Description
Key Learnings
- Think about why technical drawings are the way they are, and where the rules came from.
- Discuss what a technical drawing is for and what it needs to do.
- Consider what might replace the drawing. What has been tried so far? What succeeded (and what didn't!)?
- Consider what the future could bring. What would a world look like without technical drawings?
Speakers
- Paul MunfordPaul Munford is a CAD geek, Customer Adoption Specialist for Informed Design and Autodesk Expert Elite Alumni. Based in the UK, Paul's background in manufacturing items for the construction industry gives him a foot in digital prototyping and a foot in Building Information Modeling (BIM). Paul was a speaker at Autodesk University for the first time in 2012, and he says it's the most fun anyone can have with 250 other people in the room.
- Sarah BrownSarah Brown leads the global Customer Reference program for AEC Thought Leadership at Autodesk. Sarah joined Autodesk in 2007 and has held positions in Business Development, Strategic Industry Relations, and Marketing. She currently leads the strategy and development of the global AEC Excellence Awards program.
- Viveka DevadasViveka Devadas is a Design Technologist and works as a Technical Specialist in AEC, XR and AI products at Autodesk. She adeptly resolves customer issues by building connections with students, architects, designers, Autodesk's global team, and the international Revit community. With her educational and professional foundation in Digital Architectural Design and Construction Management, she has had an enriching journey in the AEC industry. Her career path has seen her wear multiple hats, including an EU exchange Scholar, Design Architect, BIM Manager and Visualization Leader. Viveka describes this journey as both creatively stimulating and enjoyable on a daily basis. It has allowed her to explore her passions, notably in the VR/AR space, AI initiatives and Spatial Computing sector to address design challenges that are eco-friendly while redefining our interactions with people, information, and immersive experiences.
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