The Effects of Computing Technology in Creative Design Tasks: A Case Study of Design Collaboration Seunghyun Lee College of Architecture Georgia Institute of Technology Atlanta, Georgia, USA tinalee@gatech.edu Ellen Yi-Luen Do College of Architecture & School of Interactive Computing, Georgia Institute of Technology Atlanta, Georgia, USA ellendo@gatech.edu CMC technologies and CAD software. Below we describe the experimental setup and the study results. ABSTRACT We present two empirical studies of two pairs of students collaborating on two small product design sessions in both face-to-face and distributed settings while using computermediated communication technologies and a collaborative virtual environment. The study shows that teams spent more time working together when using programs that support shared sketching capabilities or shared viewing of 3D objects. RESEARCH METHODOLOGY In Study 1, two design teams collaborated on two different creative design tasks: 1) a pill box for a woman with mild memory loss and 2) an extension cord for a man with only one functioning hand, in both F2F and DIS settings, as illustrated in Table 1. Table 1. Two Settings of Design Collaboration Author Keywords Face-to-face (F2F) setting Collaborative design, computer-supported collaborative design, computer-mediated communication, collaborative virtual environment Distributed (DIS) setting ACM Classification Keywords H.5.2 User Interfaces (D.2.2, H.1.2, I.3.6), Evaluation/methodology; I. Computing Methodologies; J.6 COMPUTER-AIDED ENGINEERING, Computeraided design (CAD) Participants in a F2F setting could see and communicate with each other while a DIS setting allowed them to communicate only by using CMC and CVE technologies. The experimental design of this study is shown in Table 2. General Terms Design INTRODUCTION Table 2. Experimental Design of Study 1 What is the role of computer-supported systems in creative design collaborations? To answer the question, we examined the way designers communicate and collaborate using computer-mediated communication (CMC) and collaborative virtual environment (CVE) technologies while performing collaborative work in the creative design process. CMC (i.e., email or Instant Messenger) supports collaboration by facilitating communication using file exchange and model sharing [3]. A CVE is a “computerbased virtual space”, in which people can interact with one another and with virtual 3D objects [5]. Task 1 (1 hour) Task 2 (1 hour) Team B (F2F) / Team A (DIS) Team A (F2F) / Team B (DIS) Provided tools *Both teams were required to use Unreal in both settings •Email CMC •Skype (Video chat + Audio Chat) •Instant Messenger (IM) CVE •UnrealEngine2 Runtime 2226.20.02 (Unreal) •Autodesk® 3ds Max® 2009 32-bit (3dsMax) CAD •Adobe Illustrator CS / CS2 (Illustrator) •Pen and paper Others •Webcam and headset RESULTS This study has two main concerns: 1) to understand how designers use CMC and CVE technologies in a collaborative design process, and 2) to investigate how designers use these computing technologies in both face-toface and distributed design teams. We conducted two studies on two design teams in both face-to-face (F2F) and distributed (DIS) settings. Participants were industrial design graduate students from Georgia Institute of Technology. All of them were male, familiar with both From the study we found that both teams in both settings exhibited a similar pattern in collaboration strategy [4]. They first worked briefly together to arrive at a design concept then they divided the work for each person to work independently (either the 3D modeling task or the 2D graphic task) to produce the final design. In this study we found that both design teams worked together less than 50% of the overall work time. Post-test interviews revealed that the participants were frustrated in the DIS setting because they could not share design information effectively Copyright is held by the author/owner(s). C&C’09, October 26–30, 2009, Berkeley, California, USA. ACM 978-1-60558-403-4/09/10. 387 using the computing tools in the collaborative design process. in Solid Works, the other designer observed the 3D object in a shared view to collaboratively discuss some design details. This instance showed that the shared program and the whiteboard function from NetMeeting helped the design teams to share real-time information. In Study 2, we used the same methodology and procedures as those used in Study 1. However, we provided the two design teams (different from Study 1) the NetMeeting software with sketching capabilities in a shared design workspace. They were required to use Unreal (CVE) and NetMeeting (CMC) only in distributed setting. The CVE was ARCH8803, a program built on top of the UnrealEngine2 Runtime 2226.20.02 and developed by the IMAGINE Lab at the Georgia Institute of Technology. Team D is making paper mockup Team C sketches th is sharing i f We analyzed how much time the team members worked together and what kinds of tools they used in the design process. Our coding scheme follows Kvan’s definition [2] of collaborative designing as a "closely coupled" process or a "loosely coupled" process. In this study, "together" code refers to when designers communicate and share design information about their design, and “individual" code refers to when designers work on different tasks [1] individually. As shown in Figure 1, we found from the study that the teams in Study 2 worked longer together than in study 1. Both teams in Study 2 indicated (in the post-test interview) that it was easy to collaborate using the NetMeeting. Team D is sharing sketches using NetMeeting Whiteboard Team D is using NetMeeting application Sharing 3D object Figure 2. Design teams' work mode in the design process with different use of tools in the F2F and DIS settings Participants commented that NetMeeting facilitated the creative design process. Each participant performed multiple tasks, such as talking with their teammates while simultaneously observing the 3D object in a shared view. They also provided suggestions for needed features such as being able to construct virtual mock-ups during brainstorming session within a creative virtual environment and commented that the current CVE (Unreal) did not support effective collaboration. ACKNOWLEDGMENTS Figure 1. “Working modes” comparison of Study 1 (left) and Study 2 (right) We thank the participating designers and the support from Industrial Design program, IMAGINE Lab and CATEA at College of Architecture, Georgia Institute of Technology. In F2F setting, together working mode increased on average 17.5 minutes from study 1 to study 2. In DIS setting, together working mode increased on average 14.5 minutes from study 1 to study 2. In addition, the teams worked together (on average 6.5 minutes in study 1, 3 minutes in study 2) longer in the DIS setting than in the F2F setting. As they were able to see and talk to each other in the F2F setting, they were able to formulate a design more quickly than in the DIS setting. REFERENCES 1. Gero, J. (1994). Computational models of creative design process. In: T. Dartnall, Editor, Artificial intelligence and creativity, Kluwer Academic, Dordrecht, 269-281. 2. Kvan, T. (2000). "Collaborative design: what is it? Automation in Construction 9 (4), 409-415. 3. Maher, M. L., Simoff, S. J., & Cicognani, A. (2000). Understanding virtual design studios. London; New York: Springer. 4. Cheng, N. Y., & Kvan, T. (2000). Design collaboration strategies, Proceedings of the Fifth International Conference on Design and Decision Support Systems in Architecture, Ampt van Nijkerk, 62–73. 5. Snowdon, D. N., & Munro, A. J. (2001). Collaborative Virtual Environments: Digital Places and Spaces for Interaction. Springer-Verlag New York, Inc. Tools in Collaboration In Study 1, after dividing the work after initial discussions, design teams worked individually for the rest of session because they did not have tools that enabled them to share their design information easily. In contrast, the teams in Study 2 were able to work together using the NetMeeting shared program. Figure 2 shows the teams’ sketches created together on a digital whiteboard and shared 3D objects through NetMeeting. While one designer modeled 388