scholarly journals Laypeople's Collaborative Immersive Virtual Reality Design Discourse in Neighborhood Design

2021 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The article discusses design communication and participation of laypeople in a virtual participatory urban design process. We speculate that an immersive virtual environment facilitated instrument can allow laypeople to take part actively as designers in the early stage of urban design ideation and generation. We have developed a design communication framework where laypeople can participate in design discourse on a neighborhood's future urban form. The strategy describes an urban design intent, which is informed by the development procedure of an instrument and workflow to engage participants. The integration of the instrument and the engagement procedure enable continuous designing of urban form by laypeople. A protocol analysis has been undertaken to investigate design communication. A coding scheme is applied to investigate, analyse, and understand how laypeople communicate with the design instrument and control design in the virtual environment. Through engaging non-experts, the research impacts on the perceptual affordance created by immersive 3D buildings artifacts and verbal conversation. The protocol analysis validated the setup so that subsequent studies can address the meaningfulness of such design conversations.

2021 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The article discusses design communication and participation of laypeople in a virtual participatory urban design process. We speculate that an immersive virtual environment facilitated instrument can allow laypeople to take part actively as designers in the early stage of urban design ideation and generation. We have developed a design communication framework where laypeople can participate in design discourse on a neighborhood's future urban form. The strategy describes an urban design intent, which is informed by the development procedure of an instrument and workflow to engage participants. The integration of the instrument and the engagement procedure enable continuous designing of urban form by laypeople. A protocol analysis has been undertaken to investigate design communication. A coding scheme is applied to investigate, analyse, and understand how laypeople communicate with the design instrument and control design in the virtual environment. Through engaging non-experts, the research impacts on the perceptual affordance created by immersive 3D buildings artifacts and verbal conversation. The protocol analysis validated the setup so that subsequent studies can address the meaningfulness of such design conversations.


2021 ◽  
Author(s):  
S Chowdhury ◽  
Marc Aurel Schnabel

Due to lack of communication tools, the non-experts in a participatory urban design process face difficulty to take part actively in the stage of design ideation and generation. Mostly, the design ideas stay in conceptual form and do not provide enough perceptual understanding to conceive the design actions fully. The research hypothesises that an Immersive Virtual Environment (IVE) instrument enhances layperson's urban design participation and collaboration during the early stage of the design generation. The research involves non-expert stakeholders as co-designers for a neighbourhood design in New Zealand. The paper discusses as a parallel reporting with other coming articles on how the IVE instrument facilitates successful design collaboration among fellow laypersons to design their own neighbourhood. A protocol analysis validates the success of design communication happened during non-experts design engagements. An expert evaluation is done to rank the generated design in responding to understand the ideas. In conclusion, the article speculates that an IVE assisted participatory urban design process empowers laypersons to take part actively in urban spatial design.


2021 ◽  
Author(s):  
S Chowdhury ◽  
Marc Aurel Schnabel

Due to lack of communication tools, the non-experts in a participatory urban design process face difficulty to take part actively in the stage of design ideation and generation. Mostly, the design ideas stay in conceptual form and do not provide enough perceptual understanding to conceive the design actions fully. The research hypothesises that an Immersive Virtual Environment (IVE) instrument enhances layperson's urban design participation and collaboration during the early stage of the design generation. The research involves non-expert stakeholders as co-designers for a neighbourhood design in New Zealand. The paper discusses as a parallel reporting with other coming articles on how the IVE instrument facilitates successful design collaboration among fellow laypersons to design their own neighbourhood. A protocol analysis validates the success of design communication happened during non-experts design engagements. An expert evaluation is done to rank the generated design in responding to understand the ideas. In conclusion, the article speculates that an IVE assisted participatory urban design process empowers laypersons to take part actively in urban spatial design.


2021 ◽  
Author(s):  
◽  
Shuva Chowdhury

<p>The distance between urban design processes and outcomes and their communication to stakeholders and citizens are often significant. Urban designers use a variety of tools to bridge this gap. Each tool often places high demands on the audience, and each through inherent characteristics and affordances, introduces possible failures to understand the design ideas, thus imposing a divergence between the ideas, their communication and the understandings.   Urban design is a hugely complex activity influenced by numerous factors. The design exploration process may follow established design traditions. In all instances, the medium in which the exploration takes place affects the understanding by laypeople. Design tools are chosen, in part, to facilitate the design process.  Most urban design community engagement does not use Virtual Environments (VE) as a means of communication and participation in the early stage of the design generation. There has been little research on how the use of VE for urban design can engage laypeople as contributors to the design process. It has been suggested that VE instruments can allow laypeople to express, explore and convey their imagination more easily. The very different nature of perceptual understanding of VE and its capability to produce instant 3D artefacts with design actions may allow laypeople to generate meaningful design ideas. An experiment setup has developed to leverage laypeople in authentic design collaboration.   This thesis examines in the context of New Zealand’s National Science Challenge ‘Building Better Homes, Towns and Cities’ the drivers of change that contribute to the shaping of places, development and design of future neighbourhoods. A series of experiments have been conducted in the site of a neighbourhood to investigate the relative effectiveness of immersive VE to facilitate people in collaborative urban design. The findings support the hypothesis that VE with the generation of 3D artefacts enhances design communication for laypeople to design an urban form for their neighbourhood. The thesis concludes by discussing how New Zealand’s future neighbourhoods can be shaped and developed with VE assisted participatory urban design.</p>


Author(s):  
Marlon Boarnet ◽  
Randall C. Crane

Chapter 3 reviewed the literature regarding the influence of the built environment on travel behavior, and chapter 4 then described one way the issue might be usefully studied. The empirical work in chapter 5 provided intriguing results while illuminating some complex issues that remain unresolved in the analysis of urban design and travel behavior. Overall, our analysis thus far suggests that the link between the built environment and travel is intimately tied to the how urban form influences the cost of travel, and that the effect of design is complex in ways not adequately appreciated in most policy discussions. Neighborhood design in particular might affect automobile travel, but we still have much to learn about the nature, generality, and policy role of any such link. That said, our analysis so far has been conventional in that it has focused on travel behavior. Yet that is only half of the story. It is also important to understand whether and how alternative land-use strategies might be more broadly implemented. Having sketched out the role of the demand for travel in understanding the impacts of urban form on trip making, we now examine the supply of urban form. Put another way, how do communities shape cities toward transportation ends? As discussed in chapter 3, a major difficulty in empirical work on travel behavior and urban design is that persons might choose residential locations based in part on how they wish to travel. Those who prefer walking are more likely to choose to live in pedestrian-friendly neighborhoods. People who prefer to commute by rail are more likely to live in transit-oriented developments. If so, then simply looking at differences in travel patterns across different neighborhoods does not give insight into how urban design causes persons to travel differently. It is possible that urban design might not lead persons to travel differently at all, at least not in the sense of changing the way they desire to travel. If there are an adequate number of communities providing less auto-dependent environments, then building more might have no influence on travel behavior.


2021 ◽  
Author(s):  
◽  
Shuva Chowdhury

<p>The distance between urban design processes and outcomes and their communication to stakeholders and citizens are often significant. Urban designers use a variety of tools to bridge this gap. Each tool often places high demands on the audience, and each through inherent characteristics and affordances, introduces possible failures to understand the design ideas, thus imposing a divergence between the ideas, their communication and the understandings.   Urban design is a hugely complex activity influenced by numerous factors. The design exploration process may follow established design traditions. In all instances, the medium in which the exploration takes place affects the understanding by laypeople. Design tools are chosen, in part, to facilitate the design process.  Most urban design community engagement does not use Virtual Environments (VE) as a means of communication and participation in the early stage of the design generation. There has been little research on how the use of VE for urban design can engage laypeople as contributors to the design process. It has been suggested that VE instruments can allow laypeople to express, explore and convey their imagination more easily. The very different nature of perceptual understanding of VE and its capability to produce instant 3D artefacts with design actions may allow laypeople to generate meaningful design ideas. An experiment setup has developed to leverage laypeople in authentic design collaboration.   This thesis examines in the context of New Zealand’s National Science Challenge ‘Building Better Homes, Towns and Cities’ the drivers of change that contribute to the shaping of places, development and design of future neighbourhoods. A series of experiments have been conducted in the site of a neighbourhood to investigate the relative effectiveness of immersive VE to facilitate people in collaborative urban design. The findings support the hypothesis that VE with the generation of 3D artefacts enhances design communication for laypeople to design an urban form for their neighbourhood. The thesis concludes by discussing how New Zealand’s future neighbourhoods can be shaped and developed with VE assisted participatory urban design.</p>


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


2017 ◽  
Vol 14 (1) ◽  
pp. 67
Author(s):  
Fadila Mohd Yusof ◽  
Azmir Mamat Nawi ◽  
Azhari Md Hashim ◽  
Ahmad Fazlan Ahmad Zamri ◽  
Abu Hanifa Ab Hamid ◽  
...  

Design development is one of the processes in the teaching and learning of industrial design. This process is important during the early stage of ideas before continuing to the next design stage. This study was conducted to investigate the comparison between  academic  syllabus  and  industry  practices  whether  these  processes  are  highly dependent on the idea generation and interaction related to the designer or to the student itself. The data were gathered through an observation of industry practice during conceptual design phase, teaching and learning process in academic through Video Protocol Analysis (VPA) method and interviews with industry practitioners via structured and unstructured questionnaires. The data were analysed by using NVivo software in order to formulate the results. The findings may possibly contribute to the teaching and learning processes especially in the improvement of industrial design syllabus in order to meet the industry demands. Keywords: design development, industrial design, industry demands


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