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Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times

Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times

Lopez, Gabriela Bustos ; Aguirre, Erwin ;

Full Article:

Throughout COVID 19 Pandemic since 2020, it was necessary to generate instructional strategies including digital platforms for creative processes in architecture. This article exposes an experience that integrates pedagogical, operational, and technical dimensions in architecture virtual teaching. A pedagogical methodology was designed and implemented, fusing User Experience (UX) and Extended Reality (XR) during the architectural design process in a virtual experimental studio. The use of UX-XR as a designing-reviewing strategy in architecture, positively impacted the creative experience of both students and reviewers by enriching the perception of the space and interactively simulating the user experience. A friendly, fun, and socially inclusive environment was generated for learning architecture using synthetic media and Multiuser Virtual Environments (MUVEs). The successful results of the students’ projects by phase are shown, revealing the significance of combining UX and XR, incorporating the metaverse as a canvas to review, recreate, interact, and assess architectural designs.

Full Article:

Throughout COVID 19 Pandemic since 2020, it was necessary to generate instructional strategies including digital platforms for creative processes in architecture. This article exposes an experience that integrates pedagogical, operational, and technical dimensions in architecture virtual teaching. A pedagogical methodology was designed and implemented, fusing User Experience (UX) and Extended Reality (XR) during the architectural design process in a virtual experimental studio. The use of UX-XR as a designing-reviewing strategy in architecture, positively impacted the creative experience of both students and reviewers by enriching the perception of the space and interactively simulating the user experience. A friendly, fun, and socially inclusive environment was generated for learning architecture using synthetic media and Multiuser Virtual Environments (MUVEs). The successful results of the students’ projects by phase are shown, revealing the significance of combining UX and XR, incorporating the metaverse as a canvas to review, recreate, interact, and assess architectural designs.

Palavras-chave: User Experience (UX), Extended Reality (XR), Multiuser Virtual Environments (MUVE), Virtual Campus, Usability.,

Palavras-chave: User Experience (UX), Extended Reality (XR), Multiuser Virtual Environments (MUVE), Virtual Campus, Usability.,

DOI: 10.5151/sigradi2022-sigradi2022_246

Referências bibliográficas
  • [1] .
Como citar:

Lopez, Gabriela Bustos; Aguirre, Erwin; "Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times", p. 699-710 . In: XXVI International Conference of the Iberoamerican Society of Digital Graphics. São Paulo: Blucher, 2023.
ISSN 2318-6968, DOI 10.5151/sigradi2022-sigradi2022_246

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