Obeidat and Jaradat found that it’s desirable to include human figures in digitally visualized architectural spaces. More details: “The use of human figures throughout the design process enables designers to experience, communicate, and evaluate design concepts. . . . an experimental study was conducted with first-year architecture students, in which they experienced three architectural scenes (non-presence of VHR [virtual human representation], presence of idle VHR, and presence of animated VHR).
Design Process and Issues
How machines help, or not
Lin investigated how illustrations are evaluated. Findings from the completed study include: “Although the aesthetic experience of popular illustrations is frequent in modern life, no scientific research can fully explain its psychological structure so far. This study aims to develop an aesthetic model of perception, affection, and cognition, presenting an aesthetic psychological framework for contemporary popular illustration. Thirty representative illustrations were selected as experimental stimuli from design media. . . .
Researchers have evaluated what people from different cultures categorize as creative. Data were gathered from people from Russia and the United Arab Emirates. Kharkhurin and colleagues found that “The concept of creativity varies by culture. . . . Creative daring . . . appears to be a key feature of creativity in the Western, but not in the Eastern tradition. . . .
Researchers have learned that too much similarity among survey questions can lead to the collection of lower quality data. A Li-lead team found that “Surveys that ask too many of the same type of question tire respondents and return unreliable data. . . . people tire from questions that vary only slightly and tend to give similar answers to all questions as the survey progresses. . .
Researchers confirmed that nudges, including design-based nudges, can influence behavior in intended ways. A team lead by Mertens determined via a meta-analysis that “By making small changes in our environment, these interventions [nudges] aim to encourage changes in our behaviour, while preserving our freedom of choice. From adding informative labels to reorganising the food offer in a cafeteria, the overall effectiveness of these interventions has now been demonstrated by a scientific team from the University of Geneva (UNIGE).
Berger, Rocklage, and Packard studied the implications of communicating in different ways; their findings are broadly useful, for example, to people doing programming research. The researchers report that “Consumers often communicate their attitudes and opinions with others, and such word of mouth has an important impact on what others think, buy, and do. . . .
Walsh, Gorman, and Salmond assessed the inside of International Space Station and their methodology, reported in this free-to-all article, can also be applied in terrestrial environments. The trio report that they “offer an archaeological analysis of the visual display of ‘space heroes’ and Orthodox icons in the Russian Zvezda module of the International Space Station (ISS). . . . we use historic imagery from NASA archives to track the changing presence of 78 different items in a single zone.
How do virtual reality experiences stack up against those in the real world? Jin and colleagues report that they “investigated how participant perceptions of a single interior environment varied among a real-world space (R) and two surrogate VR spaces (one made with 360° spherical photography and one made with 360° spherical digital rendering). A total of 42 undergraduate, interior design students were randomly assigned to one of two experiments, resulting in two groups of 21 students.
Ugail and 12 others have developed a tool (more information currently available to all at the web address noted below) that can be used to redesign spaces to support pandemic-related social distancing. The team reports that “manually enhanced ad-hoc solutions have helped the physical space designers and decision makers to cope with the dynamic nature of space planning. . . . we propose a design optimization methodology which takes the dimensions, as well as the constraints and other necessary requirements of a given physical space to yield optimal redesign solutions. . . .