scholarly journals Virtual medium for design Participation: A shared perceptual understanding in an urban design approach

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>


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>


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.


Author(s):  
Lucas Puentes ◽  
Christopher McComb ◽  
Jonathan Cagan

Early stages of the engineering design process are vital to shaping the final design; each subsequent step builds from the initial concept. Innovation-driven engineering problems require designers to focus heavily on early-stage design generation, with constant application and evaluation of design changes. Strategies to reduce the amount of time and effort designers spend in this phase could improve the efficiency of the design process as a whole. This paper seeks to create and demonstrate a two-tiered design grammar that encodes heuristic strategies to aid in the generation of early solution concepts. Specifically, this two-tiered grammar mimics the combination of heuristic-based strategic actions and parametric modifications employed by human designers. Rules in the higher-tier are abstract and potentially applicable to multiple design problems across a number of fields. These abstract rules are translated into a series of lower-tier rule applications in a spatial design grammar, which are inherently domain-specific. This grammar is implemented within the HSAT agent-based algorithm. Agents iteratively select actions from either the higher-tier or lower-tier. This algorithm is applied to the design of wave energy converters, devices which use the motion of ocean waves to generate electrical power. Comparisons are made between designs generated using only lower-tier rules and those generated using only higher-tier rules.


2018 ◽  
Author(s):  
Christopher McComb ◽  
Jonathan Cagan ◽  
Lucas Puentes

Early stages of the engineering design process are vital to shaping the final design; each subsequent step builds from the initial concept. Innovation-driven engineering problems require designers to focus heavily on early-stage design generation, with constant application and evaluation of design changes. Strategies to reduce the amount of time and effort designers spend in this phase could improve the efficiency of the design process as a whole. This paper seeks to create and demonstrate a two-tiered design grammar that encodes heuristic strategies to aid in the generation of early solution concepts. Specifically, this two-tiered grammar mimics the combination of heuristic-based strategic actions and parametric modifications employed by human designers. Rules in the higher-tier are abstract and potentially applicable to multiple design problems across a number of fields. These abstract rules are translated into a series of lower-tier rule applications in a spatial design grammar, which are inherently domain-specific. This grammar is implemented within the HSAT agent-based algorithm. Agents iteratively select actions from either the higher-tier or lower-tier. This algorithm is applied to the design of wave energy converters, devices which use the motion of ocean waves to generate electrical power. Comparisons are made between designs generated using only lower-tier rules and those generated using only higher-tier rules.


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.


Author(s):  
Yan Jin ◽  
Oren Benami

AbstractConceptual design is a creative process. Designers create functions to satisfy customer needs and behaviors and forms to fulfill their functions. Although cognitive processes are at the center in developing new ideas, they are rarely taken into account in research and development of design support methods and systems. It is conceivable that if one understands how cognitive processes are stimulated to generate design ideas, then more effective methods and tools can be developed to support conceptual design. In this article, a cognitive model of conceptual design is developed to capture the relationships among design entities, design operations, and cognitive processes. A protocol analysis is performed to evaluate the model, and a cognitive experiment carried out to study the creative patterns and stimulating relationships. The results show that designers exhibit patterns of creative design behavior, and that these patterns can be captured and instilled into the design process to promote creativity.


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