虚拟现实中设计思维技能的提升:文献研究

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Qiner Lyu, Kentaro Watanabe, Hiroyuki Umemura, Akihiko Murai
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引用次数: 3

摘要

作为一种方法论,设计思维包括实践“一种思维方式”,非设计师可以将其作为灵感来源,而不是局限于一群专业设计师。由于对社会创新和可持续性的需求不断增长,这种方法受到了研究的关注。公众期望通过培训或应用设计思维工具来获得设计思维技能。虚拟现实(VR)被认为是一种有助于加速增强设计思维技能的潜在工具,因为它可以让用户获得身临其境的体验。本研究回顾了关于虚拟现实如何被用来提高设计思维技能的现有文献。分析出版物的一般特征,如出版年份、设计思维阶段、VR类型、目标参与者和出版领域,以确定本研究主题下的最新趋势和场景。此外,还对创造性增强结构进行了主题分析,以了解虚拟现实在增强设计思维技能方面的作用,并根据研究结果讨论了未来的研究方向。该综述得出结论,虚拟现实在许多方面具有增强创造力的潜力。此外,它还强调了对艺术、人文和社会视角有更深入理解的必要性;2) 虚拟现实中的认知过程;3) 强调和界定设计思维过程中的阶段;4) 与元宇宙相结合的技术改进;以及5)虚拟世界和现实世界的混合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design-thinking skill enhancement in virtual reality: A literature study
As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds.
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来源期刊
CiteScore
5.80
自引率
0.00%
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