Is An On-Virtu Digital Sketching Environment Cognitively Identical To In-Situ Free-Hand Sketching? Hsien-Hui Tang, Yu-Ying Lee, Wen-Ko Chiou National Taiwan University of Science and Technology & CGU
Outline
Two Environments
Method and Steps
Analytical Structure
Statistical Results
Conclusions
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Research Problem
Could we establish an remotely on-virtu digital sketching environment being cognitively identical to co-located in-situ free-hand sketching environment?
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Objectives
Utilize current IT products to establish an remotely on-virtu digital sketching environment
Conduct empirical protocol studies to compare it with traditional environment
Propose ideas for design computing and cognition
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TWO ENVIRONMENTS [email_address]
Traditional Environment [email_address]
Digital Environment [email_address]
Setting Details [email_address] Traditional Envir. Digital Envir. Location Co-located Virtually Co-loacted Physically in two separate rooms Ultra VNC (Sharing Desktop) Communication Face-to-Face Virtually Face-to-Face MSN (Net Conferencing + extra LCD monitor Media Pen-and-Paper Digital Pen-and-Paper (Wacon Cintiq 21 + Alias Sketches Book Pro) Recording DV X 4 Camtasia + DV x 2 Name In-Situ On-Virtu
METHOD AND STEPS [email_address]
Methodology
Protocol Analysis
Experimental Procedure
Conducting the experiment
10 teams of two 3 rd ID students
Transcribing
10 data sets for each environment
Analyzing by Coding Scheme
Statistical Results and Discussions
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Coding Scheme 1
Design Prototype (Gero 1990)
Ontology of design process
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Coding Scheme 2
Valkenburg & Dorst (1998)
The reflective practice of design teams
Content of designing
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Coding Example [email_address] 1 2
STATISTICAL RESULTS [email_address]
Segment Number
Intention / Element of Design process
no significant difference
Chi-Square = 7.3 df=9 p=.605
strong relationship
Spearman nonparametric correlation r=.964 p=.000
[email_address] Team A D C F G H E I B J Digital 301 272 305 245 219 221 248 213 222 216 Traditional 253 280 235 275 294 290 246 251 201 196
FBS Result [email_address] Traditional Media Digital Media Team F B S F B S A 36 716 27 35 651 16 B 32 474 10 19 476 6 C 36 474 15 26 483 21 D 19 187 10 13 156 6 E 31 352 14 27 369 7 F 18 414 12 12 393 11 G 16 333 10 14 344 14 H 11 316 8 15 304 15 I 19 497 18 14 460 27 J 19 344 12 20 349 12
FMNR Result [email_address] Traditional Media Digital Media Team F M N R F M N R A 16 632 36 95 23 547 34 98 B 15 390 32 79 12 402 19 73 C 10 430 36 49 8 456 26 40 D 7 159 19 31 8 126 13 31 E 12 304 31 50 18 316 27 42 F 14 344 18 69 14 333 12 57 G 16 279 16 48 15 299 11 47 H 12 267 11 45 13 268 9 44 I 14 447 17 56 10 418 14 59 J 22 294 19 40 11 325 13 32
Statistics
In terms of FBS (design process)
No statistical significant differences between the distribution of FBS media in each team
Chi-Square <5.99, p > .05, df = 2
In terms of FMNR (design content)
No statistical significant differences between the distribution of FBS media in each team
Chi-Square <7.81, p > .05, df = 3
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Conclusions
The in-situ environment is of no difference to the on-virtu environment
In terms of design process and content
Function-behavior-structure
Naming-Moving-Reflection-Framing
Empirically examined by protocol analysis
Statistical verification
Being cognitively identical
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Discussions
Design Computing
It is possible to establish a computer-aided conceptual design environment
Design Practice
It is possible to remotely conduct conceptual design collaboration
Design Cognition
It is possible to conduct quantitative protocol studies with statistically significant results
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