LEE- Endüstri Ürünleri Tasarımı Lisansüstü Programı
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Yazar "Hamurcu, Ahmet" ile LEE- Endüstri Ürünleri Tasarımı Lisansüstü Programı'a göz atma
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ÖgeAn action research on the integration of virtual reality into industrial design education(Graduate School, 2021-10-13) Hamurcu, Ahmet ; Öğüt, Şebnem ; Rızvanoğlu, Kerem ; 502142901 ; Industrial Product DesignIndustrial designers have always tended to use computers and computer-based technologies that they believe will help them do their works better and easier, and thereby, they quickly adopted them. Also, these technologies adopted by professionals have usually been used by industrial design students and/or educators and they were integrated into industrial design education shortly after their adoptions because it is conducted as a simulation of professional life. However, although Virtual Reality (VR) technology that is one of the computer-based technologies has become economically available for designers with the release of VR headsets such as HTC Vive and Oculus Rift in 2016, and has already been adopted by professionals, how it can be integrated into industrial design education is still unclear. Moving from this point of view, this thesis explores how VR technology can be integrated into industrial design education. For this purpose, an action research was conducted by trying to use it under the real conditions of an industrial design studio course. In the first step of the research, a systematic literature review on related works in addition to the general literature review and a preliminary study with prospective users (industrial design students and instructors) were carried out to reveal (i) what the former studies regarding the use of VR technology in industrial design education are; (ii) what these studies say about this issue; and (iii) what the opinions of potential users, who are industrial design students and instructors, about the use of VR technology in industrial design education are. The systematic literature review showed that VR technology was tried to be used before in the professional practices of industrial design as: a usability evaluation tool; an ergonomic evaluation tool; a visualization tool; a product demonstration tool; a presentation tool; an interactive prototyping tool; an immersive mood board; a sketching tool; and a collaboration tool. However, none of these types of use was tried to be employed before under the real conditions of the educational setting of an industrial design studio course. The preliminary study was conducted with industrial design students and instructors who came from 10 universities in Turkey. In this preliminary study, first, VR technology was introduced to the participants. Then, it was experienced by the participants. And then, both quantitative and qualitative data based on their opinions were collected and analyzed. The results of the preliminary study revealed that: (i) potential users are eager to use VR technology; (ii) however, they have reservations as well as their positive opinions about using it in industrial design studio courses; and (iii) almost all these reservations are related to its usability. In the second step, an in-studio study was planned based on the findings of these studies, and with a focus on getting started by eliminating or by minimizing these reservations as much as possible. In the third step, in line with this planning, VR technology was tried to be used in the studio-based practices of an industrial design studio course. This in-studio study was carried out in the course "EUT 320E Industrial Product Design III" with the project issue "Smart Electric Minibus Design for Anadolu Isuzu". This course was the 3rd year industrial design studio course of Istanbul Technical University (ITU) Department of Industrial Design, which was conducted in the 2017-2018 spring semester. In this process where the course process and the research process merged, the researcher worked: as one of the instructors of the course; as an operator who is responsible for installing and running the VR system properly, and responsible for its being used easily and hygienically; as an educator who will meet the learning need for VR. In the in-studio study, (i) how VR technology can be integrated into the jury practices of industrial design education was questioned by making the use of it mandatory by students for design representation and presentation purposes, and then, by trying to use it in the jury sessions; and (ii) how it can be integrated into other studio-based practices of industrial design education was questioned by making it available for use during the studio hours of the course, and then, by observing whether it will be used for/in other studio-based practices. Throughout the project process of the course, it was attempted three times to integrate VR technology into the jury practices of the course. In the last attempt, this was achieved. Each attempt was scrutinized with the observations recorded during the jury sessions and the interviews with the user groups after the jury sessions. The interviews with the students were held as group interviews, whereas the interviews with the instructor-jurors were held one-to-one. Since it was not possible to hold face-to-face interviews with the invited jury members, their opinions were tried to be gotten via e-mail. These attempts and examinations show step-by-step how VR technology can be integrated into the jury practice of industrial design education by developing solutions in line with the needs and demands of students and instructors. On the other hand, it was observed that (i) making VR available for use during the studio hours and giving a short training on how to use its hardware and software opened the way of using it as a design evaluation tool by students; and (ii) neither students nor instructors demanded or attempted to use VR in other practices and activities where students and instructors got involved together. In the last step, considering the results of the in-studio study, (i) the usability level of the proposed way for using VR technology in the final jury session was measured with the help of the System Usability Scale (SUS); (ii) the final assessments of students and instructors on the VR technology they used during the project process and its use in the educational practice of industrial design were revealed with the help of the interviews with students and instructors and the questionnaire items adapted from the scale items of the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) and the Net Promoter Score (NPS); and (iii) the reasons why VR technology was not used in other practices and activities where students and instructors got involved together were questioned with the help of interviews with students and instructors. The SUS score was calculated as 71.3. This score indicates that the usability of the last proposal for using VR technology in the jury practices of industrial design education is OK but can be improved. Besides, the final assessments of students and instructors on the VR technology they used during the project process and its use in the educational practice of industrial design revealed that although they found VR technology useful in various aspects and easy to use at various degrees, they still had some reservations in their minds. However, this time, these reservations were based upon (i) whether the facilitating conditions about the frequent or the continuous use of VR technology were sufficiently present; and (ii) the thought that using it for evaluating designs of small products will not be so useful. On the other hand, it was seen that the reasons why VR technology was not used in other practices and activities where students and instructors got involved together were related to (i) not having yet sufficient familiarity and mastery of its use in such activities and practices; (ii) perceiving VR as a technology that would only enable to evaluate and/or present the whole – not the parts – of a design over a finished model; and (iii) not being its set-up ready for use when needed. In addition to all these, participants stated that for the use of VR technology in industrial design education to be sustainable, (i) it should be easily accessible and usable for both students and instructors with a permanent installation in the studio environment; (ii) it should be led/managed by at least one instructor/executive; and (iii) the requirements of the technology such as installation/setup, learning, operating, and maintenance requirements should be met by at least one technical person/expert/operator. As a result, this thesis study contributes to the relevant literature (i) by showing, step-by-step, one of the ways of integrating VR technology into the jury practice of industrial design education; (ii) by revealing the clues of how it can be integrated into other studio-based practices of industrial design education; and (iii) by outlining what might be the possible attitudes of industrial design students and instructors towards the use of VR technology in industrial design studio courses before and after the actual use of it in those courses. This thesis study is one of the first attempts in the literature to integrate VR technology into industrial design education by trying to use it under the real conditions of an industrial design studio course. Hence, its outcomes need to be verified and/or improved with similar studies. Besides, how it can be integrated into other studio-based practices of industrial design education is still not clear enough because the relevant part of the study has been conducted with an unstructured intervention. Therefore, it should be noted that there is also need for further studies to be carried out with structured interventions on this issue.