Hostname: page-component-cd9895bd7-fscjk Total loading time: 0 Render date: 2024-12-25T02:05:28.778Z Has data issue: false hasContentIssue false

WHAT DETERMINES VR INTEGRATION IN DESIGN PRACTICE? AN INVESTIGATION OF INDUSTRIAL DESIGNER'S ACCEPTANCE OF VR VISUALISATION TOOLS

Published online by Cambridge University Press:  19 June 2023

Wendy Zhang*
Affiliation:
University of Canterbury;
Charlie Ranscombe
Affiliation:
Swinburne University of Technology
Thammathip Piumsomboon
Affiliation:
University of Canterbury;
Prabha Mallya
Affiliation:
University of Canterbury;
*
Zhang, Wendy, University of Canterbury, New Zealand, [email protected]

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.

Emerging visualisation tools based on eXtended Reality (XR) platforms offer designers new possibilities and benefits, attracting increasing interest from academia and industry. However, as the users and consumers of these tools, practising designers' perceptions of XR visualisation tools need to be further verified as they shape the tools' acceptance and integration in the industry. This paper investigates industrial designers' acceptance of VR visualisation tools using the Unified Theory of Acceptance and Use of Technology (UTAUT) model. Semi-structured interviews were undertaken with 12 designers from 3 countries to discuss their attitudes, motivations, experiences, and expectations regarding adopting VR visualisation tools as professional tools. The study highlights key opportunities to promote VR integration in industrial design as the tools' practical capabilities to support design performance and the social influence of stakeholders and peer designers on the professional use of VR. The main barriers lie in designers' expected effort to learn and use the tools and the investment and upkeep of VR systems and facilities in the industry. The paper concludes with recommendations for reaping benefits and overcoming barriers.

Type
Article
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), 2023. Published by Cambridge University Press

References

Berg, L.P. and Vance, J.M., 2017. “Industry use of virtual reality in product design and manufacturing: a survey”. Virtual reality, 21(1), pp.117. https://doi.org/10.1007/s10055-016-0293-9CrossRefGoogle Scholar
Chauhan, S. and Jaiswal, M., 2016. “Determinants of acceptance of ERP software training in business schools: Empirical investigation using UTAUT model”. The International Journal of Management Education, 14(3), pp.248262. https://doi.org/10.1016/j.ijme.2016.05.005CrossRefGoogle Scholar
Coutts, E.R., Wodehouse, A. and Robertson, J., 2019, July. “A comparison of contemporary prototyping methods”. In Proceedings of the design society: international conference on engineering design, Vol. 1, No. 1, pp. 13131322. Cambridge University Press. https://doi.org/10.1017/dsi.2019.137Google Scholar
Cox, C., Hicks, B. and Gopsill, J., 2022. “Improving Mixed-Reality Prototyping through a Classification and Characterisation of Fidelity”. Proceedings of the Design Society, 2, pp.353362. https://doi.org/10.1017/pds.2022.37CrossRefGoogle Scholar
Cross, N. (2001), “Designerly ways of knowing: Design discipline versus design science”, Design Issues, Vol. 17, No. 3, pp. 4955. http://www.jstor.org/stable/1511801CrossRefGoogle Scholar
Goethem, S.V., Watts, R., Dethoor, A., Boxem, R.V., Zegveld, K.V., Verlinden, J. and Verwulgen, S., 2020, July. “The use of immersive technologies for concept design”. In International Conference on Applied Human Factors and Ergonomics, pp. 698704. Springer, Cham. https://doi.org/10.1007/978-3-030-51828-8_92CrossRefGoogle Scholar
Goldschmidt, G., 1991. “The dialectics of sketching”, Creativity Research Journal, Vol. 4 No. 2, pp. 123143.CrossRefGoogle Scholar
Kent, L., Snider, C., Gopsill, J. and Hicks, B., 2021. “Mixed reality in design prototyping: A systematic review”. Design Studies, 77, p.101046. https://doi.org/10.1016/j.destud.2021.101046CrossRefGoogle Scholar
Kim, K. G., Oertel, C., Dobricki, M., Olsen, J. K., Coppi, A. E., Cattaneo, A., and Dillenbourg, P., 2020. “Using immersive virtual reality to support designing skills in vocational education”. British Journal of Educational Technology, 51(6), 21992213. https://doi.org/10.1111/bjet.13026CrossRefGoogle Scholar
Laing, S. and Apperley, M., 2020. “The relevance of virtual reality to communication design”. Design Studies, 71, p.100965. https://doi.org/10.1016/j.destud.2020.100965CrossRefGoogle Scholar
Novoa, M., Howell, B., Hoftijzer, J.W., Rodriguez, J.M., Zhang, W. and Kramer, N., 2022. “New Collaborative Workflows-Immersive Co-Design from Sketching to 3D CAD and Production”. In DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th-9th September 2022. https://doi.org/10.35199/EPDE.2022.64CrossRefGoogle Scholar
Oti, A. and Crilly, N., 2021. “Immersive 3D sketching tools: Implications for visual thinking and communication”. Computers & Graphics, 94, pp.111123. https://doi.org/10.1016/j.cag.2020.10.007CrossRefGoogle Scholar
Ranscombe, C. and Zhang, W., 2021. “What motivates and discourages designers to use digital sketching? Comparing its use to externalise ideas versus communicating with external stakeholders”. Proceedings of the Design Society, 1, pp.34413450. https://doi.org/10.1017/pds.2021.605CrossRefGoogle Scholar
Tsai, G. and Yang, M.C., 2017, August. “How It Is Made Matters: Distinguishing Traits of Designs Created by Sketches, Prototypes, and CAD”. In International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, Vol.58219, p.V007T06A037. American Society of Mechanical Engineers. https://doi.org/10.1115/DETC2017-68403CrossRefGoogle Scholar
Venkatesh, V., Thong, J. Y. L. and Xu, X., 2012. “Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology”. MIS Quarterly, 36(1), 157178. https://doi.org/10.2307/41410412CrossRefGoogle Scholar