figure 2: A diagram of the interaction between the table, the camera, the projector, and the coordinating computer. The camera reads color codes on the bases of the placed blocks and sends the layout to the computer, which performs score calculations and generates a heatmap to be projected back onto the tops of the blocks. 3.3 This system is an example of a tangible user interface (TUI) [18]. The paradigmatic feature of such an interface is its marriage of representation and control: The Lego blocks simultaneously allow input to the system and report the system’s outputs. This contrasts with, say, a traditional personal computer, with its input interface (a mouse and keyboard) physically distinct from its output interface (its monitor and speakers). The described design falls into the subcategory of TUIs that operate within three-dimensional space, taxonomized by Grossman and Wigdor [19]. Its particular classification is “tabletop spatially augmented reality,” so defined by interfaces that make use of physical objects (as opposed to purely virtual ones injected into the user’s view via, for example, a special viewing apparatus) [20]. Tabletop spatially augmented reality for use in building and neighborhood design and analysis has precedent [21]–[26], but the consideration of energy costs (in thermodynamic or financial terms) remains relatively unexplored within the subfield. System implementation The game’s software comprised four distinct programs running on the same computer; Figure 4 shows a diagram of the relationships between them. The programs had the following names and responsibilities: Colortizer: Scanned and detected changes to the game board configuration Simulator: Calculated metric scores for the game blocks Legotizer: Presented the current design’s scores to the users Viewer: Presented historical scores to the user The Colortizer, responsible for game board scanning, was developed by the Changing Places group and implemented in the Processing programming environment [27]. Each game block had a color pattern on its base indicating its type (see Section 3.4), and a webcam mounted under the table continuously scanned the bottom of the game board, allowing the Colortizer to read the current neighborhood layout. Figure 5 shows the color patterns for each block type. When a change was detected 3 , the Colortizer sent the new board configuration to the Simulator via a TCP connection. 3 A new configuration had to remain constant for two consecutive scans to count as an actual update, in order to filter out transient configurations generated during actual block reorganization. 10 Figure 3: The physical game setup, with one display monitor shown. The block coloration on the table is caused by the projection of a heatmap from a projector at the top of the post to the right. The active metric in this picture is neighborhood walkability. 11 Hardware Legotizer Presentation of current design’s results UDP Websocket Viewer Presentation of historical results TCP Colortizer Game board scanning and interpretation Hardware Simulator Score calculation Projector Hardware Monitor Hardware Monitor Camera Figure 4: The relationships between the various hardware and software components of the game system. The four central, named components are individual software programs, and the other components are hardware they interact with. The Simulator, designed at the SDL, was a custom plugin for the Rhinoceros 3D modeler [28], written in C#. Upon receiving a game board update from the Colortizer, it generated scores for the current board configuration, which included scores for each individual block as well as neighborhood-level aggregate scores. This process is elaborated upon in Section 3.5. Block and neighborhood scores were defined to vary between 0 and 1, and were mapped to a color on a gradient that went from red to yellow to green. The results, once generated, were sent via a continuously-polled file to the Legotizer. Like the Colortizer, the Legotizer was created by the Changing Places group and implemented in Processing. The Legotizer used block scores to generate and project the neighborhood heatmap onto the physical game board. Additionally, the Legotizer used block scores, together with geometry transmitted from the Colortizer via UDP, to render and colorize the current neighborhood on a monitor seen by the users. On this monitor it also displayed the neighborhood-level scores generated by the Simulator. The fourth software component, the Viewer, was triggered not by table block manipulation, but directly by user interaction with a keyboard connected to the host computer. The viewer was implemented as a JavaScript web application, also at the SDL. Whenever they wished, users could press a button to “save” their current game state, which would append the current three neighborhood-level scores to time series shown on a display screen. Scores were sent from the Simulator via a Websocket connection. This keyboard 12 interaction was also how users switched the currently active (projected) metric: Separate button presses were defined for energy, walkability, and daylighting modes.4 Figure 5: The color codes for each block type. Using these codes, the table scanning software could identify the type and orientation of each block placed on the game board. 3.4 Blocks There were sixteen block types available, each representing an 80-meter by 80-meter urban area. One type represented park space, and was used only in walkability calculations. Each remaining type contained one to five buildings with the following characteristics predefined: Geometry within block Use (residential or commercial) Person count (residents for residential buildings, workers for commercial buildings) Physical locations of walking destinations (e.g. shops) within block Window-to-wall ratio Construction materials and assemblies Internal energy gains (equipment, lighting, occupancy) HVAC equipment and control regime The “buildings” defined for the blocks were not always physically distinct buildings; for example, mixed-used structures were defined as distinct yet physically adjacent commercial and residential buildings. Each block was given a code describing its use: “P” blocks were 4 Keyboard inputs were actually issued by game facilitators at the request of game players, in order to allow players to focus on learning the game board interface. 13 parks, “C” blocks were commercial blocks, “R” blocks were residential blocks, and “M” blocks were mixed-used blocks. (An additional code type “ST” indicated blocks intended for placement along major thoroughfares. ST1 and ST2 blocks were commercial-only, and ST3 blocks were mixed-used.) Building assembly information is given in Appendix A, and full block and building definitions are provided in Appendix B. The only variable users could control was block orientation and placement with respect to neighbor blocks. This substantially simplified the user interface and enabled fast simulation approximation (described in Section 3.5.1), but users expressed frustration with the consequent constraints on their designs’ potential performance. This is discussed further in Section 5.3. 3.5 Metric calculation and scoring 3.5.1 Operational energy The first game metric was operational energy consumption. As described in Section 3.1, operational energy was quantified as annual cost per person. Calculation of a block’s cost proceeded as follows: For each building on the block, its annual operational energy was calculated, multiplied by the appropriate price ($0.15/kWh for commercial buildings, $0.08/kWh for residential buildings), and summed. This block energy sum was then divided by the block’s total population. Sufficiently fast operational energy calculations were therefore paramount. But how fast was sufficient? Consider the case of a single changed block. Even assuming that only a block’s neighbors affected its operational energy consumption, as many as nine blocks might need recalculation, which could entail recalculation for up to 45 buildings. Even if each building calculation took only one second, and the computation could be fully parallelized across eight computer cores, the total calculation time of six seconds would be pushing the limits of non-frustrating interactivity even before table scanning, heatmap generation and projection, or any other metric calculations. Detailed simulation, such as with EnergyPlus [29], was therefore implausible. Simulation using Dogan and Reinhart’s Shoeboxer algorithm [30], which produces simplified EnergyPlus models that run faster while retaining most simulation accuracy, still experimentally proved too slow. While it is maybe possible with ruthless model simplification to achieve a building energy simulation running time measured in milliseconds, such simplifications defeat the purpose of using a true simulation engine in the first place. An alternative approach might use back-of-the-envelope formulaic estimations, but some simplifying features of Riyadh’s climate suggested a third strategy. Recall that the only variable users had control over was each building’s geometric relationship with its neighbor blocks; this means that the goal was to determine a relationship between urban geometry and each building’s operational energy consumption. This consumption can be decomposed into cooling, heating, electric lighting, and plug loads,5 and the relationship between urban geometry and total energy consumption can be expressed in terms of the relationship between urban geometry and each of these four categories. Could these four relationships be expressed simply? Plug loads were easiest: they were unaffected by urban form. Each building type’s plug loads were wholly determined beforehand, and no real-time calculation was necessary. 5 A fifth category is domestic hot water, which, absent solar hot water systems, is unaffected by urban geometry and was not considered. 14 Heating loads were also quite simple: There were none. In colder climates, a dense urban environment might obstruct sunlight that could warm a cold building, but in Riyadh, internal gains alone are generally sufficient to keep a building at a comfortable temperature. For heating, therefore, no real-time calculation is necessary either. Electric lighting loads were simplified by assuming away dimming controls, making the loads entirely unaffected by daylight availability and therefore urban form, so as with equipment loads, no real-time calculation was necessary. The interesting relationship was therefore between cooling loads and urban form. A dense urban form obstructs sunlight, reducing solar gains and therefore cooling load, but also amplifies the urban heat island effect, increasing cooling load. For the game’s implementation, the urban heat island effect was ignored. This simplification is consistent with current practice in early-design simulation. In this simplified model, then, energy loads vary only with solar gains. Determination of a building’s solar gains is still a nontrivial task, and so the further simplifying assumption was made to proxy these gains by the building’s sky exposure, which was defined by the sky view factor (SFV) [31] of the building’s centroid projected onto the ground plane (henceforth referred to as the building’s sky view factor for brevity’s sake). Informally, a point’s SFV is how much of the sky a point can “see” – it assumes a sky hemisphere of uniform radiation. This calculation can quickly be performed by rtrace, the backwards raytracer in the Radiance [32] software suite. (Invocation parameters are provided in Appendix C). Sky view factor then needed to be mapped to energy consumption. Discovering an analytic relationship between the two would allow for generalization to unknown geometry, but was unnecessary with entirely known geometry. Instead, a simple lookup table was used. Each building was placed within a variety of shading scenarios; for each one, the building’s energy consumption was simulated and its sky view factor calculated. These data pairs populated the lookup table; Figure 6 shows example generated data. During gameplay, the energy consumption of building B on block K was estimated as follows: 1. The “relevant neighbor” buildings of B were identified. These included the buildings on all blocks neighboring K and the buildings on K that might possibly occlude the windows of B. (For example, buildings entirely below B were omitted.) 2. The geometries of these neighbor buildings were assembled into a scene mesh. 3. The centroid of B was identified and projected onto the ground plane. 4. The SVF of this point was determined using rtrace and the scene mesh created in step 2. 5. The nearest two SVFs in the presimulation table were located, and the energy consumption of B was calculated as the average of the two corresponding precalculated consumption values. (If the calculated SVF was smaller than the smallest presimulated entry or larger than the largest one, only that one presimulation entry was used.) Each presimulation table therefore defined a stepwise mapping; one building’s such function is shown in Figure 7. The shading scenarios for the lookup table were generated by placing the building on an empty block surrounded by an open box of gradually increasing height. The box’s height increased in 3-meter intervals from 1 meter to 73 meters (1 meter higher than the tallest available building). Figure 8 shows a building surrounded by the box at various heights. The actual presimulation was performed by the Shoeboxer algorithm instead of a detailed EnergyPlus simulation, because post-gameplay comparison of approximated results with 15 “real” results would entail simulation of multiple buildings, and faster simulations would expedite that process. See Section 5.2.1. Presimulated EUI - M4 Block, Large Commercial Building 170 168 EUI (kWh/m2) 166 164 162 160 158 156 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 6: Presimulated EUI results for one of the building types. Blocks of type M4 contained five buildings; two were commercial, and these were presimulated EUI values for the larger of the two. The range of EUI values generated only varies by about 12 kWh/m2, which is fairly small. This was characteristic of all presimulated building types; loads in Riyadh are not particularly sunlight-dependent. (The vertical axis shows consumption as EUI; this value was converted to total energy use by multiplying by the building’s floor area. EUI was more intuitive to work with and verify than total energy use during game development.) The only computationally intensive step in this process was the calculation of the building’s sky view factor, and the whole procedure was sufficiently fast for interaction: only once during gameplay did sky view factor calculation (for all changed buildings combined) take longer than four seconds, and fewer than a dozen times did it take longer than two. Once a block’s normalized energy cost was calculated from its approximated building loads, it was scored so that its projection color could be selected. An immediate question presented itself: Should block performance be scored relative to only blocks of the same type, or relative to all blocks? Under the first scheme, a block would a score of 1, mapping to green, if it could perform no better than any other block of its type, and a score of 0, mapping to red, if it could perform no worse than any other block of its type. As the only variable users could control was building insolation (indirectly, by placement of surrounding blocks), a block’s score would therefore be solely determined by its neighbors’ heights, and the only difference between block types would be the curves describing how their colors changed with these heights. Users would receive immediate and obvious feedback about the effects of block density and height; very tall, dense neighborhoods would clearly be green, and very sparse ones would clearly be red. The drawback, though, is that inter-block-type comparison would essentially be impossible. This is counterintuitive; when a user sees a red block and a green block, her impression will be that the green block is “better” than the red block in some absolute sense, not that the green block outperforms other blocks of its type while the red block does not. Furthermore, even if the user realizes this, she has no way to recover an 16 inter-block comparison. Since block selection decisions are supposed to be a critical part of gameplay, and relative scoring eliminates the ability for users to make such decisions on the basis of energy costs, it is undesirable. Approximated EUI - M4 Block, Large Commercial Building 170 168 EUI (kWh/m2) 166 164 162 160 158 156 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 7: Use of presimulation results to approximate EUI during gameplay. During gameplay, when the sky view factor of a large commercial building on an M4 block was calculated, this function, generated from the data in Figure 6, was used to calculate its approximate EUI. Figure 8: Three shading scenarios during presimulation, shown for blocks of type C2, which contain a single building in their center. Each scenario created a data point in the presimulation table composed of the building’s sky view factor and its energy performance. The shading object took heights ranging from 1 meter to 73 meters; shown here are shades of height 4 meters, 31 meters, and 61 meters. This process was repeated for each building on each block type. 17 Therefore, energy was scored absolutely. An overall minimum and maximum annual energy cost per person were selected, and a block’s score was its position between these extremes. A block performing at the minimum received a perfect score of 1 and a green color, while a block performing at the maximum received a score of 0 and a red color. Appropriate overall extrema were determined via examination of each block’s extrema generated during presimulation. Simply using the extrema of the entire presimulation data set was unsuitable, as is illustrated in Figure 9, because poorly performing blocks of type R1 distort the color mapping. The blocks have essentially been divided three categories: R1, ST1, and everything else. This is not productive gameplay feedback. Figure 10 shows what happens when the cost maximum is reduced and blocks of type R1 are simply always assigned a score of 0. The situation is improved, but can be improved even more by adopting the extrema shown in Figure 11 that additionally exclude blocks of type ST1 and C3. These were the extrema ultimately used. In this scheme, no block could exhibit the full color range, which is appropriate given each block’s narrow range of possible absolute energy costs. Table 2 lists the block energy variance results for each block type; the maximum variance can be as little as 7%. In these cases, substantial color variation would overstate the impact of users’ design choices. 3.5.2 Walkability The second metric in the game was neighborhood walkability. A building’s walkability score increased with its proximity to amenity (e.g. grocery stores and restaurants) capacity and its proximity to a park. Methodologically, this calculation was derived from the freely-available 2011 version of the Walk Score [33] algorithm. Walkability was not calculated for commercial buildings. The score for each residential building was calculated as follows: 1. The projection of the building’s centroid to the ground plane was calculated. This was the departure point for all walking trips.6 2. The closest 24 commercial amenities (using the amenity destinations defined for commercial buildings as described in Section 3.4) were located. If there were fewer than 24 amenities on the game board, the rest were placed at infinity. 3. The Manhattan (orthogonal) distance from the departure point to each destination was calculated. 4. Each calculated distance was scored using a particular fifth-degree polynomial function that decayed from 1 at zero meters to 0 at 250 meters or greater.7 Figure 12 shows this function and its exact coefficients are provided in Appendix D. 5. These scores were averaged. 6. The Manhattan distance from the departure point to the nearest park block was calculated 8 , again assuming a park at infinity if necessary, and scored using the function in step 4. 7. The final walkability score was calculated by adding 70% of the score from step 5 to 30% of the score from step 6. 6 This is the same point used for SVF calculation; it was not actually re-calculated. The function actually yields a score slightly above 1 for trips of less than 42 meters. Mathematically, this allowed for aggregate walkability scores above 1, but block configurations that would generate the number of sufficiently short trips required for this were geometrically impossible. 8 It was actually calculated to the nearest park block corner. 7 18 Figure 9: A block color spectrum scheme spanning all possible approximation results. The top bar shows the entire absolute color range, and each bar below it indicates where on this spectrum a particular block type can fall. The extreme costs of R1 blocks distort the spectrum; almost every other block type is a similar shade of green, and over a third of the color spectrum is left completely unused. Figure 10: A block color spectrum scheme excluding R1 blocks (always coloring them red). The other block types are easier to distinguish, although there is still unused spectrum, and most blocks still generally remain a single color. Figure 11: The final block color spectrum chosen for the game. Blocks of type C3, ST1, and R1 always receive a minimum score. The rest of the blocks demonstrate more variation, although each particular block type’s color is still fairly constrained. 19 Table 2: Energy cost ranges for each block type Block Type R1 ST1 C3 C1 R2 M1 C2 M5 M4 R3 M2 ST2 M3 M6 ST3 Min Cost ($/person) 1113 738 661 508 490 492 507 477 475 434 410 374 378 342 327 Max Cost ($/person) 1315 809 723 565 564 564 548 525 519 492 460 415 410 366 356 Difference ($/person) 202 71 62 57 74 72 42 48 44 58 50 41 32 23 29 % Cost Increase 18 10 9 11 15 15 8 10 9 13 12 11 8 7 9 Min Score 0 0 0 0.04 0.05 0.05 0.11 0.21 0.23 0.34 0.47 0.65 0.67 0.85 0.89 Max Score 0 0 0 0.28 0.35 0.34 0.28 0.40 0.41 0.57 0.67 0.82 0.80 0.95 1.00 Score Change 0 0 0 0.23 0.30 0.29 0.17 0.19 0.18 0.23 0.20 0.17 0.13 0.09 0.11 This method made three simplifying assumptions. The first was that the only factor affecting trip desirability was its length; aesthetic quality, route comfort, and trip safety were ignored. The second was that the pedestrian travel network enabled orthogonal travel between any two points on the game board, but forbade diagonal travel. The third was that building egress happened from a building’s footprint centroid rather than its perimeter. None of these assumptions necessarily inflates or deflates scores; the error they each induce is a function of further specificity that this method fails to provide. A block’s walkability score was calculated as an area-weighted average of its building’s scores. As building walkability scores already fell within the zero-to-one range, no scaling was necessary. 3.5.3 Daylighting potential The final game metric was daylighting potential. As mentioned in Section 3.1, a building’s daylighting score was its spatial daylight autonomy, which was the percentage of the building’s work planes – surfaces 80 cm above the building’s floors – receiving at least 300 lux at least 50% of the hours between 8 AM to 6 PM on weekdays.9 Use of blinds was simulated by reducing workplane illuminance by 50% when façade illuminance was greater than 20,000 lux. However, game players were not explicitly informed of this accommodation, which may have led to their discounting this metric’s relevance (see Section 5.3). Software selection for daylighting presimulation proceeded analogously to selection for operational energy presimulation. Like EnergyPlus, a "full" simulation engine for daylight autonomy exists in DAYSIM [34], but this software is too slow for interactive use. And analogous to the Shoeboxer, a faster but approximate implementation exists in Urban 9 sDA can be parameterized by any occupancy schedule. The simulation assumed a MondayFriday workweek, even though the Saudi workweek is Sunday-Thursday. This does not matter for simulation purposes. 20 Daylight [6], that, while too slow for interactive use, was selected as the presimulation engine in order to expedite post-gameplay evaluation of presimulation accuracy. Invocation parameters are given in Appendix E. During presimulation, sDA values were calculated simultaneously with energy consumption, and another lookup table for each building was generated. Figure 13 shows example presimulation results, and curves for each building can be found in Appendix F. During gameplay, daylighting was estimated using the same averaging approach used for energy consumption; Figure 14 shows an example lookup curve. Figure 12: Walking trip scores as a function of distance. Walking trip scores decay with distance and reach a minimum score of zero at 250 meters. This maximum distance was chosen based on results of a survey given to Saudi residents about their walking habits and preferences; 250 meters was generally identified as the length of the longest acceptable walking trip. The precise mathematical definition of the function is given in Appendix D. Like walkability, a block’s daylighting score was the area-weighted average of its building’s scores, and since scores already fell within the zero-to-one range, no scaling was necessary. However, like operational energy, a building’s predetermined characteristics restricted its possible daylighting scores; very deep buildings, for example, were necessarily less well daylit than shallower buildings. Figure 15 shows each block’s potential color range. Building sky view factor affects sDA substantially more than operational energy; in the case of R2 blocks, for example, varying shade levels can induce as much as a 69% change. Table 3 shows the variance data for all block types. 21 Presimulated sDA - M4 Block, Large Commercial Building 0.4 0.35 sDA300,50% 0.3 0.25 0.2 0.15 0.1 0.05 0 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 13: Presimulated sDA values for one of the building types. Approximated sDA - M4 Block, Large Commercial Building 0.4 0.35 sDA300,50% 0.3 0.25 0.2 0.15 0.1 0.05 0 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 14: The function mapping calculated sky view factors to approximate sDA during gameplay for one of the building types. 22 Figure 15: Possible color ranges for block daylighting scores. Individual block ranges are generally wider than they were for energy, but some block types (e.g. ST2 and ST3) are still somewhat constrained, due to the depth of the buildings on these blocks. Table 3: sDA ranges for each block type Block Type C3 M4 M3 M2 M6 ST3 R3 M5 M1 C2 ST1 R1 C1 ST2 R2 Min sDA 0.2657498 0.20524781 0.12153078 0.118659 0.09566727 0.09230017 0.084583 0.0674855 0.056548 0.025993 0.0161115 0.00375 0.000128 0 0 Max sDA 0.8540001 0.64729062 0.48104389 0.53158467 0.43621564 0.37142533 0.564495 0.5392985 0.53277333 0.308947 0.3976925 0.745 0.289926 0.232054 0.6861985 Difference 0.5882503 0.44204281 0.35951311 0.41292567 0.34054836 0.27912517 0.479912 0.471813 0.47622533 0.282954 0.381581 0.74125 0.289798 0.232054 0.6861985 4 Gameplay results 4.1 Group 1 Group 1’s design session was unfortunately disrupted by jostling of the scanning camera which remained undetected for large portions of gameplay. As a result, developing a narrative for this group’s design from gameplay logs is impossible, although individual game states will be useful for the evaluation of the game’s technical performance done later in Section 5.2. 4.2 Group 2 Figure 16 shows the neighborhood scores over time of Group 2’s design. The graph’s background colors show the block-level scores projected onto the game board at each point 23 in the design process; this coloration shows five distinct design periods during their overall session. Figure 17 shows Group 2’s design at the beginning of their first substantial design period, during which they chose to project walkability scores onto the game blocks. The neighborhood has three notable features. The first is the high-density, mixed-use cluster in the southwestern corner of the game zone. While residents in this group have good access to commercial services, there is no nearby park, and so their walkability scores suffer. The second feature is the mixed-used corridor running east to west through the game zone. The group’s use of ST3 blocks almost exclusively provides a good opportunity to see how the walkability calculation operated: The worst-scoring blocks are at the ends of the corridor, because they are adjacent to only one mixed-use block, instead of two, and the best-scoring blocks are the closest to parks. The third neighborhood feature is the recurring motif of parks surrounded by residential-only blocks; the walkability of these blocks suffer because of their distance from commercial services. Neighborhood Progress - Group 2 0.6 0.55 Score 0.5 0.45 0.4 0.35 0.3 Iteration Energy Walkability Daylighting Figure 16: The scores of Group 2 over time. This group divided its time the most evenly. Note that the graph progresses through iterations, which do not map linearly to time due to the unequal lengths of pauses. Group 2’s design after two minutes of walkability-focused design is shown in Figure 18. Two high-density mixed-use blocks have been placed to connect the central corridor with residential clusters in the northeast and northwest, and a new park has been placed with adjacent mixed-used development towards the southeast. The neighborhood’s walkability score has increased from 0.31 to 0.36. Group 2 next turned to daylighting performance, spending again approximately two minutes. Figure 19 shows their neighborhood at the start, and Figure 20 when they were done. The two designs are not substantially different; the only notable change was the reorganization of the high-density cluster to the southwest, which resulted in a negligible overall improvement of neighborhood score of approximately 0.0016. Next was four minutes of energy optimization; Figure 21 and Figure 22 show “before” and “after” views, respectively. When they began, Group 2’s neighborhood cost $12.6 million per year for energy, and contained 11384 jobs and 14808 residents, for a cost per job or resident per year of $460, corresponding to a 0.47 score. After optimization, their neighborhood cost $14.1 million per year, and contained 13416 jobs and 18384 residents, for 24 a cost per job or resident per year of $444, corresponding to 0.53 score. This improvement was effected by the continued development of the dense, mixed-used cluster to the southwest, and the addition of new M2 blocks to the southwest (yellow squares in the figure), sometimes as replacements for existing, worse-performing blocks. Group 2’s fourth design period was again walkability-focused, and about two and a half minutes long; Figure 23 shows their neighborhood at its beginning, and Figure 24 shows it at its end. Notably, the overall walkability score at this point was 0.43; previous improvements to energy performance had the additional effect of substantially improving walkability. Two minor changes improved the neighborhood’s walkability score to 0.44 during the design session: The addition of a mixed-use block to a residential-only cluster, and the replacement of a poorly-performing residential block in the north with commercial block (for which walkability was not calculated). Group 2 returned to daylighting performance for their final design period. Figure 25 shows their neighborhood at its beginning, and Figure 26 shows their final design. This final design period was approximately two and a half minutes long. The substantial change was the rotation of several blocks in the central corridor 180 degrees; this had the effect of casting their shadow on the low-rise blocks on the opposite side of the corridor. However, while this had a noticeable effect on those particular blocks, the overall neighborhood daylighting score increased only by an inconsequential 0.005. 4.3 Group 3 4.4 Group 4 Figure 27 shows the neighborhood scores of Group 3’s design over time. Unlike the other groups, Group 3 chose to focus exclusively on neighborhood walkability during their gameplay session. The apparent large drop in their design’s walkability score about a fifth of the way through their iterations was caused by the elision of a gameplay period during which the camera was miscalibrated, causing the generation of incorrect heatmaps. Figure 28 shows their neighborhood design when the heatmap was first activated, and Figure 29 shows their design at the conclusion of gameplay. Their walkability score had only improved from 0.34 to 0.35, although their site now contained many more jobs and residents. Figure 30 shows the neighborhood scores of Group 4’s design throughout their gameplay session. Their time was divided into a five-minute walkability optimization session, a six and a half minute energy optimization session, and then a return to walkability for four minutes. Figures 31 through 36 show neighborhood views at the beginning and end of each of these periods. 25 Figure 17: Group 2’s neighborhood at the commencement of their first optimization period, during which they focused on walkability analysis. Three features are salient: a high-density, mixed-use cluster in the southwest, a mixed-use corridor running east to west, and several low-density residential clusters surrounding parks. Most block walkability scores are poor, because the low-density residential blocks have no nearby commercial services, and the high-density mixed-use cluster has no nearby park. This neighborhood received an overall walkability score of 0.31. Figure 18: Group 2’s design after spending time optimizing for walkability. The denser central corridor has “grown out” towards the residential clusters in the northeast and northwest, and new mixed-use construction has been placed around a new park placed toward the southeast. This neighborhood received a walkability score of .36, an increase of 0.05. 26 Figure 19: The daylighting performance of Group 2’s neighborhood when they first switched to that metric’s projection. The neighborhood score for this design was 0.42. Figure 20: Block-level performance of Group 2’s neighborhood at the conclusion of their first daylightingfocused design period. The neighborhood score remained unchanged (after rounding) at 0.42. 27 Figure 21: The block-level performance of Group 2’s neighborhood at the beginning of their energy-focused design period. This neighborhood costs $460 per job or resident per year, corresponding to an energy score of 0.47. Note how easy it is to distinguish individual block performance due to stark color differences. Figure 22: The block-level performance of Group 2’s design after optimizing for energy. Notable changes include the expanded development of the high-density cluster to the southwest (with continued high density) and densification by placement of new M2 blocks (the yellow squares) to the southeast. This neighborhood costs $443 per job or resident per year, corresponding to an energy score of 0.53. 28 Figure 23: Group 2’s neighborhood at the beginning of their second period focused on walkability. This neighborhood has an overall score of 0.43; the energy optimizations the group previously made had the side effect of substantially improving the neighborhood’s walkability. Figure 24: Group 2’s neighborhood after two more minutes of walkability optimization. No substantial changes have been made; some areas show slight changes in one direction or the other. The net effect was a very modest increase in walkability score of 0.01 to 0.44. 29 Figure 25: Group 2’s neighborhood at the beginning of their final, daylighting-focused design period. The neighborhood has an overall score of 0.39. Figure 26: Group 2’s final design, with block-level daylighting scores shown. Several blocks in the central corridor have been rotated around so that they shade blocks on the opposite side, and while this slight effect can be seen on those specific blocks, the overall change in daylighting score was an increase of only 0.005. 30 Neighborhood Progress - Group 3 0.5 0.45 Score 0.4 0.35 0.3 0.25 0.2 Iteration Energy Walkability Daylighting Figure 27: The scores of Group 3 over time. While the only metric this group examined was walkability, their design decisions were driven also by qualitative factors, and their neighborhood score consequently suffered. Figure 28: Group 3’s neighborhood design when block-level score projections were first enabled. The lowdensity construction surrounding parks to the north of the site was intended to model the current actual construction at the site, despite the players being instructed to ignore this. This neighborhood design has a walkability score of 0.34. 31 Figure 29: Group 3’s neighborhood at the end of their gameplay session. Its walkability score had only improved to 0.35, although it now held more than three times as many jobs and residents. Despite the existence of a dense, mixed-use cluster of buildings to the south, much of the site is dedicated to low-density housing with few nearby commercial services, negatively impacting the score. Neighborhood Progress - Group 4 0.5 0.45 Score 0.4 0.35 0.3 0.25 0.2 Iteration Energy Walkability Daylighting Figure 30: The scores of Group 4 over time. Walkability was analyzed before and after energy was; daylighting was not considered. 32 Figure 31: Group 4’s design when metric heatmapping was first enabled. The commercial corridors to the south and west are built along existing major thoroughfares that border the game site; they surround a section of residential-only construction, which had low walkability scores as a result of its lack of proximity to commercial services. The walkability score of this neighborhood as a whole was 0.29. Figure 32: Group 4’s design at the conclusion of their first walkability optimization session. The most substantial change was small, but significant: The easternmost park has been moved to the center of the residential-only district. While the walkability of the buildings at the original location suffered somewhat, the walkability of the residences at the destination substantially improved. The additional addition of a mixed-used block at the southwestern corner of the residential district and another on the northern edge improved the walkability score of the neighborhood by 0.02 to 0.41. 33 Figure 33: Group 4’s neighborhood at the beginning of their energy optimization period. This neighborhood costs $515/person/year for an aggregate energy score of 0.25. Figure 34: Group 4’s neighborhood after optimizing for energy. The neighborhood cost has been reduced to $487/person/year for a substantial increase in energy score to 0.36. This was essentially achieved by the addition of four of well-performing M6 blocks to the southwestern district (dark green) and the elimination of several poorly-performing C3 blocks (blocks with towers only) in same. 34 Figure 35: The walkability of Group 4’s neighborhood after energy optimization had been performed. This district had an aggregate score of 0.32. As with Group 2, high-density, mixed-used blocks added to improve neighborhood energy performance incidentally improved neighborhood walkability. Figure 36: The walkability of Group 4’s final neighborhood design. The neighborhood score had been improved by 0.06 to 0.38 through a variety of measures. New mixed-used development was placed in the northwest, the three parks in the southwest were redistributed to better disperse their effect amongst buildings in the south, and several blocks with poor walkability in the east and northeast were simply removed or replaced with commercial-only buildings (for which walkability was not evaluated). 35 5 Discussion 5.1 Utility as design assistant 5.2 Approximation accuracy Between the three analyzed groups, there were two periods of energy optimization, five periods of walkability optimization, and two periods of daylighting optimization. For both of the energy optimization periods and four of the five walkability optimization periods, the net effect on the respective metric score was positive, but for the daylighting period and the last walkability period, the net effect was zero or even negative. The apparent ability of the energy and walkability design views to facilitate improvement of their respective metrics, and the corresponding failure of the daylighting design view to do the same, is plausibly explained by the game’s clearer performance feedback in the first two views. For energy, the narrow range of colors each block can receive means that players could learn which blocks tended to be green, and which to be red, and replace the latter with the former. For walkability, the drastically positive effect parks and density had on scores was easily discoverable, and so players easily learned how to improve their designs. But the game was not similarly responsive to daylighting changes. Unlike with energy, block score ranges overlapped substantially, so “good” blocks were harder to identify. But unlike with walkability, block scores were not clearly and obviously wholly dependent upon surrounding blocks. Energy scores were sensitive to block type, and walkability scores were sensitive to block neighbors, but daylighting scores were not particularly sensitive to either. The failure of Group 3 to improve their neighborhood’s walkability score can be explained by two observations. The first is that in a sense it did not fail: For most of their design period, their score was, in fact, increasing. The second is more illuminating: Before the game’s heatmap projection was enabled, Group 3, led by a historical preservation architect, attempted to build a design mimicking the current site – a design with poor walkability by the game metrics. This attention to a qualitative factor (specifically, continuity with existing architecture) likely led to worse quantitative results. All four groups included at least one low-density, residential only area in their design, and attempted to improve this area’s performance without substantially densifying it during their play period. This suggests that players approached the game as a way to perform guided design, rather than an optimization problem to solve. Several players asked during and after gameplay how they were supposed to coax all of their blocks to a green color during energy and daylighting analysis. The answer that those blocks underperformed due to simulation parameters out of player control was unsatisfying. Additionally, no group used game’s facility for tracking their progress over time, preferring instead to work entirely “in the moment.” The suggestions this implies for future versions of this game design are discussed in Section 5.3. Regardless, all players demonstrated substantial enthusiasm for gameplay, and every group designed right up to the very end of their gameplay period. Largely, performance scores increased during gameplay, but meaningful score improvement requires meaningful scores. Since the fast metrics were implemented as approximations of more detailed simulations, they can be compared to those simulations’ results. For walkability, this approximation had no obvious, more sophisticated, progenitor. While the omission of specifically defined pedestrian travel network was a clear omission, the generation of such a network for a given block configuration is not a problem with a 36 formal solution. Therefore, no comparison between “approximated” and “detailed” results will be performed for walkability. For energy and daylighting, the approximations generated during gameplay using the presimulated performance lookup curves and results of post-facto game board simulation using the Shoeboxer (for energy) and Urban Daylight (for daylighting) can be compared. Unfortunately, comparing approximated and simulated scores for every placed block at every game state is computationally infeasible; data point selection must be more discriminate. Comparison points were selected by identifying board states that remained unchanged for at least five seconds – under the presumption that during these periods game players were using board coloration to evaluate their design – and finding the blocks in those states that had changed from the previous state. (These blocks were the blocks that had been replaced or together with those blocks’ neighbors.) States that largely duplicated other board states were ignored, and block types that were unused during these pause periods are not represented in the comparative results. Such blocks were generally little used; their omission characterizes gameplay overall.10 5.2.1 Energy Post-facto simulation used the same parameters as presimulation for lookup tables. Figure 37 compares approximated block energy scores to corresponding simulated scores. Block types C1, M1, and ST2 are not represented due to underuse during actual gameplay. Data points above the diagonal line represent blocks for which the approximation underestimated the correct block score (overestimating the block’s energy cost); data points below the line represent the inverse. Most blocks were correctly scored, but highlighted in the graph are three outlier clusters, each corresponding to a particular block type. Significant errors in energy approximation occurred with types R3, M2, and M4. The R3 errors are easiest to explain. R3 blocks consist of two long, parallel buildings; during presimulation, these buildings were oriented such that their longer dimension ran from north to south. Of the examined R3 uses during gameplay, only two of them shared this orientation; the rest were rotated so that the long dimensions of the buildings ran from east to west. Approximation of the two “properly” oriented blocks displayed minimal error, but it overestimated the energy consumption of the rotated blocks. This makes sense; the rotation of the long facades would have substantially changed the buildings’ solar gains. The error for M2 and M4 blocks can be explored by examining the approximation error for individual buildings on those blocks. Figure 38 plots the approximated cost versus the simulated cost for each building on an M2 or M4 block. Most of the buildings are approximated accurately, but two in particular demonstrate error: the building representing the residential, upper floors of M2 blocks, and a high-rise residential tower structure on M4 blocks. Figure 39 shows the EUI approximation curve for the former, and Figure 40 shows it for the latter. Both curves contain substantial sections with negative slope, an unexpected phenomenon. Each graph also contains lines showing where the sky view factors that were actually calculated during gameplay fell. In both cases, the sky view factors fell outside the negative-slope section of the graphs, suggesting that the negative-slope section signaled a larger problem with the curve, such as the Shoeboxer’s discretization of these buildings being inappropriate for the approximation task at hand. 10 Blocks of type M3 were omitted from analysis due to a technical problem with their postfacto simulation. 37 Approximated Versus Simulated Energy Scores 1 0.9 0.8 Simulated Score 0.7 R3 0.6 0.5 M2 0.4 M4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Approximated Score Figure 37: Comparison of energy scores approximated during gameplay with scores of the same blocks fully simulated afterwards. Data points above the diagonal line represent times that the approximation method underestimated a block’s score (and thus overestimated its energy consumption), while data points below the line represent the inverse. Discussion of the three block types highlighted with substantial error is given in the text. 5.2.2 Daylighting Analysis of daylighting approximation accuracy proceeded as it had with energy. (All data points selected for comparison came from Group 2’s playthrough, as only that group actually performed daylighting optimization.) Figure 41 plots the approximated daylighting scores for buildings compared to their scores as simulated by Urban Daylighting postgameplay. Unlike with energy, almost every block type examined exhibits notable error, although as with energy, each block type demonstrates a somewhat consistent error. This consistency suggests that the errors stem from the approximation method’s failure to capture geometric features specific to each block, rather than a fundamental incapacity of building sky view factor to effectively proxy interior daylighting. This is unsurprising, given the geometric sensitivity of the former domain; both energy and daylighting simulations need to know how much sunlight enters a building, but only the daylighting simulation needs to distribute it once inside. This geometric sensitivity was likely exacerbated by the particular daylighting metric parameters used for evaluation. The calculation of a building’s sDA proceeds by discretizing a building’s floor area into patches and then determining how many of these patches are sufficiently daylit. Since patches cannot receive “partial credit,” the precision of building’s sDA value is entirely a function of the granularity of the patches. A building with large patches will be more sensitive to changes in sunlight geometry, because any one patch gaining or losing “daylit” status will have a proportionally greater effect on the building’s sDA as a whole. The patch sizes used for these simulations, 2-meter by 2-meter squares, 38 were relatively large, so differences in the shape of the shade provided by the presimulation shading box and that of neighbor buildings might have induced significant sDA differences in simulated buildings, even if the two shading situations provided equal sky view factors. Since block geometry never changed, each building would have had consistent distortionary effects from other buildings on its block; these would explain the consistency in approximation error. Approximated versus Simulated Building Energy Costs 200000 180000 Simulated Cost ($/year) 160000 M2 Residential 140000 M4 Large Towers 120000 100000 80000 60000 40000 20000 0 0 20000 40000 60000 80000 100000 120000 140000 160000 180000 200000 Approximated Cost ($/year) Figure 38: Comparison of energy costs approximated during gameplay and simulated after, on an individual building level. These buildings were located on M2 and M4 blocks. Data points above the diagonal line indicate buildings for which the approximation procedure underestimated a building’s cost, and data points below it represent the inverse. Once again, the approximations of most buildings were accurate, but two error clusters jump out. 39 Approximated EUI - M2 Block, Residential Building 155 EUI (kWh/m2) 150 145 140 135 130 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 39: The approximation curve for the residential building on blocks of type M2. Unlike most approximation curves, this one contains a substantial section of negative slope. This phenomenon suggests a problem with the generation of this curve, which likely explains the error exhibited in their approximation during gameplay, despite the fact that sky view factors calculated for these buildings during actual gameplay (shown as lines to the right) fall within the more “normal” section of the curve. Approximated EUI - M4 Block, Residential High-Rise Towers 255 EUI (kWh/m2) 250 245 240 235 230 0 10 20 30 40 50 60 70 80 90 100 Sky View Factor (%) Figure 40: The approximation curve for the residential high-rise structure on blocks of type M4. Unlike most approximation curves, but like the one shown in Figure 39, there is a substantial section with negative slope. Although the sky view factors actually calculated during gameplay (shown as lines to the right) again do not fall within this range, the phenomenon suggests a problem with the generation of the curve, leading to the error it induced. 40 5.3 Summary This case study strongly suggested that games of this type can be helpful collaborative design assistants. However, several specific lessons for future games made themselves clear. Prevent unattainable coloration: Players demonstrated the most interest in walkability, which was the most color-responsive game mode, and explicitly expressed frustration with the lack of color-responsiveness of the other two game modes. Figure 11 and Figure 15 illustrate this problem: Ideally, each block’s color bar spans the whole spectrum. Two solutions to this problem present themselves. The first is to offer users more power over their design than mere block placement, such as a way to alter window-to-wall ratio or some other simulation parameter or set of parameters. The tradeoff is that this approach complicates the interface and requires more knowledge from users. The second solution is to offer block variants, such as a “small windows” and “large windows” version of each block. In this system, if a block only allows for a small part of a color spectrum, another version of that block might cover a different portion of the spectrum, and when the two versions are combined they use the entire color space. In either case, the block library should be carefully tested beforehand in order to ensure that all colors are not only available, but easily discoverable by novice users. Approximated Versus Simulated Daylighting Scores 0.7 0.6 C2 Simulated Score 0.5 ST3 R2 0.4 R3 M1 0.3 M2 M3 0.2 M4 M5 0.1 M6 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 Approximated Score Figure 41: Comparison of energy scores approximated during gameplay with scores of the same blocks fully simulated afterwards. Data points above the diagonal line represent times that the approximation method underestimated a block’s available daylighting, while points below it represent the inverse. Approximation of daylighting was not nearly as accurate as approximation of energy, although the errors were still largely clustered by block type. Avoid unused blocks: Players largely ignored some of the available blocks. In particular, blocks of type ST1, ST2, C1, and M1 found little use. This can partially be explained by the fact that these blocks are strictly worse performing than other blocks of their respective 41 categories, but not entirely, because this is also true of blocks of type R1, which found substantial use in gameplay despite their abysmal performance. What is more likely is that players found no role for the ignored block types; R1 blocks, despite their poor performance, are clearly appropriate for quiet, low-density neighborhoods, and players valued this fact even though those blocks’ performance was poor. Future games could take advantage of this phenomenon by designing the block library as a set of roles, rather than formic variants with incidentally varying performance characteristics. Furthermore, making these roles explicit to players help them move more quickly from the “learning” phase of gameplay to the “design” phase. Carefully select context-appropriate metrics: Players were puzzled by the inclusion of daylighting analysis, and they largely ignored this design mode during gameplay itself. Daylighting is simply not culturally relevant for Saudi urban design. Selection of a more contextually appropriate metric, such as traffic congestion or water consumption, would have been better. Use longer design periods: Each game group played up until the very end of its allocated time. Thirty minutes therefore seems like too short a play period; 45 or 60 minutes might better allow groups to realize a design vision. Historical results are unnecessary: The players completely ignored functionality for examining the historical progress of their design. This is likely due to short gameplay periods that left no time for retrospection. However, longer periods would probably have simply revealed a new problem with the historical display: The table itself has no way to revert to previous designs. Players noticing that a previous design outperformed their current one could not recreate that design without attempting to re-build it from memory. This is an unproductive workflow. Future games should eliminate the historical record entirely, and focus on improving the rest of the interface. Investigate simulation methodology: The game presented here was fundamentally agnostic with respect to the method used to calculate block scores, as long as it ran fast, but the used presimulation approach for energy and daylighting performed well. However, the degree to which its correctness relied on the particulars of Riyadh’s climate is unclear. Game implementations for other regions should verify the method for their corresponding climates, and if it is unsuitable, devise another strategy. Even if presimulation is used, it could be used with simulation engines other than the Shoeboxer and Urban Daylighting, or parameterized differently (such as with smaller daylight analysis patches, or the inclusion of dimming controls in the energy simulation). Whatever method is chosen, it should be verified with each particular block type before gameplay in order to minimize errors. Physical apparatus robustness: The game table was susceptible to player bumping, which would disrupt the camera’s calibration and require a manual intervention to recalibrate it. The time spent performing the actual recalibration was minimal, but the time spent designing on a miscalibrated table and the interruption to player focus necessary to recalibrate it were bigger problems. Mechanically, the system should somehow be made more robust. This particular implementation consisted of a plexiglass plate resting on top of metal stands, and somehow adhering the plate to the stands would have helped substantially. One important lesson learned was a positive one: that players adapted the game to their specific, circumstantial needs. All four groups used the table to analyze the performance of low-density block clusters. In each case, their poor performance was revealed, and players’ later designs included higher-performing, higher-density areas elsewhere in the design neighborhood, but no group completely eliminated low-density blocks. This suggests that the players, despite their attention to neighborhood performance, understood that they were 42 designing a neighborhood in which some low-density construction would be called for due to aesthetic or political concerns, poor performance notwithstanding. The players accepted the game’s recommendations without allowing it to dictate requirements. 6 Conclusion The game presented in this document showed substantial promise as an interactive, collaborative, urban design assistant for groups of stakeholders with varying expertise and backgrounds; game players showed great enthusiasm for gameplay and were able to use the tool to improve their designs over time with respect to multiple quantitative metrics, while remaining cognizant of their own qualitative concerns. The described case study was especially encouraging, as it took place at the planning authority of a rapidly urbanizing city, which is the type of environment in which fast, evidence-based, large-scale design is tremendously relevant. In addition to demonstrating the game’s potential, the case study revealed clear paths for improvement of future games. The most straightforward is validation of the approximation method used to calculate energy and daylighting performance quickly in climates other than Riyadh. If it is insufficient, it must be replaced with some other suitable method that can still execute at interactive speeds. If it is sufficient, its implementation can still be improved by different parameterization, or substitution of other underlying simulation engines for approximation. Other important lessons learned from the case study are that metrics must be carefully chosen to suit players’ design needs, or they will be ignored, and that players must feel that the game is responsive to their choices, as their enthusiasm for a game mode was directly related to how much power they had within it, and a lack of this power frustrated them. But these opportunities aside, this project strongly suggests that games of this type could be substantial boons for the type of fast, collaborative, urban design and planning that will be necessary to meet the needs of a rapidly urbanizing population in the coming years. 43 A Assembly definitions The following non-glazing material definitions were used for building energy presimulation: Name Conductivity (W/m-°K) Density (kg/m3) Brick Cement mortar Reinforced concrete Aerated concrete block XPS board Ceramic tile Sand 14.493 50 8.85 0.725 0.034 55.56 10.64 1300 2085 2400 489 35 2284 2600 Specific Heat (J/kg-°K) 796 837 921 879 1400 796 800 Thermal Emittance Solar Absorptance Visible Absorptance 0.9 0.9 0.9 0.9 0.9 0.9 0.9 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 0.7 These materials were arranged into construction definitions as described in the following tables. Residential and commercial constructions were identical except for wall insulation thickness, which was 0.03 meters for residential buildings and 0.01 meters for commercial buildings. Interior Floor Material Ceramic tile Cement mortar Sand Reinforced concrete Cement mortar Ground Floor Material Reinforced concrete Sand Cement mortar Ceramic tile Partition Material Cement Mortar Brick Cement Mortar Thickness (m) 0.02 0.03 0.04 0.15 0.02 Thickness (m) 0.20 0.04 0.03 0.02 Thickness (m) 0.02 0.09 0.02 Wall Material Brick Cement mortar XPS board Aerated concrete block Cement mortar Roof material Cement mortar XPS board Cement mortar Reinforced concrete Thickness (m) 0.09 0.02 0.01 or 0.03 0.20 0.02 Thickness (m) 0.03 0.06 0.03 0.15 All buildings used double-paned windows consisting of two six-millimeter thick panes of glass surrounding twelve millimeters of air. The outside panes of windows in commercial buildings were given a high-reflectance coating. The following table provides physical characteristics of the glass: Property Conductivity (W/m-°K) Density (kg/m3) Solar transmittance Front-side solar reflectance Back-side solar reflectance Visible transmittance Front-side visible reflectance Back-side visible reflectance Infrared transmittance Front-side infrared emissivity Back-side infrared emissivity Uncoated 1.05 2500 0.78 0.07 0.07 0.88 0.08 0.08 0.01 0.84 0.84 44 Coated 1.05 2500 0.15 0.22 0.37 0.2 0.25 0.32 0.01 0.84 0.84 B Building definitions Energy simulation of residential buildings was executed using a window-to-wall ratio of 0.3, a cooling coefficient of performance of 2.5, and an always-on HVAC system. Internal loads varied with each building as follows: Building Residents ST3 R1 R2 R3 M1 M2 M3 M4 (mid-rise) M4 (high-rise) M5 M6 (small tower) M6 (large tower) 72 8 60 144 80 288 608 80 320 192 60 120 Occupancy Density (persons/m2) 0.033 0.01 0.025 0.033 0.025 0.033 0.039 0.04 0.04 0.04 0.05 0.05 Equipment Density (kWh/m2) 11.1 3.33 8.33 11.1 8.33 11.1 13.1 13.32 13.32 13.18 16.65 16.65 Lighting Density (kWh/m2) 6.67 2.0 5.0 6.67 5.0 6.67 7.89 8.0 8.0 7.92 10.0 10.0 Energy simulation of commercial buildings was executed using a window-to-wall ratio of 0.7, a cooling coefficient of performance of 2.5, and an HVAC system that was on during weekdays and off during weekends. Internal loads varied with each building as follows: Building Jobs ST1 ST2 ST3 C1 C2 C3 (mid-rise) C3 (high-rise) M1 M2 M3 M4 (ground floors) M4 (with offices) M5 M6 60 288 480 120 288 120 180 40 120 320 80 160 240 672 Occupancy Density (persons/m2) 0.025 0.033 0.05 0.025 0.033 0.05 0.05 0.025 0.025 0.025 0.05 0.05 0.05 0.067 Equipment Density (kWh/m2) 6.25 8.33 12.5 6.25 8.33 12.5 12.5 6.25 6.25 12.5 12.5 12.5 12.5 16.67 Lighting Density (kWh/m2) 6.25 8.33 12.5 6.25 8.33 12.5 12.5 6.25 6.25 12.5 12.5 12.5 12.5 16.67 C Sky view factor raytrace parameters Calculation of a building’s sky view factor during presimulation and gameplay was performed using an invocation of rtrace with the following parameters: -I -h -dp 2048 -ms 0.063 -ds .2 -dt .05 -dc .75 -dr 3 -st .01 -lr 12 -lw .0005 -ab 1 -ad 1000 -ar 300 -aa 0.0 45 D Walkability score decay meters was assigned a score of 0.0 for 250 and . otherwise, where and the polynomial coefficients are given in the following table: -1.692047329 A walking trip of length through 5.565669441 -5.002268632 0.2276159257 0.02505831988 1.003818614 E Urban Daylight parameters Urban Daylighting presimulations were executed with a target illuminance of 300 lux and an illuminance reduction of 50% once façade illuminance reached 20,000 lux (in order to simulate use of blinds). The meshing resolution for both building envelope patches and floor patches was two meters. The window-to-wall ratio was set to 0.3 for commercial buildings and 0.7 for residential buildings.11 F Building Presimulation Results On the following pages are presimulation and approximation curves for the operational energy consumption and spatial daylight autonomy of each available building type. Note that the vertical axis ranges vary between graphs in order to better reveal the details of each particular curve. 11 The opposite ratios were used for energy simulation, but energy and daylighting simulations were never directly linked to each other. 46 ST1 BUILDING Simulated EUI Simulated sDA 136 0.45 134 0.4 0.35 0.3 130 sDA300,50% EUI (kWh/m2) 132 128 126 0.2 0.15 124 0.1 122 0.05 120 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 136 0.45 134 0.4 100 0.35 132 0.3 130 sDA300,50% EUI (kWh/m2) 0.25 128 126 0.25 0.2 0.15 124 0.1 122 0.05 120 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 47 80 100 ST2 BUILDING Simulated EUI Simulated sDA 0.25 84 83 0.2 82 80 sDA300,50% EUI (kWh/m2) 81 79 78 0.15 0.1 77 0.05 76 75 74 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.25 84 83 0.2 82 80 sDA300,50% EUI (kWh/m2) 81 79 78 0.15 0.1 77 0.05 76 75 74 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 48 80 100 ST3 COMMERCIAL LOWER FLOORS Simulated EUI Simulated sDA 0.25 103 102 0.2 101 99 sDA300,50% EUI (kWh/m2) 100 98 97 0.15 0.1 96 0.05 95 94 93 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.25 103 102 0.2 101 99 sDA300,50% EUI (kWh/m2) 100 98 97 0.15 0.1 96 0.05 95 94 93 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 49 80 100 ST3 RESIDENTIAL UPPER FLOORS Simulated EUI Simulated DLA 200 0.7 198 0.6 196 0.5 192 sDA300,50% EUI (kWh/m2) 194 190 188 0.4 0.3 186 0.2 184 182 0.1 180 178 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.7 200 198 0.6 196 0.5 192 sDA300,50% EUI (kWh/m2) 194 190 188 186 0.4 0.3 0.2 184 0.1 182 180 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 50 80 100 C1 BUILDING Simulated EUI Simulated sDA 96 0.35 0.3 94 0.25 sDA300,50% EUI (kWh/m2) 92 90 88 0.15 0.1 86 0.05 84 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated DLA 96 100 0.35 0.3 94 0.25 sDA300,50% 92 EUI (kWh/m2) 0.2 90 88 0.2 0.15 0.1 86 0.05 84 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 51 80 100 C2 BUILDING Simulated EUI Simulated sDA 111 0.35 110 0.3 109 0.25 107 sDA300,50% EUI (kWh/m2) 108 106 105 0.2 0.15 104 0.1 103 102 0.05 101 100 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.35 110 109 0.3 108 0.25 106 sDA300,50% EUI (kWh/m2) 107 105 104 103 0.2 0.15 0.1 102 0.05 101 100 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 52 80 100 C3 MID-RISE TOWER Simulated EUI Simulated sDA 240 0.9 0.8 235 0.7 0.6 sDA300,50% EUI (kWh/m2) 230 225 220 0.5 0.4 0.3 0.2 215 0.1 210 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 240 100 0.9 0.8 235 0.7 0.6 sDA300,50% EUI (kWh/m2) 230 225 220 0.5 0.4 0.3 0.2 215 0.1 210 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 53 80 100 C3 HIGH-RISE TOWER Simulated EUI Simulated sDA 245 1 0.9 240 0.8 0.7 sDA300,50% EUI (kWh/m2) 235 230 225 0.6 0.5 0.4 0.3 0.2 220 0.1 215 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 240 100 1 0.9 235 0.8 230 sDA300,50% EUI (kWh/m2) 0.7 225 0.6 0.5 0.4 0.3 220 0.2 0.1 215 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 54 80 100 R1 BUILDING Simulated EUI Simulated sDA 0.8 165 0.7 160 0.6 0.5 sDA300,50% EUI (kWh/m2) 155 150 0.4 0.3 145 0.2 140 0.1 135 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.8 165 0.7 160 0.6 0.5 sDA300,50% EUI (kWh/m2) 155 150 0.4 0.3 145 0.2 140 0.1 135 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 55 80 100 R2 BUILDING Simulated sDA 185 0.8 180 0.7 175 0.6 170 0.5 sDA300,50% EUI (kWh/m2) Simulated EUI 165 160 0.3 155 0.2 150 0.1 145 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 185 0.8 180 0.7 175 0.6 170 0.5 sDA300,50% EUI (kWh/m2) 0.4 165 0.4 160 0.3 155 0.2 150 0.1 145 100 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 56 80 100 R3 BUILDING Simulated EUI Simulated sDA 0.25 190 185 0.2 sDA300,50% EUI (kWh/m2) 180 175 0.1 170 0.05 165 160 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 190 100 0.7 0.6 185 0.5 sDA300,50% 180 EUI (kWh/m2) 0.15 175 170 0.4 0.3 0.2 165 0.1 160 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 57 80 100 M1 COMMERCIAL LOWER FLOORS Simulated EUI Simulated sDA 120 0.5 0.45 118 0.4 0.35 114 sDA300,50% EUI (kWh/m2) 116 112 0.3 0.25 0.2 0.15 110 0.1 108 0.05 106 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 120 100 0.5 0.45 118 0.4 0.35 114 sDA300,50% EUI (kWh/m2) 116 112 0.3 0.25 0.2 0.15 110 0.1 108 0.05 106 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 58 80 100 M1 RESIDENTIAL UPPER FLOORS Simulated sDA 155 0.6 150 0.5 145 0.4 sDA300,50% EUI (kWh/m2) Simulated EUI 140 135 0.2 130 0.1 125 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 155 0.6 150 0.5 145 0.4 sDA300,50% EUI (kWh/m2) 0.3 140 0.3 135 0.2 130 0.1 125 100 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 59 80 100 M2 COMMERCIAL LOWER FLOORS Simulated EUI Simulated sDA 99 0.45 98 0.4 97 0.35 0.3 95 sDA300,50% EUI (kWh/m2) 96 94 93 0.2 0.15 92 0.1 91 0.05 90 89 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 99 0.45 98 0.4 97 100 0.35 96 0.3 95 sDA300,50% EUI (kWh/m2) 0.25 94 93 0.25 0.2 0.15 92 0.1 91 0.05 90 89 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 60 80 100 M2 RESIDENTIAL UPPER FLOORS Simulated EUI Simulated sDA 155 0.7 0.6 150 145 sDA300,50% EUI (kWh/m2) 0.5 140 0.4 0.3 0.2 135 0.1 130 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 155 100 0.7 0.6 150 145 sDA300,50% EUI (kWh/m2) 0.5 140 0.4 0.3 0.2 135 0.1 130 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 61 80 100 M3 COMMERCIAL LOWER FLOORS Total Energy Load Simulated sDA 140 0.35 0.3 138 0.25 sDA300,50% EUI (kWh/m2) 136 134 132 0.15 0.1 130 0.05 128 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 140 100 0.35 0.3 138 0.25 sDA300,50% 136 EUI (kWh/m2) 0.2 134 132 0.2 0.15 0.1 130 0.05 128 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 62 80 100 M3 RESIDENTIAL UPPER FLOORS Simulated EUI Simulated sDA 0.6 204 202 0.5 200 0.4 196 sDA300,50% EUI (kWh/m2) 198 194 192 0.3 0.2 190 188 0.1 186 184 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 204 100 0.6 202 0.5 0.4 198 sDA300,50% EUI (kWh/m2) 200 196 194 0.3 0.2 192 0.1 190 188 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 63 80 100 M4 COMMERCIAL BASE BELOW MID-RISE TOWERS Simulated EUI Simulated sDA 170 0.4 168 0.35 0.3 0.25 164 sDA300,50% EUI (kWh/m2) 166 162 0.15 160 0.1 158 0.05 156 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 170 0.4 168 0.35 100 0.3 166 0.25 164 sDA300,50% EUI (kWh/m2) 0.2 162 0.2 0.15 160 0.1 158 0.05 156 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 64 80 100 M4 COMMERCIAL BASE BELOW HIGH-RISE TOWERS Simulated EUI Simulated sDA 162 0.5 0.45 160 0.4 0.35 156 sDA300,50% EUI (kWh/m2) 158 154 0.3 0.25 0.2 0.15 152 0.1 150 0.05 148 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 162 100 0.5 0.45 160 0.4 0.35 sDA300,50% EUI (kWh/m2) 158 156 154 0.3 0.25 0.2 0.15 0.1 152 0.05 150 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 65 80 100 M4 RESIDENTIAL MID-RISE TOWER Simulated EUI Simulated sDA 290 0.9 0.8 285 0.7 0.6 275 sDA300,50% EUI (kWh/m2) 280 270 0.5 0.4 0.3 265 0.2 260 0.1 255 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 290 100 0.9 0.8 285 0.7 0.6 275 sDA300,50% EUI (kWh/m2) 280 270 0.5 0.4 0.3 265 0.2 260 0.1 255 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 66 80 100 M4 RESIDENTIAL HIGH-RISE TOWERS Simulated EUI Simulated sDA 255 0.8 0.7 250 0.5 245 sDA300,50% EUI (kWh/m2) 0.6 240 0.4 0.3 0.2 235 0.1 230 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 255 100 0.8 0.7 250 0.5 245 sDA300,50% EUI (kWh/m2) 0.6 240 0.4 0.3 0.2 235 0.1 230 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 67 80 100 M5 COMMERCIAL BUILDING Simulated EUI Simulated sDA 192 0.45 190 0.4 188 0.35 0.3 184 sDA300,50% EUI (kWh/m2) 186 182 180 0.2 0.15 178 0.1 176 0.05 174 172 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 192 0.45 190 0.4 188 100 0.35 186 0.3 184 sDA300,50% EUI (kWh/m2) 0.25 182 180 0.25 0.2 0.15 178 0.1 176 0.05 174 172 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 68 80 100 M5 RESIDENTIAL BUILDING Simulated EUI Simulated sDA 240 0.7 0.6 235 0.5 sDA300,50% EUI (kWh/m2) 230 225 220 0.3 0.2 215 0.1 210 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 240 100 0.7 0.6 235 0.5 sDA300,50% 230 EUI (kWh/m2) 0.4 225 220 0.4 0.3 0.2 215 0.1 210 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 69 80 100 M6 COMMERCIAL BASE Simulated EUI Simulated sDA 0.3 153 152 0.25 151 0.2 149 sDA300,50% EUI (kWh/m2) 150 148 147 0.15 0.1 146 145 0.05 144 143 0 0 20 40 60 80 0 100 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 100 0.3 153 152 0.25 151 0.2 149 sDA300,50% EUI (kWh/m2) 150 148 147 0.15 0.1 146 145 0.05 144 143 0 0 20 40 60 80 0 100 Sky View Factor (%) 20 40 60 Sky View Factor (%) 70 80 100 M6 RESIDENTIAL SMALLER TOWER Simulated EUI Simulated sDA 315 1 0.9 310 0.8 0.7 300 sDA300,50% EUI (kWh/m2) 305 295 0.6 0.5 0.4 0.3 290 0.2 285 0.1 280 0 0 20 40 60 80 100 0 20 40 60 80 Sky View Factor (%) Sky View Factor (%) Approximated EUI Approximated sDA 315 100 1 0.9 310 0.8 0.7 300 sDA300,50% EUI (kWh/m2) 305 295 0.6 0.5 0.4 0.3 290 0.2 285 0.1 280 0 0 20 40 60 80 100 0 Sky View Factor (%) 20 40 60 Sky View Factor (%) 71 80 100 M6 RESIDENTIAL LARGER TOWER Simulated EUI Simulated sDA 325 1 0.9 320 0.8 0.7 sDA300,50% EUI (kWh/m2) 315 310 305 0.6 0.5 0.4 0.3 0.2 300 0.1 295 0 0 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