THE DESIGN PROCESS IN ARCHITECTURE
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A Critique of Virtual Reality in the Architectural Design Process
graduate students of architecture. During the design process a detailed journal of activities was kept. In addition the design implemented with VR was
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Design Process
Technical Report: R-94-3
Dace A. Campbell
Human Interface Technology Laboratory
FJ-15University of Washington
Seattle, WA 91895
andDepartment of Architecture
208 Gould Hall, JO-20
University of Washington
Seattle, WA 98195
Maxwell Wells
Human Interface Technology Laboratory
FJ-15University of Washington
Seattle, WA 91895
ABSTRACT
An addition to a building was designed using virtual reality (VR).The project was part of a design studio for
graduate studentsof architecture. During the design process a detailed journalof activities was kept. In addition,
the design implemented withVR was compared to designs implemented with more traditional methods.Bothimmersive and non-immersive VR simulations were attempted.Part of the rationale for exploring the use of VR in
this mannerwas to develop insight into how VR techniques can be incorporatedinto the architectural design
process, and to provide guidancefor the implementers of future VR systems. This paper describesthe role of VR
in schematic design, through design developmentto presentation and evaluation. In addition, there are some
commentson the effects of VR on detailed design. VR proved to be advantageousin several phases of the design.
However, several shortcomingsin both hardware and software became apparent. These are described,and a
number of recommendations are provided.INTRODUCTION
The architectural design process can be broken into the followingphases: schematic design, design development,
presentation andevaluation, detail development and construction documents, bidding,and administration of the
construction. In the schematic designphase the overall characteristics of the building are established.Significant
issues are identified, and initial design decisionsare made. During the design development phase the specific
characterand intent of the entire project are described. The presentationand evaluation phase is an iterative
process during which proposalsare presented for review by a client, review board, or designjury, and design
decisions are finalized. Following the approvalof the design, details are developed and construction documents
are produced. These may be a combination of working drawings andwritten specifications which serve as a legal
description of whatis to be built. As the construction documents near completion,they are released for bidding,
and a contractor is selected. Thefinal phase of the design process is the one in which the architectadministers the
construction, interpreting changes and judgingperfomance [7].21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process
Page 1 of 7http://www.hitl.washington.edu/publications/r-94-3/Throughout all of these phases, architects find themselves perfominga variety of tasks, ranging from the most
creative to the utterlymundane. Computers were introduced to the architectural professionwith the hope that they
would free architects of the mundane,manual tasks, as well as aid in the management of information.Use of
Computer-Aided Design (CAD) has grown over the decades.It has aided in the automation of tasks and in the
managementof information, especially in the later phases of the design process.However, CAD has had little impact on the earlier phases of design.Thus, there is a point in the design process
when architects anddesigners must make a mental leap from sketches and study modelsto CAD representations
in two or three dimensions.Efforts are being made to encourage the development of CAD systemsto enable their use by architects earlier in
the design process[5,6]. An important prerequisite for the increased acceptanceand use of CAD is an interface
which will allow architects tocreate and interact with their digital designs more intuitively.Virtual reality (VR),
perhaps the most advanced of three-dimensionalinterfaces, has much potential for enhancing the way architects
and designers interact with their digital models [2,4].VR has been proposed as a useful new tool for architects and designers[3,8]. It is recognized that most of these
benefits (and subsequentuse of VR by the design professions) will occur only after furtheradvancements of the
technology [1]. However, the specific advancementsthat are required can only be identified and implemented after
extensive use of the technology. This iterative cycle of use,assessment, redesign, and use results in tools which are
bettersuited to the job. The method of redesigning tools by observinghow they are used is a common one among
ergonomists and humanfactors professionals. The rationale is that accomplished usersare best able to recommend and assess changes.The goals of the project described below were to explore how architectscan use today's virtual reality technology
in the early stagesof the design process, and to gain insight into its advantagesand shortcomings. From this insight,
it was envisioned that specificrecommendations could be made for advancements of the technology.In addition to
a general observation of the use of VR in the designprocess, our exploration focused on four issues. These were:
The effect of the type of interface (immersive or non-immersive)on the designer's ability to study the design.
The effect of the level of abstraction of a complex 3-D spaceon the perception of that space. The utility of VR as a design medium during the earlier phasesof the design process.The utility and acceptability of fly-throughs as a tool for representingand presenting architectural designs.
METHODS
To explore these issues, we analyzed a design project implementedby a graduate student of architecture. The
eight-week projectwas carried forward using available VR technology. The designproject was an addition of a
conference room and exhibition galleryto a building on the campus of the University of Washington andwas part
of a design studio for graduate students in architecture.Typical of most student projects, the designs from the class
weredeveloped from schematic design, through design development, topresentation and evaluation. It was not
intended that the projectcover into detailed development or the production of constructiondocuments. The design
represented with VR technology was comparedto designs generated by other students, whose projects were
designedby hand and with traditional 2-D and 3-D CAD.PROCEDURES AND APPARATUS
In its earliest stages, the design was developed with sketchesand small physical models. The information from
these was inputinto a CAD modeling program. The database from the CAD programwas then exported andconverted for use in real-time fly-throughswith the VR technology. These simulations were recorded onto VHS
tape for record keeping and for further study of the design. Adetailed journal of the design and simulation
processes was keptfor later analysis.21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process
Page 2 of 7http://www.hitl.washington.edu/publications/r-94-3/The CAD software used was formZ (from auto.des.sys), a three-dimensionalmodeling software package hosted
on a Macintosh computer. DataInterchange Format (DXF) files were exported from formZ and convertedinto
two different formats on a weekly basis.In one process, the DXF files were converted to Description ofGeometry (DOG) files. These files were simulated
in real-timewith software in development at the Human Interface TechnologyLaboratory. The simulation software
was run on a DEC Alpha 600with a Kubota Denali 6/20 graphics board. The simulation was viewedon a high-
resolution monitor (19", 1280x1024 resolution).Navigation through the virtual environment was accomplished with
a Spatial Systems Spaceball, which allowed control of motion insix axes. These fly-throughs were not immersive.
In the other process, the DXF files were loaded into Autodesk3dstudio (3DS), hosted on a DOS platform, and
saved as 3DS files.These files were then converted to script (MAZ) and geometry (VIZ)files for use by dVISE
software from Division. These convertedfiles were then used in immersive simulations on a PROvision 200
system, also made by Division. This simulation was viewed on theirVirtual Research Flight Helmet (360x240, 90-
degree field of view).Head motion was tracked magnetically using the Polhemus 3SpaceTracker. Movement of
the head caused appropriate movements ofthe visual information on the Head-Mounted Display (HMD).Navigationthrough the virtual environment was accomplished by pointing thehead in the intended direction of
travel, and pressing a buttonon a hand-held wand.THE DESIGN PROCESS
Schematic Design
A proof of concept demonstration was first attempted while thedesign was in early schematic development.
During this earliestphase of an architectural design there are only rudimentary ideasto be represented. Therefore
a "massing" model of thedesign, one in which only the basic forms of a design are representedwithout detail, was
generated, translated, simulated and recorded.Once the DOG files were created and some initial changes were
made to the model's orientation in the coordinate system, we addedthree lights to the simulation: a blue ambient
light representingthe sky, a yellow directional light representing the sun, andan orange point-light source tracked
to the participant to aidin the perception of distance. A wireframe grid was also addedto give a sense of horizon,
to aid orientation in this initialenvironment. At this stage, the simulation was viewed with anuntracked Optics-1
HMD, but the small field of view (23 degrees)and lack of head tracking did not allow adequate assessment ofthe
design.Design Development
The design was developed over the next several weeks, and eachweek a fly-through was conducted andrecorded. It became apparentthat the delay between the conception and visualization of designideas did not
provide direct or immediate feedback in the designprocess. However, the simulations did provide a way to
examinethe CAD model, to detect flaws in its construction. The simulationsallowed the opportunity to evaluate
design elements such as proportion,scale, and order; these things were not immediately apparent todesigners
using CAD models alone.As the model was developed, the frame rate of the simulation droppedfrom fifteen Hertz at the beginning to about
five Hertz. A significantchallenge in the design process became the issue of level of detail.In order for the
simulations to be of significance to the designer,the model had to be developed in such abstraction that the frame
rate of the simulation was reduced appreciably. Decisions abouthow to abstract the design were made by the
designer, based onaesthetic judgement and design sensibility.About mid-way through the process, we enhanced the realism ofthe representation. The horizon grid was
replaced by massing modelsrepresenting the urban context of the design. The CAD databasewas organized into
layers, and by exporting the CAD model by layersas multiple DXF files, we were able to assign unique colors and
transparencies to an otherwise opaque and monochromatic model.These colors and levels of transparency were
adjusted in realtime using a dial box to adjust color (RGB) and transparency (alpha)values. Additivetransparency was used to represent glass objectsbecause other transparency algorithms (such as subtractive) 21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process
Page 3 of 7http://www.hitl.washington.edu/publications/r-94-3/provedto slow the frame rate to unaccepable levels. Texture mappingwas also attempted, but the textures
vibrated (swam) in the simulation,due to lack of resolution in the system (floating-point round-offerror).
Interactive section cuts, which would provide the capabilityto cut sections through the model with clipping planes
in realtime, were also considered. However, there were problems withgetting the clipping planes to operate as
desired.Abstract elements of trees, furniture, and people (entourage)were added to the model to enhance the sense of
scale. After experimentingwith flat-shaded and wireframe representations, we found thatby making the furniture
transparent, the degree of which couldbe controlled in real time, it enabled us to evaluate the spatialimplications
of the design with and without the furniture. Thiswas a useful design feature. Finally we added live video footage
as texture maps, to represent the location and character of displayand projection screens in the design. In this
case, the swimmingof these textures was imperceptible due to the motion of the videofootage itself.Detailed design
The use of VR early in the design process forced the detaileddevelopment of the interior space as much as the
exterior. Byhaving the opportunity to "go inside" the design andsee it from within, the designer was forced to
solve complex connectionsand details which would not have been apparent with other media.The designdeveloped much more than those of other students notusing VR as a design medium. With VR, the designer had
to developthe entire three-dimensional model to a convincing level of detail,whereas other students concerned
themselves with only specificviews and details.Once the model was colored and detailed such that there were morethan 10,000 polygons to be rendered, the
simulation slowed tounacceptable frame rates (3-4 Hz). In order to continue to developthe design in greater
detail, a separate model was generated representinga portion of the design. This second model was then
developedto a high level of detail not easily accomplished by traditionalarchitectural modeling methods. When
this was simulated, we foundthat the Spaceball and monitor (non-immersive VR) aided in theperception of details
and connections, but it was quite difficultto maneuver in tight spaces. It was necessary to view the modelmore
intuitively so that the details and connections could bemore easily studied. At this point, we attempted immersive
simulationwith a tracked HMD and wand. This was a whole new paradigm forevaluating spatial qualities of the
design. The frame rate wasextremely low (1-2 Hz) and therefore quite disorienting, but wewere able to inspect
details and connections quite competentlyby having more intuitive control over the viewpoint.In both the immersive and non-immersive VR, flying through thedesign, as opposed to walking through it, had
some advantagesas well as some disadvantages. Flying provided a means of adoptingviewpoints that could not
be easily achieved in the real environment.This was useful for inspecting interior details, or for evaluatingthe
exterior of the building from a number of viewpoints. However,there was a certain loss in the sense of scale due
to the absenceof any effort required to move locations. This suggested a needfor some type of treadmill to
improve the navigational interface.Presentation and Evaluation
This project included not only a study of architectural representation,but also of presentation. The VR system
involved was not availablefor the presentation and evaluation of the design, so the real-timesimulations were
recorded weekly onto VHS tape for periodic reviewby design critics. The video was presented to the instructor
ofthe design studio on a weekly basis, as well as to guest designcritics (juries) throughout the duration of the
project.Initially, we found that the critics were unable to successfullycritique the design with the VHS tape alone, because
it was displayinga walk-through without pausing on certain aspects of the designwhich merited discussion. In later
walk-throughs, we paused atspecific views and details, anticipating that the critics wouldprefer to discuss those
particular aspects. These presentationswere also supplemented with drawings and still frames of the simulation,to
allow the critics to refer to them as the video of the walk-throughmoved on. Unlike other student presentations,
no physical presentationmodel was built. When the presentation consisted of a mix of videofootage and still
images, the critics were then able to succesfullycritique the design.21.03.2003 10:24 UhrA Critique of Virtual Reality in the Architectural Design Process
Page 4 of 7http://www.hitl.washington.edu/publications/r-94-3/DISCUSSION
VR is already a useful tool in the design process. There are,however, issues which need to be addressed as VR
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