scholarly journals A Comparison of Contemporary Prototyping Methods

Author(s):  
Euan Ross Coutts ◽  
Andrew Wodehouse ◽  
Jason Robertson

AbstractPrototypes are a common feature of many product design and development endeavours. An ever widening range of prototyping options are available to designers and engineers. May particular options be superior to others, or more appropriate for particular endeavours? This paper reviews current literature on the nature of what constitutes a prototype and the benefits they offer to the discipline. They principally facilitate communication, aid learning, help gain and provide feedback, inform decision making and generally provide superior design outcomes. In order to determine if any particular manner of prototype is preferable for achieving these benefits a comparative study of some of the contemporary prototyping methods is subsequently conducted: A 3D printed prototype (physical prototype), a CAD prototype (represented using a computer monitor), an augmented reality prototype (represented using a tablet device) and a virtual reality prototype (represented using a stereo projector and polarised glasses). The results indicate that while all provide benefits, overall the physical prototype performs best and the augmented reality prototype performs most poorly.

Author(s):  
A. Afrooz ◽  
H. Ballal ◽  
C. Pettit

<p><strong>Abstract.</strong> Geodesign method and tools are extensively used for collaborative decision making focused on different fields such as transportation, land use, and landscape and has been applied in various places around the world. Nowadays, Augmented Reality (AR), Virtual Reality (VR) and more recently AR sandbox are increasingly becoming very popular particularly as a pedagogical tool. This research aims to investigate whether an AR sandbox could enhance the understanding of people around the development of design proposals and their impacts. We explored if AR sandbox could be implemented in a collaborative geodesign workflow. We reported an experiment where people were asked to build new trails using the sandbox and how the trails they designed were integrated with a larger design. Results explore opportunities and limitations of implementing AR sandbox in a collaborative geodesign workflow based on the experiment in this paper. Our AR sandbox experiment revealed a wide range of benefits to participants in the trail planning and to the geodesign structure.</p>


2020 ◽  
Vol 68 (3-4) ◽  
pp. 259-284
Author(s):  
Eva Lienbacher ◽  
Beate Cesinger ◽  
Christine Vallaster

Zusammenfassung Diese Literaturanalyse beschäftigt sich mit dem Stand der Forschung zum Einsatz von Augmented Reality (AR) und Virtual Reality (VR) im stationären, kleinstrukturierten Einzelhandel. Zwar steigt die Zahl der wissenschaftlichen Beiträge, die den Einsatz dieser Digitalisierungstools untersuchen, aber der spezifische Kontext eines KMU im Einzelhandel wurde bislang nicht explizit untersucht. Basierend auf der Analyse von ausgewählten 27 wissenschaftlichen Artikeln zeigt sich, dass weder AR noch VR eine one-size-fits-all-Lösung ist, sondern dass – mehr als vielleicht in größeren Unternehmen – der Nutzen aus Sicht des KMU und der Konsumenten sowie organisatorische Voraussetzungen klar im Entscheidungsprozess berücksichtigt werden müssen. Durch konkrete Überlegungen schließt dieser Beitrag eine Forschungslücke und weist auf zukünftige Forschungsfelder im Kontext KMU hin. Abstract This literature analysis presents the state of research regarding the application of augmented reality (AR) and virtual reality (VR) in stationary, small-scale retail. Although the number of scientific contributions examining the use of these digitization tools is increasing, the specific context of SMEs in retail has not yet been explicitly examined. Based on the analysis of 27 scientific articles, this paper shows that neither AR nor VR is a one-size-fits-all solution, but that – more than perhaps in large companies – organizational requirements as well as benefits for the SME and the consumer must be taken into account in the decision-making process. This contribution closes a research gap and offers recommendations for future research in the context of SMEs.


Author(s):  
Leif P. Berg ◽  
Judy M. Vance

The research presented here describes an industry case study of the use of immersive virtual reality (VR) as a general design tool with a focus on the decision making process. A group of design and manufacturing engineers, who were involved in an active new product development project, were invited to participate in three design reviews in an immersive environment. Observations, interviews, and focus groups were conducted to evaluate the effect of using this interface on decision making in early product design. Because the team members were actively engaged in a current product design task, they were motivated to use the immersive technology to address specific challenges they needed to solve to move forward with detailed product design. This case study takes the approach of asking not only what can users do from a technology standpoint but also how their actions in the virtual environment influence decision making. The results clearly show that the team identified design issues and potential solutions that were not identified or verified using traditional computer tools. The design changes that were the outcome of the experience were implemented in the final product design. Another result was that software familiarity played a significant role in the comfort level and subsequent effectiveness of the team discussions. Finally, participants commented on how the immersive VR environment encouraged an increased sense of team engagement that led to better discussions and fuller participation of the team members in the decision process.


Author(s):  
Murtuza N. Shergadwala ◽  
Jitesh H. Panchal ◽  
Karthik Ramani

Abstract The objective of this study is to investigate students’ decision-making during the information gathering activities of a design process. Existing literature in engineering education has shown that students face difficulties while gathering information in various activities of a design process such as brainstorming and CAD modeling. Decision-making is an important aspect of these activities. While gathering information, students make several decisions such as what information to acquire and how to acquire that information. There lies a research gap in understanding how students make decisions while gathering information in a product design process. To address this gap, we conduct semi-structured interviews and surveys in a product design course. We analyze the students’ decision-making activities from the lens of a sequential information acquisition and decision-making (SIADM) framework. We find that the students recognize the need to acquire information about the physics and dynamics of their design artifact during the CAD modeling activity of the product design process. However, they do not acquire such information from their CAD models primarily due to the lack of the project requirements, their ability, and the time to do so. Instead, they acquire such information from the prototyping activity as their physical prototype does not satisfy their design objectives. However, the students do not get the opportunity to iterate their prototype with the given cost and time constraints. Consequently, they rely on improvising during prototyping. Based on our observations, we discuss the need for designing course project activities such that it facilitates students’ product design decisions.


Author(s):  
Mark Colley ◽  
Svenja Krauss ◽  
Mirjam Lanzer ◽  
Enrico Rukzio

Passengers of automated vehicles will likely engage in non-driving related activities like reading and, therefore, be disengaged from the driving task. However, especially in critical situations such as unexpected pedestrian crossings, it can be assumed that passengers request information about the vehicle's intention and an explanation. Some concepts were proposed for such communication from the automated vehicle to the passenger. However, results are not comparable due to varying information content and scenarios. We present a comparative study in Virtual Reality (N=20) of four visualization concepts and a baseline with Augmented Reality, a Head-Up Display, or Lightbands. We found that all concepts were rated reasonable and necessary and increased trust, perceived safety, perceived intelligence, and acceptance compared to no visualization. However, when visualizations were compared, there were hardly any significant differences between them.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


Sign in / Sign up

Export Citation Format

Share Document