Mid Term presentation: Improving the Ideal Experience of Using AR/VR in Design Schools

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IDUS 711 Methods of Contextual Research

Mid - Term Presentation

Ideal Experience

Learning AR/VR in Design Schools

Krati Bangard, Parina Vaghani

Roma Patadia, Rukaiya Vohra

Shaily Parikh

Research Goal Key Research Questions
Research Finds Stakeholder Map Clients Screener Guide Observation Inferences Research Plan Matrix Discussion Guide Interview Inferences
Probe Plan Sensory Cue Plan 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.
Contents
Secondary
Cultural

Research Goal

To find out the challenges and grey areas in the adoption and use of AR & VR in the design industry, to create an ideal experience for learning them.

Key Research Questions

What is the scope of AR & VR in design?

What are the applications of AR & VR in design?

Defining the current learning scenario.

What are the challenges with learning AR/VR?

Secondary Research Finds

The global market of VR in education is projected to reach million by 2026. $13,098

Hence VR is becoming a strong tool in the education industry with votes. 41%

Learners feel more confident when studying using VR compared to classroom training. 40%

Gaming Healthcare Education Manufacturing Movies Workforce Dev Ma 75 50 25 0

Secondary Research Finds

Its benefits of providing information in real time & facilitating mirroring real life contributed to votes. 49%

Providing information in real time

Facilitate mirror

Enhance creativity in product design

Enable collaboration in real time

Enable user to experience differently

Capture novel user data

0 10 20 30 40 50

Secondary Research Finds

Bulky hardware and technical glitches were the top adoption barriers for VR contributing to votes. 26% Its benefits of providing information in real time & facilitating mirroring real life contributed to votes. 49%

Providing information in real time

Facilitate mirror

Enhance creativity in product design

Enable collaboration in real time

Enable user to experience differently

Capture novel user data

ruserexperience 26%
Rules&laws
Contentofferings 24% reluctance 14%
13% Finance&Investment 13%
0 10 20 30 40 50
Costtoconsumers 10%

Secondary Research Finds

PROS OF AR TRAINING

Safe experiential learning that’s engaging for learners

Dynamic in-the-moment performance support

Easy to reuse and distribute at scale

CONS OF AR TRAINING

Not especially useful for soft skills training or topics open to interpretation.

Newer technology that is advancing and thus may call for occasional updates.

More expensive than training modalities like eLearning and ILT.

Secondary Research Finds

Statistical ratios of most relevant areas of design

Fashion Design

8%

Interior Design

19%

Product Design

41%

Design based educational institutions and students can use the technology to display virtual environments that are impossible to visualise in physical classrooms like spaces, objects, objects in spaces, etc.

Graphic Design

32%

Netnography

Expansion of immersive technology into nonconventional design fields like service design

How different design schools across the globe are trying to adapt to AR/VR via architecture & game design.

Stakeholder Map

Prime Stakeholder

Clients

FACULTY Faculty Member Student Alumni Design School Accessible Articulate Complete Infrastructure Availability Screener Guide

Inferences from Observation

AR/VR Classes and Workshop at SCAD

Pain Points

Difficulty with Software handling and setup

Difficulty with Equipment handling

Curriculum is largely focused on gamification Professor relying on professional technical help

Not enough space to operate the machines

Limited accessibility of equipments by the school

Inferences from Observation

AR/VR Classes and Workshop at SCAD

Gain Points

Inspiring posters in the classroom to set the tone

Projects focused on benefits of technology

Collaborative discussions about technology

Intersection of many other design fields

Presentation and

Communication with Discord

Liberty by professor for approach & method

Research Plan

Objectives

Hypothesis

Challenges in Adoption

Finding out Course Curriculum

Variables

Analysis

Affordability, Underdevelopment University students and staff

Interview, Survey and Cultural Probe

Very VR and Gaming focused Professors teaching AR/VR Interviews

Why are the projects gaming-focused

Student projects being gamingfocused

Professors and Students in AR/VR

Interviews, Focused group discussions, Cultural probe

Why is VR more popular than AR in the curriculum

The Immersive technology being applied in more fields

Students from other design fields

Interviews, Focused group discussions

Research Plan

Objectives

Hypothesis Variables

Analysis

Future scope for students

Is there anything beyond healthcare and gaming

Professors and Students in AR/VR and other design

Pain points while using AR/VR

Physical and mental effects after the use

Headgear being heavy and uncomfortable

Cognitive senses can affect the brain to get tired

Professors and Students in AR/VR

Interview and Cultural Probe

Interviews and Focused group discussions

Professors and Students in AR/VR Surveys and Interviews

Advantages of the use in design education

Student projects inclined more towards VR

Professors and Students in AR/VR and other design

Interviews and Focused group discussions

Introduction to AR

How are students introduced to the tech

'The first class we had was watching this movie called Ready Player One and that was to make us understand the possibilities like in the future this is gonna happen and it is pretty evident that it will happen.'

- Product Design Student

'The curriculum is structured in a way understanding that the students dont have technical knowledge and don't come from engineering background but they are proficient in CAD modelling so we only teach them how to project there existing models to get them interested and then dive deeper into it '

- Product Design Professor

According to a few studies done using TAM Model for AR VR, VR is positively influenced by perceived usefulness and Perceived ease of use does not have a significant impact on intention to use.

Learning

How steep is the learning curve for the students and various challenges

One of the trickiest things with learning VR is understanding the polycounts of models and optimizing them so that the hardware can support the work done.

The courses are focused on creating outcomes and they lack educating students about basic user research and user testing which impacts their projects overall. I wouldn't call it difficult. It is annoying. It is a very long process. It is 150 steps just to set up the basic interactions. The UI of the softwares is really bad, it takes days just to understand the software. Just to get to 5% you have to put in your 100%.

There are atlernatives like Spatial and Decentral where coding isn't required but it does not have any interactions and tech is still developing.

Understanding AR VR is not difficult but to make something on software you need patience and problem solving mentality.

Using H

What are there vie

'I use VR headsets only when finalizing the visual is vr world other than that I prefer working on my computers as for me wearing those headsets for too long gives me migraines. and the film I'm making is 15 mins long which is how long it is preferred by most of us to use a headset'

- Immersive Reality Student

'Workspace/Studio is good enough but when it comes to design in VR it gets difficult as for a VR movie I do need to move around in the virtual space to mark a few things so the space gets a bit congested'

- Immersive Reality Student

Using VR Headset for more than 15 minutes could negatively impact hand-eye coordination, balance, and multi-tasking ability. Bigger space is required whie making a VR movie.

Feedback

How is recieving feedback from the faculty with AR VR Classrooms

'The only issue I'm facing is when you actually want to present your work to multiple people. Like, let's say there are 10 Jurors who want to see your work at the same time. We don't really have headsets which we can give them and you know, enjoy it at the same time'

- Immersive Reality Student

Feedback depends on Professor's niche, if it is a more technical Professor so the feedback is also of similar nature.

'Oculus can be operated only by one person so It is difficult for me cause I have to remember the entire system and then I have to guide'

Cause mutiple people cannot wear headset at the same time, it is difficult to guide students when they are wearing it.

AR VR is complex and has a lot of aspects to it, hence it becomes difficult to get all answers from a single professor.

Scope

What is the scope

A lot of the student projects are games because that's how people are going to understand how VR works and it will then eventually get adopted for something much bigger than games.

- Immersive Reality Student

'Mixed Reality will be the future cause as good as VR is it immerses you into a different world which is only used for its own purpose and on its own time. But mixed reality can be used daily like smart glasses'

- Immersive Reality Student

Currently the use of AR VR is only limited to the use of game design when it has much greater potential unexplored. Mixed Reality is seen and expected by most to take over the future with Meta verse and smart glasses everything coming in.

Future Research Plan

Cultural Probe

preferred cards from the deck Equipments Programming Modeling PC System Classroom
Pick your

Sensory Cue

Questions & Comments

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