scholarly journals AR/Urban: Exploring Augmented Reality for Participatory Urban Design

2021 ◽  
Author(s):  
David Silcock

<p><b>CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Cultural shifts have created a need to involve the end-users in these activities. CAAD has been quick and plentiful to offer solutions, yet, the recurring problem lies with the lay-person not being able to interpret information effectively and be able to take part in the process of design proactively. To date, much-existing research predominantly focuses on the development of designs in urban settings using high tech devices that fundamentally require a high level of expertise, or an experienced 'guide', to help navigate or create within these environments.</b></p> <p>This thesis presents a novel application based on real-time-virtual-engines and XR. The research discusses the role that tangible user interfaces (TUI) can play in the engagement of the lay-person in the design process. In this project, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the extending web of availability of barrier-free technologies to better include lay-persons as active participants in the design process.</p> <p>The AR-markers developed within this project provide an intuitive method of addressing specific issues relating to the engagement of lay-people in the process of urban design. E.g. the appropriate positioning of a house on a section of land and the understanding of translation from 2D to 3D representation. These obstacles are managed through interaction and manipulation of image-based targets encoded with ‘Vuforia’s’ ‘virtual buttons’ functionality. This method gives the lay-person the ability to cycle through different parametric design options with a degree of computational fluency not typical of the lay-person. A first-person viewer is encouraged in unison with this interaction, providing a means to shift from organising space in a ‘bird-eye’ view to experiencing it from a more familiar street-view perspective.</p> <p>In the early phases of this project, the focus was placed on establishing tools for layperson engagement in the process of urban design. The first iteration of the tool focused on a broadly scoped parametric augmented reality workflow, where the focus is placed on the transfer of information from an interactive parametric program to an AR environment. The second iteration saw this workflow simplified, utilising a smartphone application that allowed the easy transfer of data between these two platforms. A refinement of scope then occurred, followed by the final version of the tool which focussed purely on the development of an AR environment that allowed for accessible and proactive layperson participation. The later stages of this project involved more in-depth exploration of the capabilities of the tool, the testing of it in a more refined context, and critical reflection on the effectiveness of each passing phase. The project concludes with an overall critique and evaluation of the developed method based on criteria outlined in similar research projects, and a framework for future research to aid in the engagement of lay-people in urban design through participatory AR.</p>

2021 ◽  
Author(s):  
David Silcock

<p><b>CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Cultural shifts have created a need to involve the end-users in these activities. CAAD has been quick and plentiful to offer solutions, yet, the recurring problem lies with the lay-person not being able to interpret information effectively and be able to take part in the process of design proactively. To date, much-existing research predominantly focuses on the development of designs in urban settings using high tech devices that fundamentally require a high level of expertise, or an experienced 'guide', to help navigate or create within these environments.</b></p> <p>This thesis presents a novel application based on real-time-virtual-engines and XR. The research discusses the role that tangible user interfaces (TUI) can play in the engagement of the lay-person in the design process. In this project, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the extending web of availability of barrier-free technologies to better include lay-persons as active participants in the design process.</p> <p>The AR-markers developed within this project provide an intuitive method of addressing specific issues relating to the engagement of lay-people in the process of urban design. E.g. the appropriate positioning of a house on a section of land and the understanding of translation from 2D to 3D representation. These obstacles are managed through interaction and manipulation of image-based targets encoded with ‘Vuforia’s’ ‘virtual buttons’ functionality. This method gives the lay-person the ability to cycle through different parametric design options with a degree of computational fluency not typical of the lay-person. A first-person viewer is encouraged in unison with this interaction, providing a means to shift from organising space in a ‘bird-eye’ view to experiencing it from a more familiar street-view perspective.</p> <p>In the early phases of this project, the focus was placed on establishing tools for layperson engagement in the process of urban design. The first iteration of the tool focused on a broadly scoped parametric augmented reality workflow, where the focus is placed on the transfer of information from an interactive parametric program to an AR environment. The second iteration saw this workflow simplified, utilising a smartphone application that allowed the easy transfer of data between these two platforms. A refinement of scope then occurred, followed by the final version of the tool which focussed purely on the development of an AR environment that allowed for accessible and proactive layperson participation. The later stages of this project involved more in-depth exploration of the capabilities of the tool, the testing of it in a more refined context, and critical reflection on the effectiveness of each passing phase. The project concludes with an overall critique and evaluation of the developed method based on criteria outlined in similar research projects, and a framework for future research to aid in the engagement of lay-people in urban design through participatory AR.</p>


2010 ◽  
Vol 14 (06) ◽  
pp. 1099-1127 ◽  
Author(s):  
MARC WOUTERS

Many larger, technology incumbent companies involve smaller, high-tech entrepreneurial firms in their innovation processes by outsourcing the development of new products, services, and processes. These R&D firms face the challenge of profitable technology commercialization. In this context, we study the use of customer value propositions and agreements based on these. The problem is that it is not clear how such propositions can be structured under considerable uncertainty. Real options logic seems to lend itself, in principle, to structuring value propositions. However, recent studies have discussed the organizational challenges of applying real options. Hence, we specifically investigate under what conditions real options logic can be an adequate base for the development of the value proposition of a small high-tech entrepreneurial supplier cooperating with a large-scale incumbent firm to develop new technology. We provide empirical support based on two case studies. Ideas for future research conclude this paper.


2015 ◽  
Vol 7 (1) ◽  
pp. 59-78
Author(s):  
Elizabeth FitzGerald ◽  
Anne Adams

Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.


2016 ◽  
pp. 599-619
Author(s):  
Elizabeth FitzGerald ◽  
Anne Adams

Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.


Author(s):  
Hyo-Jeong So ◽  
Hans Lossman ◽  
Wei-Ying Lim ◽  
Michael J. Jacobson

<span>In this paper, we describe our path for designing an online community of practice for teachers in Singapore, from identifying the current status of professional development to designing an online platform where teachers can share vivid images of their teaching practices with other teachers. To identify current practices in professional development, we conducted a large scale online survey with 1605 teachers. The quantitative data collected from this survey gave us a macro-level overview of the current status of teacher professional development in Singapore schools. Next, for a more in depth understanding of teachers' views on professional development experiences and gathering of ideas for designing an online video based environment, we conducted participatory design workshops with 11 teachers in two schools. The purpose of these workshops was to engage end users, who are teachers in Singapore, from an early stage of the design process so that their needs and ideas could be reflected in the final design. Finally, we turned the ideas gathered from the participatory workshops into a concrete design of an online environment for a teacher community. In the design process for this environment, particular attention was given to Web 2.0 technology solutions, which emphasise participation from community members as a key element. In conclusion, we discuss issues and challenges faced in this process, and implications for future research into online professional development actvities.</span>


2021 ◽  
Vol 11 (2) ◽  
pp. 52-64
Author(s):  
Tiana A. Plotnikova

The study was designed to research and analyse the existing methods used in the industry and propose alternative solutions that would meet the growing project demand. One of the major findings of this paper shows that 65% of interviewed architects and urban designers reported a lack of data accuracy in their concept design solutions, as well as dissatisfaction with the segregated concept design process. Having identified key inefficiencies in pre-design and the schematic design stages of urban design, the study develops a multiplatform web application - a space planning tool that is capable of assisting with data informed design decisions in the early stages of large-scale urban design projects. The alternative solution allows for the execution of concept stage prototyping through UI cell modification by integrating data and generating spatial solutions based on the adjacency requirements. Purpose: the purpose of this study is to understand, improve and eliminate inefficiencies in the early stages of the urban design process. Methodology: this study will first review existing inefficiencies of the architecture and urban design industry using 2 researched methods: non-participant observations and surveys. Non-participant observations were continuous and were carried out for a period of 9 months. The group that was studied involved 17 people that worked on the early-stage design stage of large-scale architecture and urban design projects. In addition to that, a survey was carried out to examine the identified inefficiencies further and to confirm the hypothesis. The survey involved 370 industry professionals from over 15 countries. Based on the developed understanding of project delivery inefficiencies, a classification will be developed to categorize the existing software. Finally, this study will conduct a series of experiments to develop a technical solution to meet current industry demands. Results: identification of key pre-design and the schematic design inefficiencies, development of a multiplatform web application. Practical implications: the application is being tested and used in the industry of architecture, urban and spatial design, it has the potential to save companies time and financial resources.  


2019 ◽  
Vol 50 (4) ◽  
pp. 693-702 ◽  
Author(s):  
Christine Holyfield ◽  
Sydney Brooks ◽  
Allison Schluterman

Purpose Augmentative and alternative communication (AAC) is an intervention approach that can promote communication and language in children with multiple disabilities who are beginning communicators. While a wide range of AAC technologies are available, little is known about the comparative effects of specific technology options. Given that engagement can be low for beginning communicators with multiple disabilities, the current study provides initial information about the comparative effects of 2 AAC technology options—high-tech visual scene displays (VSDs) and low-tech isolated picture symbols—on engagement. Method Three elementary-age beginning communicators with multiple disabilities participated. The study used a single-subject, alternating treatment design with each technology serving as a condition. Participants interacted with their school speech-language pathologists using each of the 2 technologies across 5 sessions in a block randomized order. Results According to visual analysis and nonoverlap of all pairs calculations, all 3 participants demonstrated more engagement with the high-tech VSDs than the low-tech isolated picture symbols as measured by their seconds of gaze toward each technology option. Despite the difference in engagement observed, there was no clear difference across the 2 conditions in engagement toward the communication partner or use of the AAC. Conclusions Clinicians can consider measuring engagement when evaluating AAC technology options for children with multiple disabilities and should consider evaluating high-tech VSDs as 1 technology option for them. Future research must explore the extent to which differences in engagement to particular AAC technologies result in differences in communication and language learning over time as might be expected.


2017 ◽  
Vol 5 (1) ◽  
pp. 70-82
Author(s):  
Soumi Paul ◽  
Paola Peretti ◽  
Saroj Kumar Datta

Building customer relationships and customer equity is the prime concern in today’s business decisions. The emergence of internet, especially social media like Facebook and Twitter, changed traditional marketing thought to a great extent. The importance of customer orientation is reflected in the axiom, “The customer is the king”. A good number of organizations are engaging customers in their new product development activities via social media platforms. Co-creation, a new perspective in which customers are active co-creators of the products they buy and use, is currently challenging the traditional paradigm. The concept of co-creation involving the customer’s knowledge, creativity and judgment to generate value is considered not only an upcoming trend that introduces new products or services but also fitting their need and increasing value for money. Knowledge and innovation are inseparable. Knowledge management competencies and capacities are essential to any organization that aspires to be distinguished and innovative. The present work is an attempt to identify the change in value creation procedure along with one area of business, where co-creation can return significant dividends. It is on extending the brand or brand category through brand extension or line extension. This article, through an in depth literature review analysis, identifies the changes in every perspective of this paradigm shift and it presents a conceptual model of company-customer-brand-based co-creation activity via social media. The main objective is offering an agenda for future research of this emerging trend and ensuring the way to move from theory to practice. The paper acts as a proposal; it allows the organization to go for this change in a large scale and obtain early feedback on the idea presented. 


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


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