Abstract

PurposeThe purpose of this paper is to examine how the use of immersive virtual reality (IVR) impacts on the surprise aspects of designing.Design/methodology/approachThe empirical case is a new hospital in the UK wherein a CAVE (Cave Automatic Virtual Environment) type of an IVR environment was used performing six design review sessions during the bid preparation stage. Drawing from a former video-based study, the authors conducted follow-up discussions with the participants to access their perspectives on design surprises emerging from their engagement with the IVR. The study developed a reflective methodology, interviewing participants about their experiences of doing design in the immersive environment. Retrospective discussions were conducted in a data review format, through playing back video clips of the IVR design sessions and asking the participants to reflect on their IVR design experience and on design surprises emerging from their engagement with the IVR.FindingsThe findings indicate that IVRs, such as the CAVE, are not only enhancing existing understandings of design but also challenging the participants' understanding of the design as they experience the immersive version of it, provoking ruptures in current procedures and driving unanticipated changes to the design.Originality/valueThis qualitative study of surprise in design work using IVRs (for a real-life design project) brings new insights into emerging practices of designing using immersive technology, such as the CAVE.

Highlights

  • Maftei, L. and Harty, C. (2021) Surprise: challenging design perceptions in immersive virtual reality environments? The case of designing a hospital project using a CAVE

  • Retrospective discussions were conducted in a data review format, through playing back video-clips of the na immersive virtual reality (IVR) design sessions and asking the participants to reflect on their IVR design experience and on design surprises emerging from their engagement with the lo Findings - The findings indicate that IVRs such as the CAVE are rch fA

  • Recognising surprise as an important aspect in design seen as a socio-material process realised in situations of practice, this paper treats surprise as a situated phenomenon and it examines how design practitioners make sense of and address surprise within design ctu ite processes performed using IVR and how this relates to broader design practice

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Summary

Introduction

The case of designing a hospital project using a CAVE It is advisable to refer to the publisher’s version if you intend to cite from the work. All outputs in CentAUR are protected by Intellectual Property Rights law, including copyright law. Copyright and IPR is retained by the creators or other copyright holders. JA rn te Surprise: Challenging design perceptions in immersive virtual reality environments? Manuscript Type: Research Paper design practice, immersive virtual reality (IVR), design surprise, retrospective reflection al Keywords: es lR ra ctu ite rch fA lo na ur

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