2000
DOI: 10.1016/s0926-5805(99)00050-3
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An experiment in design collaboration

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Cited by 45 publications
(33 citation statements)
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“…The term "Virtual Design Studio" was coined in early 1993 within the framework of this experiment, as reported by Wojtowicz (1995). Early virtual design studios utilized multi-user dungeons and multi-user dungeons object-oriented (Maher, Skow, and Cicognani 1999), as well as specially designed software that combined synchronous and asynchronous approaches (Kolarevic et al 2000). Later, 3D virtual worlds such as Active Worlds (Maher and Simoff 1999;Rosenman et al 2007), SecondLife (Gu et al 2009), and immersive virtual environments (Schnabel and Kvan 2001) were used in virtual design studios.…”
Section: A Brief Review On Virtual Design Studiosmentioning
confidence: 99%
“…The term "Virtual Design Studio" was coined in early 1993 within the framework of this experiment, as reported by Wojtowicz (1995). Early virtual design studios utilized multi-user dungeons and multi-user dungeons object-oriented (Maher, Skow, and Cicognani 1999), as well as specially designed software that combined synchronous and asynchronous approaches (Kolarevic et al 2000). Later, 3D virtual worlds such as Active Worlds (Maher and Simoff 1999;Rosenman et al 2007), SecondLife (Gu et al 2009), and immersive virtual environments (Schnabel and Kvan 2001) were used in virtual design studios.…”
Section: A Brief Review On Virtual Design Studiosmentioning
confidence: 99%
“…Thus, being identified as a major or minor problem is closely related to the cost-effectiveness dimension of the defined universal usability. Because each design decision requires working with specialists from different disciplines that have a significant effect on the design process (Chiu, 2002;Kolarevic et al, 2000;Kvan, 2000;Simoff and Maher, 2000), to avoid such design errors and minimize both major and minor usability problems, this study examined how an interdisciplinary approach could contribute cost-effectively to the success of universal usability, in terms of the heuristic abilities of the evaluators.…”
Section: Need For a Cost-effective Universal Usability Evaluationmentioning
confidence: 99%
“…Related tools meet the various functional needs of collaborative design, making collaboration possible with designers in different geographical locations. Even specialists in other fields and users can participate in collaborative design projects (Budd et al 1999;Chen et al 1998;Dave and Danahy 2000;Kolarevic et al 2000;Wood 2003). • Interaction and communication: ''learning by doing'' is the main principle of professional design education.…”
Section: The Potential Of the Internet For Professional Design Educationmentioning
confidence: 99%
“…The organization and size of a VDS depend on the number of projects, the number of participants, the type of digital media and tools used, and the duration of the project. The purposes and objectives of these VDS can be divided into three categories: (1) campus usage, which provides support to design courses and design information communications (Budd et al 1999;Craig and Zimring 2000); (2) design collaboration usage, which provides a platform for school-toschool or country-to-country design collaboration, thereby providing an opportunity for students and teachers to work with other students or experts in other environments (Brusasco et al 2000;Dave and Danahy 2000;Elger and Russell 2003;Kolarevic et al 2000); and (3) multidisciplinary collaboration which focuses on interdisciplinary design collaboration and provides a platform for integrating students with experts from different fields (Ž avbi and Tavčar 2005). According to their degree of use of the Internet (World Wide Web), the Internet-mediated courses can be divided into different levels, from those that provide only basic course information to those that put all course content and course interaction online.…”
Section: The Potential Of the Internet For Professional Design Educationmentioning
confidence: 99%