Using virtual worlds as collaborative environments for innovation and design: Lessons learned and observations from case studies in architectural projects

Scott Curland Chase
Scott Curland ChaseResearch and teaching in design computing and elearning
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
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?
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
Architectural collaboration
in virtual worlds
   Internal: design team
   External: clients, consultants, suppliers

   Concept generation and evaluation
   Design development
   Testing and refinement
Four case studies
   Secondary data
   Participant observation in the virtual world
   Semi-structured interviews

   Nature and type of project
   Management of interdependencies
   Organisational issues
Implenia
aloft hotels
PARC building experiments
Wikitecture 3.0
Wikitecture 3.0: Wiki-tree
Wikitecture 3.0: External interface
Introduction • Idea generation • Design • Manufacture • Discussion




   Wikitecture: Contribution assessment
Studio Wikitecture
OAN competition entry
Wikitecture 4.0

Virtual classroom
University of Alabama
Wikitecture+
Display pavilion
SLB6
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
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)
1 of 18

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Using virtual worlds as collaborative environments for innovation and design: Lessons learned and observations from 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
  • 12. Introduction • Idea generation • Design • Manufacture • Discussion Wikitecture: Contribution assessment
  • 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)