Hostname: page-component-cd9895bd7-fscjk Total loading time: 0 Render date: 2024-12-26T08:20:14.901Z Has data issue: false hasContentIssue false

Mixed reality prototyping: a framework to characterise simultaneous physical/virtual prototyping

Published online by Cambridge University Press:  16 May 2024

Chris Snider*
Affiliation:
University of Bristol, United Kingdom
Aman Kukreja
Affiliation:
University of Bristol, United Kingdom
Christopher Michael Jason Cox
Affiliation:
University of Bristol, United Kingdom
James Gopsill
Affiliation:
University of Bristol, United Kingdom
Lee Kent
Affiliation:
The University of Tokyo, Japan

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

Immersive reality (XR) technologies, particularly Mixed Reality (MR), offer promising opportunities for enhancing design prototyping. While recent studies often focus on Virtual Reality this work explores the application of MR, where focus lies on interlinking both the physical and digital to maximise benefit. Following a review of XR in design, a descriptive framework is presented to characterise MR prototyping. Two case studies are then presented to highlight the value of bridging the physical and digitalf worlds, before directions for further research in MR-based prototyping are outlined.

Type
Design Methods and Tools
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2024.

References

Berni, A., Nezzi, C., Piazzolla, N., Borgianni, Y., 2023. Visual behaviour in the evaluation of physical and virtual prototypes. Proc. Des. Soc. 3, 38213830. https://doi.org/10.1017/pds.2023.383CrossRefGoogle Scholar
Bimber, O., Raskar, R., 2006. Modern approaches to augmented reality, in: ACM SIGGRAPH 2006 Courses, SIGGRAPH ’06. Association for Computing Machinery, New York, NY, USA, pp. 1-es. https://doi.org/10.1145/1185657.1185796Google Scholar
Bisson, I., Mahdjoub, M., Zare, M., Goutaudier, F., Ravier, F., Sagot, J.-C., 2023. Effect of intermediary object use during collaborative design activities of immersive applications: focus on professional training application. Proc. Des. Soc. 3, 15551564. https://doi.org/10.1017/pds.2023.156CrossRefGoogle Scholar
Brunzini, A., Papetti, A., Germani, M., Adrario, E., 2021. Mixed reality in medical simulation: a comprehensive design methodology. Proc. Des. Soc. 1, 21072116. https://doi.org/10.1017/pds.2021.472CrossRefGoogle Scholar
Camburn, B., Dunlap, B., Gurjar, T., Hamon, C., Green, M., Jensen, D., Crawford, R., Otto, K., Wood, K., 2015. A Systematic Method for Design Prototyping. J. Mech. Des. 137. https://doi.org/10.1115/1.4030331CrossRefGoogle Scholar
Camburn, B., Viswanathan, V., Linsey, J., Anderson, D., Jensen, D., Crawford, R., Otto, K., Wood, K., 2017. Design prototyping methods: state of the art in strategies, techniques, and guidelines. Des. Sci. 3, e13. https://doi.org/10.1017/dsj.2017.10CrossRefGoogle Scholar
Christie, E.J., Jensen, D., Buckley, R.T., Menefee, D.A., Ziegler, K., Wood, K., Crawford, R., 2012. Prototyping Strategies: Literature Review and Identification of Critical Variables, ASEE Annual Conference and Exposition. https://doi.org/10.18260/1-2--21848CrossRefGoogle Scholar
Farshid, M., Paschen, J., Eriksson, T., Kietzmann, J., 2018. Go boldly!: Explore augmented reality (AR), virtual reality (VR), and mixed reality (MR) for business. Bus. Horiz. 61, 657663. https://doi.org/10.1016/j.bushor.2018.05.009CrossRefGoogle Scholar
Goethem, S.V., Verlinden, J., Watts, R., Verwulgen, S., 2021. User experience study on ideating wearables in VR. Proc. Des. Soc. 1, 33393348. https://doi.org/10.1017/pds.2021.595CrossRefGoogle Scholar
Goudswaard, M., Gopsill, J., Harvey, M., Snider, C., Bell, A., Hicks, B., 2021. Revisiting prototyping in 2020: a snapshot of practice in uk design companies. Proc. Des. Soc. 1, 25812590. https://doi.org/10.1017/pds.2021.519CrossRefGoogle Scholar
Hallmann, J., Stechert, C., Ahmed, S.I.-U., 2023. Supporting student laboratory experiments through augmented reality. Proc. Des. Soc. 3, 32353244. https://doi.org/10.1017/pds.2023.324CrossRefGoogle Scholar
Harlan, J., Goetz, S., Wartzack, S., 2023. Use cases for a hybrid augmented reality computer workstation in cad workflows. Proc. Des. Soc. 3, 37313740. https://doi.org/10.1017/pds.2023.374CrossRefGoogle Scholar
Hireche, L., Medina-Galvis, S.-C., Rusca, R., Pinsault, N., Thomann, G., 2023. Augmented reality application for pulmonary auscultation learning aid. Proc. Des. Soc. 3, 697706. https://doi.org/10.1017/pds.2023.70CrossRefGoogle Scholar
Horvat, N., Kunnen, S., Štorga, M., Nagarajah, A., Škec, S., 2022. Immersive virtual reality applications for design reviews: Systematic literature review and classification scheme for functionalities. Adv. Eng. Inform. 54, 101760. https://doi.org/10.1016/j.aei.2022.101760CrossRefGoogle Scholar
Houde, S., Hill, C., 1997. Chapter 16 - What do Prototypes Prototype?, in: Helander, M.G., Landauer, T.K., Prabhu, P.V. (Eds.), Handbook of Human-Computer Interaction (Second Edition). North-Holland, Amsterdam, pp. 367381. https://doi.org/10.1016/B978-044481862-1.50082-0CrossRefGoogle Scholar
Hu, X., Casakin, H., Georgiev, G.V., 2023. Bridging designer-user gap with a virtual reality-based empathic design approach: contextual information details. Proc. Des. Soc. 3, 797806. https://doi.org/10.1017/pds.2023.80CrossRefGoogle Scholar
Kaplan, A.D., Cruit, J., Endsley, M., Beers, S.M., Sawyer, B.D., Hancock, P.A., 2021. The Effects of Virtual Reality, Augmented Reality, and Mixed Reality as Training Enhancement Methods: A Meta-Analysis. Hum. Factors 63, 706726. https://doi.org/10.1177/0018720820904229CrossRefGoogle Scholar
Kent, L., Snider, C., Gopsill, J., Hicks, B., 2021a. Mixed reality in design prototyping: A systematic review. Des. Stud. 77. https://doi.org/10.1016/j.destud.2021.101046CrossRefGoogle Scholar
Kent, L., Snider, C., Hicks, B., 2021b. Mixed reality prototyping: synchronicity and its impact on a design workflow. Proc. Des. Soc. 1, 21172126. https://doi.org/10.1017/pds.2021.473CrossRefGoogle Scholar
Kim, H., Hyun, K.H., 2022. Understanding Design Experience in Virtual Reality for Interior Design Process. Presented at the CAADRIA 2022: Post-Carbon, Sydney, Australia, pp. 5968. https://doi.org/10.52842/conf.caadria.2022.1.059CrossRefGoogle Scholar
Kujur, A., Khan, S.H., Kumar, J., 2022. Evaluating learning experience and emotional triggers of virtual learning environments (vles) using psychogalvanic reflexes and behavioural analysis. Presented at the 24th International Conference on Engineering & Product Design Education (E&PDE 2022). https://doi.org/10.35199/EPDE.2022.77Google Scholar
Latif, U.K., Gong, Z., Nanjappan, V., Georgiev, G.V., 2023. Designing for rehabilitation movement recognition and measurement in virtual reality. Proc. Des. Soc. 3, 13871396. https://doi.org/10.1017/pds.2023.139CrossRefGoogle Scholar
Lauff, C., Kotys-Schwartz, D., Rentschler, M., 2018. What is a Prototype? What are the Roles of Prototypes in Companies? J. Mech. Des. 140. https://doi.org/10.1115/1.4039340CrossRefGoogle Scholar
Lingan, C.L., Li, M., Vermeeren, A.P.O.S., 2021. The immersion cycle: understanding immersive experiences through a cyclical model. Proc. Des. Soc. 1, 30113020. https://doi.org/10.1017/pds.2021.562CrossRefGoogle Scholar
Mariani, E., Kooijman, F.S.C., Shah, P., Stoimenova, N., 2021. Prototyping in social VR: anticipate the unanticipated outcomes of interactions between ai-powered solutions and users. Proc. Des. Soc. 1, 24912500. https://doi.org/10.1017/pds.2021.510CrossRefGoogle Scholar
Melo, G., Ravi, R., Jauer, L., Schleifenbaum, J.H., 2022. Investigating the use of augmented reality in the design for additive manufacturing. Presented at the 24th International Conference on Engineering & Product Design Education (E&PDE 2022). https://doi.org/10.35199/EPDE.2022.108Google Scholar
Menold, J., Jablokow, K., Simpson, T., 2017. Prototype for X (PFX): A holistic framework for structuring prototyping methods to support engineering design. Des. Stud. 50, 70112. https://doi.org/10.1016/j.destud.2017.03.001CrossRefGoogle Scholar
Milgram, P., Takemura, H., Utsumi, A., Kishino, F., 1994. Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator Telepresence Technol. 2351. https://doi.org/10.1117/12.197321CrossRefGoogle Scholar
Nandy, A., Smith, J., Jennings, N., Kuniavsky, M., Hartmann, B., Goucher-Lambert, K., 2023. VR or not? Investigating interface type and user strategies for interactive design space exploration. Proc. Des. Soc. 3, 38513860. https://doi.org/10.1017/pds.2023.386CrossRefGoogle Scholar
Nanjappan, V., Uunila, A., Vaulanen, J., Välimaa, J., Georgiev, G.V., 2023. Effects of immersive virtual reality in enhancing creativity. Proc. Des. Soc. 3, 15851594. https://doi.org/10.1017/pds.2023.159CrossRefGoogle Scholar
Otto, K.N., Wood, K.L., 2001. Product Design: Techniques in Reverse Engineering and New Product Development. Prentice Hall.Google Scholar
Pei, E., Campbell, I., Evans, M., 2011. A Taxonomic Classification of Visual Design Representations Used by Industrial Designers and Engineering Designers. Des. J. 14, 6491. https://doi.org/10.2752/175630610X12877385838803Google Scholar
Porro, S., Spadoni, E., Bordegoni, M., Carulli, M., 2022. Design of an Intrinsically Motivating AR Experience for Environmental Awareness. Proc. Des. Soc. 2, 16791688. https://doi.org/10.1017/pds.2022.170CrossRefGoogle Scholar
Rokhsaritalemi, S., Sadeghi-Niaraki, A., Choi, S.-M., 2020. A Review on Mixed Reality: Current Trends, Challenges and Prospects. Appl. Sci. 10, 636. https://doi.org/10.3390/app10020636CrossRefGoogle Scholar
Romero, V., Pinquié, R., Noël, F., 2021. An immersive virtual environment for reviewing model-centric designs. Proc. Des. Soc. 1, 447456. https://doi.org/10.1017/pds.2021.45CrossRefGoogle Scholar
Scurati, G.W., Dozio, N., Ferrise, F., Bertoni, M., 2023. Beyond the overview effect: a virtual reality experience for sustainability awareness in decision-making. Proc. Des. Soc. 3, 777786. https://doi.org/10.1017/pds.2023.78CrossRefGoogle Scholar
Seybold, C., Mantwill, F., 2021. 3d sketches in virtual reality and their effect on development times. Proc. Des. Soc. 1, 110. https://doi.org/10.1017/pds.2021.1Google Scholar
Snider, C., Goudswaard, M., Ranscombe, C., Hao, C., Gopsill, J., Hicks, B., 2023. How should we prototype? Establishing the affordances of prototyping media and approaches. Proc. Des. Soc. 3, 21252134. https://doi.org/10.1017/pds.2023.213Google Scholar
Snider, C., Kent, L., Goudswaard, M., Hicks, B., 2022. Integrated Physical-Digital Workflow in Prototyping – Inspirations from the Digital Twin. Proc. Des. Soc. 2, 17671776. https://doi.org/10.1017/pds.2022.179CrossRefGoogle Scholar
Sopher, H., Milovanovic, J., Gero, J., 2022. Exploring the Effect of Immersive VR on Student-Tutor Communication in Architecture Design Crits. https://doi.org/10.52842/conf.caadria.2022.2.315CrossRefGoogle Scholar
Steinhauser, N., Zimmerer, C., Grauberger, P., Nelius, T., Matthiesen, S., 2023. Functional analysis in physical and virtual reality (VR) environments – a comparative study. Proc. Des. Soc. 3, 20152024. https://doi.org/10.1017/pds.2023.202CrossRefGoogle Scholar
Trump, J., Shealy, T., 2023. Effects of embodied and self-reflected virtual reality on engineering students’ design cognition about nature. Proc. Des. Soc. 3, 15751584. https://doi.org/10.1017/pds.2023.158CrossRefGoogle Scholar
Ulrich, K.T., Eppinger, S.D., 2016. Product design and development, Sixth edition. ed. McGraw-Hill Education, New York, NY.Google Scholar
Verlinden, J., Horváth, I., 2009. Analyzing opportunities for using interactive augmented prototyping in design practice. AI EDAM 23, 289303. https://doi.org/10.1017/S0890060409000250CrossRefGoogle Scholar
Yengui, M.H., Stechert, C., 2021. On the activation of students through augmented reality experiences. Proc. Des. Soc. 1, 23072316. https://doi.org/10.1017/pds.2021.492CrossRefGoogle Scholar