TY - GEN
T1 - Unfolding Laypersons Creativity Through Social VR
T2 - 38th Conference on Education and Research in Computer Aided Architectural Design in Europe, eCAADe 2020
AU - Safin, Stéphane
AU - Dorta, Tomás
N1 - Publisher Copyright:
© 2020, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.
PY - 2020/1/1
Y1 - 2020/1/1
N2 - Involving laypersons in collaborative design projects faces the challenge of having an adapted representational ecosystem. There is a lack of adequate representational tools for multidisciplinary actors to graphically and physically vizualize and externalize their ideas. Using VR is a promising way of renewing participatory design, but settings with VR raise the difficulty to express ideas on the model, and to support collaboration since using VR headsets eventually hinder design communication between participants wearing them. In this paper we present the a case study of one workshop involving non-designers as participants, based on collective 3D sketches using a Social VR system (without headsets), in which several users simultaneously and immersively sketch using handheld tablets, operating a 3D model as contextual background. The workshop was supported by a representational ecosystem containing: (1) Traditional freehand sketching on paper and working with pre-cut physical components used as boundary objects to represent a scaled model; and (2) immersive 3D model allowing collective life-sized visualization, 3D sketching and interaction. The paper describers the case study and provide insights about layperson's collaborative design.
AB - Involving laypersons in collaborative design projects faces the challenge of having an adapted representational ecosystem. There is a lack of adequate representational tools for multidisciplinary actors to graphically and physically vizualize and externalize their ideas. Using VR is a promising way of renewing participatory design, but settings with VR raise the difficulty to express ideas on the model, and to support collaboration since using VR headsets eventually hinder design communication between participants wearing them. In this paper we present the a case study of one workshop involving non-designers as participants, based on collective 3D sketches using a Social VR system (without headsets), in which several users simultaneously and immersively sketch using handheld tablets, operating a 3D model as contextual background. The workshop was supported by a representational ecosystem containing: (1) Traditional freehand sketching on paper and working with pre-cut physical components used as boundary objects to represent a scaled model; and (2) immersive 3D model allowing collective life-sized visualization, 3D sketching and interaction. The paper describers the case study and provide insights about layperson's collaborative design.
KW - Co-design
KW - Laypersons participation
KW - Representational ecosystem
KW - Social VR
UR - https://www.scopus.com/pages/publications/85128179365
U2 - 10.52842/conf.ecaade.2020.1.355
DO - 10.52842/conf.ecaade.2020.1.355
M3 - Conference contribution
AN - SCOPUS:85128179365
SN - 9789491207204
T3 - Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe
SP - 355
EP - 364
BT - Anthropologic - Architecture and Fabrication in the cognitive age
A2 - Werner, Liss C.
A2 - Koering, Dietmar
PB - Education and research in Computer Aided Architectural Design in Europe
Y2 - 16 September 2020 through 17 September 2020
ER -