RETHINKING ASSET MANAGEMENT WORKFORCE TRAINING THROUGH DESIGN THINKING AND NEW TECHNOLOGIES
F.M. Ugliotti
Engineers and architects are now called upon to manage increasingly complex procedures related to the design and management of the built environment to achieve the increasingly ambitious goals related to digitalization, sustainability, and resilience. The advent of new communication and visualization technologies and the Digital Twin paradigm have greatly expanded the boundaries of knowledge leading to the realization of increasingly innovative solutions applied to buildings, the city and critical infrastructure. The creative approach to tackling complex problems is now an unavoidable theme, reflected in increasingly sophisticated skills by professionals in the field. In this context, digital culture can play a central role, embracing a significant plurality of stakeholders and the different phases of asset management.
This study reports on the experience of generating innovative solutions for asset management workforce training as part of a third-level course in the Civil and Environmental Engineering doctoral program at the Politecnico di Torino University. The challenge is as stimulating as it is complex and requires a design thinking approach to examine not only possible solutions but especially to frame the problems to be addressed very well. Following the course and teacher and student presentation, which is considered essential to initiate a co-design activity effectively, the program included in-depth discussions on techniques for managing the different stages of a creative process. The initial focus is on problem definition using techniques of Problem Tree Analysis, SWOT analysis, System map and Stakeholder map. Activities are conducted by providing time for individual reflection, collective discussion and final individual reflection to stimulate participation and expression of everyone's opinion. The following insight provides an overview of the most promising technologies that can be used in training activities. Augmented, Virtual and Mixed Reality Metaverse are reference examples. At the same time, students are asked to investigate the state of the art in the literature of solutions in related contexts or through replicable approaches.
Sharing the experiences encountered energizes the initial brainstorming on possible actions to be taken to achieve the objectives and enriches the individual's learning. Once the needs of the specific stakeholders, the context of reference, and the technological potential are understood, students are invited to brainstorm on the formulation of training solutions according to a role-play. The course helps to provide young researchers with valuable tools to approach their research more creatively and collaboratively.
Keywords: Training, problem-based, brainstorming, university, stakeholder.