Abstract
When it is done well, design teamwork is a fun, creative, and productive activity. However, the learning of effective design teamwork is hampered by lack of exposure to variation in design contexts, lack of deliberate practice and lack of appropriate feedback channels. In this chapter we present immersive Virtual Reality (VR) in accompaniment to action-reflection pedagogy as a solution to augmenting design team learning. A prospective case of using VR to augment design teamwork practice is discussed and a research agenda is outlined towards understanding VR as a medium for design teamwork, investigating its influence on design team self-efficacy and implementing it in design education courses.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. WW Norton & Company.
Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual Review of Psychology, 52(1), 1–26.
Churchill, E. F., & Snowdon, D. (1998). Collaborative virtual environments: An introductory review of issues and systems. Virtual Reality, 3(1), 3–15.
Dym, C. L., Agogino, A. M., Eris, O., Frey, D. D., & Leifer, L. J. (2005). Engineering design thinking, teaching, and learning. Journal of Engineering Education, 94(1), 103–120.
Ericsson, K. A., Krampe, R. T., & Tesch-Römer, C. (1993). The role of deliberate practice in the acquisition of expert performance. Psychological Review, 100(3), 363.
Leigh, J., Johnson, A. E., Vasilakis, C. A., & DeFanti, T. A. (1996). Multi-perspective collaborative design in persistent networked virtual environments. In Proceedings of VRAIS ’96 (pp. 253–260). IEEE. https://doi.org/10.1109/vrais.1996.490535.
Mabogunje, A., Sonalkar, N., & Leifer, L. (2018). What if we have become trees? International Journal of Engineering Education, 34(2), 686–694.
Rosenman, M. A., Smith, G., Maher, M. L., Ding, L., & Marchant, D. (2007). Multidisciplinary collaborative design in virtual environments. Automation in Construction, 16(1), 37–44. https://doi.org/10.1016/j.autcon.2005.10.007.
Slater, M., Sadagic, A., Usoh, M., & Schroeder, R. (2000). Small-group behavior in a virtual and real environment. Presence: Teleoperators and Virtual Environments, 9(1), 37–51.
Sonalkar, N., Mabogunje, A., & Leifer, L. (2013). Developing a visual representation to characterize moment-to-moment concept generation in design teams. International Journal of Design Creativity and Innovation, 1(2), 93–108.
Takemura, H., & Kishino, F. (1992). Cooperative work environment using virtual workspace. In Computer Supported Cooperative Work Proceedings (pp. 226–232). ACM. https://doi.org/10.1007/978-4-431-68204-2_11.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Sonalkar, N., Mabogunje, A., Miller, M., Bailenson, J., Leifer, L. (2020). Augmenting Learning of Design Teamwork Using Immersive Virtual Reality. In: Meinel, C., Leifer, L. (eds) Design Thinking Research . Understanding Innovation. Springer, Cham. https://doi.org/10.1007/978-3-030-28960-7_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-28960-7_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-28959-1
Online ISBN: 978-3-030-28960-7
eBook Packages: Business and ManagementBusiness and Management (R0)