27,944 research outputs found

    Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process

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    Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process

    The Role of Mental Imagery in Conceptual Designing

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    In design literature, how designers think and how they design have been identified as a reflection of how they interact with their sketches. Sketching in architectural design is still a central concern which shapes our understanding of the design process and the development of new tools. Sketching not only serves as a visual aid to store and retrieve conceptualisations, but as a medium to facilitate more ideas, and to revise and refine these ideas. This thesis examined how mental imagery and sketching is used in designing by conducting a protocol analysis study with six expert architects. Each architect was required to think aloud and design under two different conditions: one in which s/he had access to sketching and one in which s/he was blindfolded (s/he did not have access to sketching). At the end of the blindfold condition the architects were required to quickly sketch what they held in their minds. The architects were able to come up with satisfying design solutions and some reported that using their imagery could be another way of designing. The resulting sketches were assessed by judges and were found to have no significant differences in overall quality. Expert architects were able to construct and maintain the design of a building without having access to sketching. The analysis of the blindfold and sketching design protocols did not demonstrate any differences in the quantity of cognitive actions in perceptual, conceptual, functional and evaluative categories. Each architect’s cognitive structure and designing behaviour in the blindfold activity mimicked her/his cognitive structure and designing behaviour in the sketching activity. The analysis of links between the design ideas demonstrated that architects’ performance in idea development was higher under the blindfold condition, compared to their sketching condition. It was also found that architects’ blindfold design performance was improved when they were more familiar with the site layout. These results imply that expert designers may not need sketching as a medium for their reflective conversation with the situation. This study indicates that constructing internal representations can be a strong tool for designing. Future studies may show that designers may not need sketching for the generation of certain designs during the early phases of conceptual designing

    Cognitive Transformation Mediated By Digital 3D Sketching During Conceptual Architectural Design Process

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    To optimize the level of cognition and collaboration during conceptual architectural design phase, novice designers need to employ more flexible and intuitive digital media. This thesis studied the feasibility of using VR 3D sketching interface in order to replace current non-intuitive Computer Aided Design (CAD) tools. For this purpose a sequential mixed method research methodology including a qualitative case study research and a cognitive-based quantitative protocol analysis experiment was conducted. Foremost, it was pertinent to understand how novice designers make intuitive decisions. Hence, a case study research comprising of ethnography for data collection and artifact and protocol analysis for data analysis was employed. The purpose was to understand knowledge flow characteristics among mentors and apprentices in real-life architectural conception in studio projects. The ethnography study documented the failure of conventional sketching methods in articulating complicated design ideas. Whereas, it found that current conventional CAD tools do hinder novice designers’ creativity due to their limitation in intuitive ideation. Moreover, the subsequent artifact analysis affirmed established constructs about advantages and disadvantages of each medium in providing “solution quality” and also “certainty about correctness of solution”. The case study’s findings then became the theoretical foundations for the development of a VR 3D sketching interface for enhancing novice designers’ cognition and collaboration during the conceptual design process. This phase of study evaluated the designers’ spatial cognition at four different cognitive levels: “physical-actions”, “perceptual-actions”, “functional-actions”, and “conceptual-actions”. It also evaluated the designers’ spatial cognition in two different collaborative levels: “cognitive synchronizations” and “gestures”. The results and confirmed hypotheses showed that compared to traditional design interfaces, the utilized VR-based simple and tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities during conceptual architectural phase. In summary the thesis has evaluated inherent characteristics of the conceptual architectural design process and documented influences of current external representation tools on designers’ cognition and collaboration. It has developed the necessary theoretical foundations for cognitive and collaborative aspects of implementing VR 3D sketching interface for future implementation. Results of this thesis are limited to implementation of VR 3D sketching interface to improve cognition and collaboration during conceptual architectural design process at the novice level.In conclusion, this thesis contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The author claims that this transformation can fill in the existing gap between analogue conceptual architectural design process and the remaining digital engineering parts of building design process hence enhancing the streamlining of digital design process. Finally, the author claims that the identification and documentation data on designers’ cognitive and collaborative conceptual design behaviors in the Malaysian context can be used as reference in future design studies. It is envisioned that the findings of this study can help the development of cutting-edge information technologies for design or education in the architectural field. Moreover, they will guide in the creation of future professional training programs to enhance capacity and capability of multidisciplinary professionals in using digital interfaces due to increasing global practice

    Intelligent computational sketching support for conceptual design

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    Sketches, with their flexibility and suggestiveness, are in many ways ideal for expressing emerging design concepts. This can be seen from the fact that the process of representing early designs by free-hand drawings was used as far back as in the early 15th century [1]. On the other hand, CAD systems have become widely accepted as an essential design tool in recent years, not least because they provide a base on which design analysis can be carried out. Efficient transfer of sketches into a CAD representation, therefore, is a powerful addition to the designers' armoury.It has been pointed out by many that a pen-on-paper system is the best tool for sketching. One of the crucial requirements of a computer aided sketching system is its ability to recognise and interpret the elements of sketches. 'Sketch recognition', as it has come to be known, has been widely studied by people working in such fields: as artificial intelligence to human-computer interaction and robotic vision. Despite the continuing efforts to solve the problem of appropriate conceptual design modelling, it is difficult to achieve completely accurate recognition of sketches because usually sketches implicate vague information, and the idiosyncratic expression and understanding differ from each designer

    Reflecting on Design Sketching: Implications for Problem-Framing and Solution-focused Conceptual Ideation

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    Background This investigation examines the role and use of sketching as tool of design representation during conceptual design activity. In particular we focus upon sketching???s relationship with problem framing and solution-focused strategies and reasoning in the proposition, exploration and development of solution ideas. This research was conducted to contribute to furthering knowledge and understanding of sketching for use in design pedagogy and the development of conceptual design tools. Methods In a qualitative content analysis (QCA) a coding frame based upon the constructs naming, framing, moving and reflecting is employed in the analysis of a concept design protocol using the think-aloud method. The protocol???s transcriptions were segmented before being encoded through the concept-driven coding frame. The analysis and discussion of results proceeds through reference to the encoded protocol data and is supported by the synchronic charting of design activity. Results Sketching activity during conceptual design provides opportunities for previous frames of reference to re-emerge and be re-engaged in new ways. The act of sketching appeared to facilitate frequent shifts of attention to and from sub-problems and sub-solutions. This thus provided opportunities to laterally explore different aspects of emergent solution ideas in a concurrent manner. These frequent shifting of attention may act as a catalyst for appositional reasoning across different aspects of the design problem. The participant???s solution-focused thoughts appeared to both influence and be influenced by sketching activity, affording fresh insights and perspectives to emerge. Conclusion The study of sketching and other tools of design representation provides opportunities to better understand the kinds of designerly ways of knowing, thinking and action required in practice. Findings have implications for design pedagogy and the development of conceptual design tools.clos

    A systematic review of protocol studies on conceptual design cognition: design as search and exploration

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    This paper reports findings from the first systematic review of protocol studies focusing specifically on conceptual design cognition, aiming to answer the following research question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? We reviewed 47 studies on architectural design, engineering design and product design engineering. This paper reports 24 cognitive processes investigated in a subset of 33 studies aligning with two viewpoints on the nature of designing: (V1) design as search (10 processes, 41.7%); and (V2) design as exploration (14 processes, 58.3%). Studies on search focused on solution search and problem structuring, involving: long-term memory retrieval; working memory; operators and reasoning processes. Studies on exploration investigated: co-evolutionary design; visual reasoning; cognitive actions; and unexpected discovery and situated requirements invention. Overall, considerable conceptual and terminological differences were observed among the studies. Nonetheless, a common focus on memory, semantic, associative, visual perceptual and mental imagery processes was observed to an extent. We suggest three challenges for future research to advance the field: (i) developing general models/theories; (ii) testing protocol study findings using objective methods conducive to larger samples and (iii) developing a shared ontology of cognitive processes in design

    Shape exploration in design : formalising and supporting a transformational process

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    The process of sketching can support the sort of transformational thinking that is seen as essential for the interpretation and reinterpretation of ideas in innovative design. Such transformational thinking, however, is not yet well supported by computer-aided design systems. In this paper, outcomes of experimental investigations into the mechanics of sketching are described, in particular those employed by practising architects and industrial designers as they responded to a series of conceptual design tasks,. Analyses of the experimental data suggest that the interactions of designers with their sketches can be formalised according to a finite number of generalised shape rules. A set of shape rules, formalising the reinterpretation and transformations of shapes, e.g. through deformation or restructuring, are presented. These rules are suggestive of the manipulations that need to be afforded in computational tools intended to support designers in design exploration. Accordingly, the results of the experimental investigations informed the development of a prototype shape synthesis system, and a discussion is presented in which the future requirements of such systems are explored

    Sketch-Based Interfaces to Support Collaborative Conceptual Design Learning

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    In order to gain a better understanding of online collaborative conceptual design processes this paper investigates how student designers make use of Lyceum, a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging 'themes' are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of 'grounding – mutual understanding' and 'support creativity' complement findings from other research, while important themes associated with 'near-synchrony' have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment

    Supporting Computer-supported collaborative work (CSCW) in conceptual design

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    In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging “themes” are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of “grounding – mutual understanding” and “support creativity” complement findings from other research, while important themes associated with “near-synchrony” have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment

    Sketching sonic interactions by imitation-driven sound synthesis

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    Sketching is at the core of every design activity. In visual design, pencil and paper are the preferred tools to produce sketches for their simplicity and immediacy. Analogue tools for sonic sketching do not exist yet, although voice and gesture are embodied abilities commonly exploited to communicate sound concepts. The EU project SkAT-VG aims to support vocal sketching with computeraided technologies that can be easily accessed, understood and controlled through vocal and gestural imitations. This imitation-driven sound synthesis approach is meant to overcome the ephemerality and timbral limitations of human voice and gesture, allowing to produce more refined sonic sketches and to think about sound in a more designerly way. This paper presents two main outcomes of the project: The Sound Design Toolkit, a palette of basic sound synthesis models grounded on ecological perception and physical description of sound-producing phenomena, and SkAT-Studio, a visual framework based on sound design workflows organized in stages of input, analysis, mapping, synthesis, and output. The integration of these two software packages provides an environment in which sound designers can go from concepts, through exploration and mocking-up, to prototyping in sonic interaction design, taking advantage of all the possibilities of- fered by vocal and gestural imitations in every step of the process
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