2015
DOI: 10.26687/archnet-ijar.v9i3.693
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Designing in Caves: Using Immersive Visualisations in Design Practice

Abstract: This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within t… Show more

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Cited by 23 publications
(47 citation statements)
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References 32 publications
(39 reference statements)
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“…Reported sample sizes differed significantly, ranging from two studies with fewer than 10 participants (Maftei & Harty, 2015;Maftei & Harty, 2016) to another with 120 participants (Heydarian, Carneiro, Gerber, & Becerik-Gerber, 2015b). Overall, the average sample size was 45: 10 for healthcare, 67 for the workplace, and 53 for retail design research.…”
Section: Participant Demographicsmentioning
confidence: 99%
“…Reported sample sizes differed significantly, ranging from two studies with fewer than 10 participants (Maftei & Harty, 2015;Maftei & Harty, 2016) to another with 120 participants (Heydarian, Carneiro, Gerber, & Becerik-Gerber, 2015b). Overall, the average sample size was 45: 10 for healthcare, 67 for the workplace, and 53 for retail design research.…”
Section: Participant Demographicsmentioning
confidence: 99%
“…The rationale behind this approach builds on the methodological principles of video-based studies prioritizing the situated and interactional accomplishment of practical action (Heath et al 2010), and the broad positioning of the study. The video-based analysis methods provide relevant research means to understand in depth how collaborative VR is used for performing design-related activities (Maftei 2015;Maftei and Harty 2015;Tutt and Harty 2013). Working with the Innovation Team in the project who organized project teams' visits to the central offices to use the 3D-MOVE, the researchers gathered data from ten sessions over five days during the three-month period (Table 1).…”
Section: Fig 1: the 3d-move In Use In Design Review In The Major Promentioning
confidence: 99%
“…That some requirements are intangible and resist representation (even with advanced visual technologies) has been noted (e.g. infection control - Collinge, 2015); as has the increasing use of immersive digital technologies in design practice (Maftei and Harty, 2015).…”
Section: Briefing As Social Semiotic Practicementioning
confidence: 99%