Using virtual worlds as collaborative environmentsfor innovation and design: Lessons learned and observationsfrom case studies in architectural projects
Using virtual worlds as collaborative environmentsfor innovation and design: Lessons learned and observationsfrom case studies in architectural projects
Similar to Using virtual worlds as collaborative environmentsfor innovation and design: Lessons learned and observationsfrom case studies in architectural projects
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Using virtual worlds as collaborative environmentsfor innovation and design: Lessons learned and observationsfrom case studies in architectural projects
1. Using virtual worlds
as collaborative environments
for innovation and design
Lessons learned and observations
from case studies in architectural projects
Ehsan Ehsani Scott Chase
Accenture University of Strathclyde Aalborg University
Madrid United Kingdom Denmark
2. Distributed & collaborative
approaches to design/creation
Open source
Wikipedia
‘Open Source’ software
Mechanical Turk (Amazon)
Crowdspirit/InnoCentive
Business world (innovation & product development)
Proctor & Gamble
Mass customisation: Adidas, Benetton
Threadless.com
How can these be approaches be harnessed for architectural
projects?
3. Virtual worlds as platforms for
collaboration and design
Enhanced testing and feedback processes can
replace physical prototyping
Immersive environments with good
communication/collaboration possibilities
Voice/video/application sharing
4. Architectural collaboration
in virtual worlds
Internal: design team
External: clients, consultants, suppliers
Concept generation and evaluation
Design development
Testing and refinement
5. Four case studies
Secondary data
Participant observation in the virtual world
Semi-structured interviews
Nature and type of project
Management of interdependencies
Organisational issues
16. Project collaboration modes
A 3D architectural model is Open
shared 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 decide
are received and the ones which ones are more valuable
Participation
considered adequate will be aloft Wikitecture
selected
A selected group of the partners
chosen by the company. The VIP Network Consortium A private group of participants
company defines the objective jointly select focus areas and
of the project, defines the rules design solutions.
of collaboration and monitors PARC Implenia
the whole activity.
Closed
Hierarchical Flat
Governance Model
17. Conclusions
No ‘one size fits all’ approach to virtual
collaboration
Dynamic governance models
Combination of virtual worlds with
‘traditional’ forms of collaboration
18. Acknowledgements
Oliver Goh (Open Shaspa)
Greg Wadley (PARC)
Jon Brouchoud and Ryan Schultz
(Studio Wikitecture)
Erica Driver (Think Balm)