Using virtual worlds as collaborative environmentsfor innovation and design: Lessons learned and observationsfrom case studies in architectural projects
Using virtual worldsas collaborative environmentsfor innovation and designLessons learned and observationsfrom case studies in architectural projectsEhsan Ehsani Scott ChaseAccenture University of Strathclyde Aalborg UniversityMadrid United Kingdom Denmark
Distributed & collaborativeapproaches to design/creationOpen source Wikipedia ‘Open Source’ software Mechanical Turk (Amazon) Crowdspirit/InnoCentiveBusiness world (innovation & product development) Proctor & Gamble Mass customisation: Adidas, Benetton Threadless.com How can these be approaches be harnessed for architectural projects?
Virtual worlds as platforms forcollaboration and design Enhanced testing and feedback processes can replace physical prototyping Immersive environments with good communication/collaboration possibilities Voice/video/application sharing
Project collaboration modesA 3D architectural model is Openshared through a platform A network where designers(e.g. Second life) with a openly choose the leadership,community. Solver/Feedback Pure open design collaborate with each other,Feedbacks/improvements Network Community propose designs and decideare received and the ones which ones are more valuable Participationconsidered adequate will be aloft WikitectureselectedA selected group of the partnerschosen by the company. The VIP Network Consortium A private group of participantscompany defines the objective jointly select focus areas andof the project, defines the rules design solutions.of collaboration and monitors PARC Impleniathe whole activity. Closed Hierarchical Flat Governance Model
Conclusions No ‘one size fits all’ approach to virtual collaboration Dynamic governance models Combination of virtual worlds with ‘traditional’ forms of collaboration
Acknowledgements Oliver Goh (Open Shaspa) Greg Wadley (PARC) Jon Brouchoud and Ryan Schultz (Studio Wikitecture) Erica Driver (Think Balm)