The core interaction of a circular construction platform
How can a digital market platform address the construction market for secondary materials?
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Abstract
The Netherlands aims to have a fully circular economy by 2050. The construction sector in the Netherlands is only 8% circular (Circularity Gap Report Bouw, 2022). Reuse within construction projects presents various challenges, which will be discussed in this thesis. In the current market, there is more supply than demand (BAMB, 2020). One possibility to stimulate demand is the use of digital marketplaces. This study investigates how a digital marketplace can support the demand side in the design process, leading to the following research question:
How should a secondary ‘digital’ product marketplace function within the construction industry?
Before addressing this question, a literature review is conducted on various aspects. These include the concepts within digital marketplaces and platforms, as well as those within reuse projects, focusing on specific information about materials and products in the context of reuse. Additionally, the current state of the industry has been examined in terms of challenges, opportunities in general, and those related to digitalization. This is done to get a better understanding of the surroundings in which the marketplace must operate.
The literature research concludes that the core interaction is the most important form of activity on a platform – the value that attracts the most users to the platform in the first place (Parker et al., 2016). It consists of three parts: Participants + Value Unit + Filter. Fundamentally there are two participants on the platform, namely producers and consumers. In this case, producers are building/construction elements and their owners/sellers. Consumers are the ones that are willing to buy them (potentially; architects, engineers, contractors, or suppliers). Where the value unit starts with the exchange of information that has value to the participants. This information delivery to consumers depends on filters. A filter enables the transfer of appropriate value units between users. A well-designed filter ensures that platform users see only information units that are relevant and valuable to them. No filters or a poorly designed filter overwhelms users with units they find valueless and irrelevant, which causes them to abandon the platform. No research has been done to the specific design of the core interaction of a secondary product marketplace within the construction industry.
In addition, few scientific articles investigate software interfaces, ease of use and the user's role and experience within the construction industry. An action- and design-oriented research method is a new approach to this problem/goal. The information system framework is chosen to combine rigor research and the application domain within a design practices.
To structure this research the research question is divided into three steps (based on the core interaction). In step 1, the input for the design is investigated, which includes determining the participants who should use the marketplace (champions), how they should search for products, and what improvements can be made in the design process to promote reuse. In step 2, the filters and interfaces of the marketplace are designed. Within step 2, solutions for situations with limited data or, conversely, when there is sufficient data in the future are also explored. In step 3, the chosen champion validates if they can use the designed solution and whether it provides value.
To define the main users/champions (step 1), potential users-(roles) are interviewed about their needs for such a marketplace, assuming reuse becomes the norm. The literature review covers all aspects of digital (construction) applications and reuse in the construction industry. This is supplemented with expert interviews in IFC (an open data standard), user interface/user experience (UI/UX), current construction marketplaces, and material passports. In addition, various roles from several reuse projects are interviewed, including designers, project developers, purchasers, demolition specialists, and engineers, in line with the information system framework and action design. This is done to get an complete overview of all the stakeholders involved within the process of selecting/buying reused products.
The information of the literature research and the first interview phase is used in the design process to create ‘search and facet’ filters. Therefor a division based on the Brand/shearing layers (site, structure, services, skin/facade, space, and stuff) is made to improve the design the facet filters. The engineer and the architect is chosen as the primary user but in consultation with the design team. For all the engineers responsible or related to the a Brand layer a recommendation is made for a first set a (search) parameters.
Concerning the information need (step 2) of the structural engineer, the primary focus is on the elements' functional and physical properties (moment-of-inertia, material type, strength, and dimensions). Thereby the core interaction disregards environmental or economic properties. These are of secondary interest for the core interaction. The three main materials, wood, steel and concrete, require all different ways of working for reuse but share common properties which makes the design of filters less complex. Capacity, dimension, grid size, floor height and more properties could influence the structural design decision, increasing the demand for reusable structural products. However, more traditional engineers prefer to filter within one type of material. Even more in-depth material and product knowledge for reuse could is a next step for the core interaction, thereby evolving into a knowledge marketplace.
The other Brand layers (skin, services and space) information need should also focus on their functional and physical reusability properties, which are covered and designed in this thesis but not validated with real users. The skin and the space layer are more visually oriented; images support the architect's and engineer's decision-making. Aesthetic filters to filter on certain styles, colours, types and tags will support the architect where functional filters relating to dimension are of first need for the façade engineer. Secondly the physical filters benefit the search tremendously, such as; U-value, fire resistance, Rc-value, sound resistance, waterproofness etc. The service/building engineer wants to filter into three categories. Namely the machine, the distribution point (ventilation grille, water tap, heating element) and the transport (cable tray, pipe and wires). The machine (e.g., heating, cooling and air filters) has a more dynamical environment with a high change in regulation, expecting a low reuse pattern. The other two categories, distribution and transport are more suitable for reuse; these filters contain service type (energy, water, air, data and heating), minimum length and the capacity of distribution and transportation.
After step 2 (design) various structural engineers are interviewed using a working digital prototype to examine whether the search filters are effective for their reuse process (step 3). Besides various side notes on the design culture, system changes and the willingness of a client to reuse products. The interviewed users made recommendations which should be taken into account for a next design iteration. The proposed design is usable and could meet its goal/value proposition when reusing products becomes the norm.
This research is a small link in the bigger picture of a ‘circular’ construction industry. Still, many challenges remain that a digital marketplace could not solve. When interpreting the results, the following points should be considered as well. The interviewees in this research are involved or interested in reusing products. When less interested engineers/users must use this marketplace, other items could be of more importance or totally different obstacles could arise.
Further research should examine the other Brand layers and their primary users. Additionally, to succeed as a marketplace, choices need to be made. Which users and product categories will be supported in first place. What is the business plan and initial investment? Building and rolling out a marketplace requires entrepreneurial skills and courage. This research hopes to provide the readers with a holistic view of all the challenges related to a digital market platform that address the construction market for secondary materials. Together with a set of validated user interfaces of such marketplace.