3.1.1. Virtual Reality (VR)/Augmented Reality (AR)
Virtual and augmented reality are the interactive technologies that appear most often in the studies reviewed. They belong to the kind of immersive technologies that become widely used in educational settings and work as supports tools in many learning environments [
19]. Through virtual reality, a three-dimensional computer-generated environment is created, where the user can explore and interact with it, by manipulating objects or performing various actions [
20]. On the other hand, augmented reality is an intermediate tool that integrates computer-generated data into real space, combining real and virtual objects together in real time [
21,
22]. In the field of design education, both VR and AR can enhance the teaching of design topics by enabling the students to visualize and interact with their designs in a more intuitive way.
A very large percentage of the studies uses VR/AR technologies as an integral part of the design process and during its various stages, when it is implemented in the context of studio-based educational practice. Neves and Duarte [
23] examine the virtual reality technology and its potential as an innovative tool in Basic Design education. In the described course named “3D Design Lab”, students have the opportunity to create a new, intangible design element, such as immersion in virtual realities. The study shows that VR can affect positively the creative process during the learning experience, enhancing the students’ learning outcome. Another research [
24] explores the use of virtual reality in the early stages of the design process, as an ideation and inspiration tool. In this study, they add a third dimension (i.e., depth) to the traditional 2D mood boards compositions and create a three-dimensional virtual mood board. This leads to a highly immersive and interactive experience for the designer, activating his interest and inspiration that helps to make style related decisions.
Continuing in the early design stages, Shih et al. [
25] introduce VR as a 3D drawing tool during the sketching phase of the design process. Their case study focuses on industrial design education, where the designer uses hand-drawn forms to communicate his ideas with customers or for self-viewing. The research results show that the virtual reality drawing software Gravity Sketch
TM can be an effective tool to increase students’ creativity and completion. In line with this previous work, Joundi et al. [
26] present research in a product design course that was carried out on Master level students, and investigates the effect of using VR as a sketch-based 3D modeling tool in the process of product styling. The results indicate that although the VR sketch tool (in this case Gravity Sketch
TM) was difficult to use as a form finding tool, students saw a lot of potential in the tool for visualizing their shape. VR can be a helpful tool in mediating from a shape idea towards the construction of that idea. In a more recent work, Rodríguez-Parada et al. [
27] also use Gravity Sketch
TM software for conceptual design in a studio-based course. In addition, they use it as a tool for functional evaluation tests of products within an immersive VR environment. This allows students to interact with their designs in 3D space and make early decisions that can enhance various aspects of their products.
On the design visualization stage, Moural et al. [
28] explore the use of virtual immersive environments for visualization of architectural spaces. Their system provides the possibility of seeing and interacting with architectural models at real scale, giving students the chance to test and evaluate their projects. On the other hand, Ayer et al. [
29] explore the pedagogical value of using augmented reality technology, combined with a simulation game, with an aim to enhance building engineering and design education. EcoCampus
TM is the developed application that uses an augmented reality-based simulation game that allow users to visualize possible solutions for a given design problem. In this case, augmented reality helps students to visualize virtual information, in the context of its physical space, and simulation games can help present learning content during an applied scenario.
Salah et al. [
30] introduce VR technology into product manufacturing in their study. Specifically, in alignment with the demands of Industry 4.0, students learn to design a product for a reconfigurable manufacturing system (RMS) using a virtual learning factory system. Their platform also supports a “learning by doing” strategy as a pedagogical tool. in their study, introduce VR technology in product manufacturing. More specifically, in line with the concept of Industry 4.0 demands, students learn to design a product of reconfigurable manufacturing system (RMS) using a virtual learning factory system. Their platform promotes also the learning by doing strategy as a pedagogical tool. From this point of view, Vo [
31] gives student a luminaire design project and explores the influence of virtual reality technology combined with additive manufacturing (i.e., 3D printing) in design creativity. According to the findings, students show a very high level of interest and engagement in the use of these technologies with a very positive impact in their creativity. Roberts et al. [
32] describe several case studies, highlighting the different applications of VR tools in a studio-based practice. First, they use VR at the beginning of the design process in order to initiate the design generation outcomes. In another case, they describe the application of VR for usability testing, as a mean to better understand user experiences and validate design outcomes. Finally, through training programs, they introduce digital modelling in virtual reality, giving students the opportunity to interact and feel the designed products at full size. Ibrahim and El Shakhs [
33] introduce VR as a compelling design tool in education, where students can use to better communicate their proposed designs. Also, according to their research, VR is proved to be very effective in the case of visualizing abstract conceptual ideas of the 3D space. Banerjee et al. [
34] study the impact of VR technology on industrial design students’ cognitive skill as an instructional medium for 3D visualization. Specifically, their paper explores the learning experience of immersive technologies by comparing usability, engagement, enjoyment and acceptability between conventional 3D model-making software and VR-based 3D model-making software. The research indicate that VR is a very effective 3D concept visualization and presentation tool and has more engagement and enjoyment and acceptability comparing to conventional software.
Of great interest are the cases that utilize VR/AR technology as tools for understanding design. Serdar et al. [
35] in their work examine the potential of an augmented reality system as an educational tool in an engineering course for solid modeling. By integrating AR into the Computer Aided Design system with SolidWorks
TM software, students can better understand CAD drawings, geometric features and projection views. Alatta and Freewan [
36] investigate the impact of immersive virtual environment on students’ spatial perception within the design process. VR gives students the opportunity to explore and check their design’s validity in greater depth, allowing them to better understand and comprehend complex morphologies. On the other hand, Horvat et al. [
37], combines VR technology with a constructivism-based learning method in design education, with an aim to help students with lower expertise to better comprehend specific aspects of a design i.e., identification of rotation-based mechanisms.
Following the logic of using VR as a testing tool, Rentzos et al. [
38] present a VR based methodology that is focused on the analysis of the human-product interaction. Through this technology, they use an immersive simulation session that enables the testing, experimentation and evaluation of the product in its full size. In their case, VR is proved to be a very effective tool in order to measure the complexity of the designed the product on the basis of human task. An interesting approach is the case study of Grajewski et al. [
39] where they apply virtual reality for training and improving the skills of students in the field of eco-design. VR technologies are used for digital test evaluation of early prototypes of the product. Students have the opportunity to explore the product before it is constructed and make the right design decisions. Another approach that uses VR for testing and evaluating the product during the design phase is presented by Srihirun et al. [
40]. In that case, they propose an integration of a virtual reality system with finite element analysis using e-learning and social media in the case of a plastic bottle package design. The results show that the VR system has significantly improved students’ skills and learning performance. In the same direction, Jimeno-Morenilla et al. [
20] introduce a methodological proposal, which integrates virtual reality into an industrial 3D design course. In this case, VR techniques are used as a product design support tool that helps students to understand complex concepts and make more efficient and better design decisions. It is also mentioned that the pedagogical method, followed in this course, is oriented to active learning, which is based on student participation, investigation, and autonomous learning. Halabi et al. [
41] implement a project-based learning methodology combined with VR technology in an introductory engineering course, in order to teach engineering design process and skills. Students use the immersive environment of CAVE
TM display to visualize and interact with their design ideas, giving them the chance to inspect their projects in different stages and discover possible problems that need redesigning. In more recent work, Halabi [
42] uses again VR as a form of 3D prototyping technique. In this paper, VR through immersive CAVE
TM display is used in conjunction with PBL (Project-based Learning) in self-directed approach to design and evaluate a product. On the other hand, Mourtzis et al. [
43] present an approach of intuitive visualizing and evaluating product design, using augmented reality technology. The paper introduces the development of an augmented reality application that aims to enable engineering students to envision the product on 1:1 scale, interact with it, evaluate the current design, detect possible flaws and improve the design. Huang and Chen [
44] propose the use of virtual reality technology so that students can check their preliminary three-dimensional models, in order to proceed with the required changes in shape and structure. This technique can reduce the cost of sample products and improve students’ sense in creating more successful products. Jenek et al. [
45] also investigate the use of virtual reality as a design-decision-making tool in the education process of architectural design. They present a case study, where students were asked to design a Media Architecture structure employing virtual-design-environment tools. Students approach the concept of Media Architecture as physical interactive structure with the virtual design environment. Agirachman et al. [
46] in their paper introduce immersive virtual reality technology as an affordance-base design review tool in design process. The objective of the research was to determine if this technology, as a review method, effectively revise design concepts. The results show a very significant improvement of students’ work, especially in their ability to perceive the qualitative characteristics in their original design work.
Following the logic of reducing costs of physical prototyping, Akundi [
47] investigates the use of a virtual reality as a rapid prototyping (RP) simulator tool. Students through this immersive virtual experience, could learn and better understand the concept of additive manufacturing process at no significant cost. Yamada et al. [
48] in their work, propose an educational method for creative design, based on synthetic design thinking that can enhance a person’s ability to generate new concept of innovative products that are not merely extensions of existing ones. VR technology in this case is used at the final stage of their design procedure, as an immersive tool for creating an interactive virtual prototype. Häkkilä et al. [
21] present different cases of various uses of VR technology in industrial design education. Students are introduced to this new technology and learn to use it in different phases of the design process. As an empathetic design tool to simulate visual disabilities, to create low-cost simulative prototypes and for exhibiting the final design proposal in an immersive display environment.
According to Topal and Sener [
22] the main design activities that augmented technology could enhance, is in prototyping stages and in presentations. Especially in presentations, students can enrich their presentations and make them substantially more informative. In another research, Topal and Şener [
49] present a case study that was carried out in an educational context with industrial design postgraduate students. The project was focused on using the mobile AR-App Metaio
TM in a bedside alarm clock, to enhance students’ presentations of interactive and multimedia products. Saorín et al. [
50] in their case study present an educational cloud-based collaborative 3D modeling platform, with an aim to train students in engineering graphics of product design. VR and AR technologies were used at the end of this experience as a presentation tool of their work. López Chao et al. [
51] applied project-based methodology in a course, where students can learn several pieces of software for graphic simulations, including immersive tools, leading students to use these tools in their final project presentations.
Several studies investigate the use of virtual and augmented reality technologies as an interactive learning platform, without necessarily being part of a project’s design process. Zhang [
52] introduces virtual and augmented reality technology to the teaching course of cultural and creative product design. A flow field visualization method is used to create a virtual platform that simulates a 3D cultural scene, in order to help students deeply explore the technical aspects of the cultural environment. The immersive experience can enhance the student’s perception ability and guide them to develop and evaluate cultural creative products. Bashabsheh et al. [
53] developed a computer software using VR technology for building construction courses. The platform contains 4D model (3D model and time dimension) for certain building construction phases, using VR technology to introduce immersive and non-immersive virtual reality experience for the students during learning. Kassim and Md Zubir [
54] presented their application called (AREEE), augmented reality (AR) on engineering equipment for education, which includes 3D images of engineering equipment and tools designed into an AR platform that uses as a valuable learning tool for students. On another approach, Urban et al. [
55] presented an augmented reality (AR) platform called “AR-supported Teaching”, applicable for both Architecture, Engineering and Construction (AEC) education and as a Construction 4.0 technology. The developed application enables students to access a variety of AEC AR content available for education. Following this, Onecha et al. [
56] investigated also augmented reality metaverse environments in order to improve the learning process of construction and rehabilitation in architectural studies. Through this experiment work, students could visit and examine in detail various projects under construction without time or movement limitations.
On the other hand, González-Almaguer et al. [
57] applied a gamification strategy with an aim to train industrial design students on a VEP (Virtual Enterprise Planning) simulator, which replicates the processes of a car assembly plant using ERP (Enterprise Resource Planning) with elements including quality, statistics, experiment design and problem solving. For this purpose, they use VR and AR technologies to enable the students experiencing the processes and products of the Meccano
TM’s manufacturing plant. The same authors in more recent research, González-Almaguer et al. [
58] described the academic experience of redesigning a theoretical course by applying gamification and problem-solving methodologies, facilitated through virtual and augmented reality technologies. More specifically, they created a board game called Problem-Solving Race (PSR) that manage students to be more motivated and engaged to the learning process. From this point of view, Gill et al. [
59] developed and evaluated a theoretical design course in an immersive virtual reality (iVR) environment, based on the theory of microlearning, embedded with gamification elements. The course material concerned a lesson about the Bauhaus design movement and the learning content was delivered through various interactive activities, including interactive videos and slideshows, 3D models, games and puzzles. Furthermore, on another research, Gill et al. [
60] investigated the utilization of augmented-reality (AR) and gamification strategy in the teaching course of Design for Manufacturing and Assembly (DfMA). The developed application is an educational game which consists of a tangible puzzle with an AR interface that creates an enhanced learning experience for students, encouraging engaging and collaboration practices.
A different aspect of using VR/AR in an educational context concerns the development of technical skills that students are required to have. Gavish et al. [
61] developed and evaluated VR/AR platforms for Industrial Maintenance and Assembly (IMA) tasks training. The IMA-VR platform concerns a controlled multimodal virtual environment, aimed at transferring the motor and cognitive skills involved in assembly and maintenance task. On the other hand, the IMA-AR training system allows the trainee to perform assembly operations on the real machines using real instruments for interaction. Jou and Wang [
62] investigated the impact of virtual reality learning environments on technical skills, focusing more on knowledge, comprehension, simulation, application and creativity.
On another research, Chandramouli et al. [
63] introduced a VR-based educational module for digital manufacturing that educate and train skilled technicians on advanced manufacturing processes. Their training module simulates various devices and equipment, allowing students to interact and test these devices without risking equipment damage. In addition, the VR modules are presented in the form of a game-like interface that makes the interaction more fun-based and reduces the cognitive load. Cordero-Guridi et al. [
64] in their wok described the development of a virtual/augmented reality (VR/AR) laboratory to support learning, training, and collaborative ventures related to additive manufacturing for the automotive industry. In that direction, Mathur et al. [
65] presented a framework that uses a VR immersive environment to train industrial design students on additive manufacturing (AM) process knowledge. Students through the VR application platform can interactively learn about AM systems and its components. The application’s goal is not only to empower learners with the skills to design and evaluate digital artifacts for AM but also to foster them to solve emerging design problems with AM.
Focusing more on the pedagogical approach, Abbas et al. [
66] investigated with the synergy between VR environments and adaptive-based learning as a method to develop a VR-based training system for educating train conductors on technical skills. The results of this approach show a higher learning preference and an increase in individual motivation of trainees. Acuña and Melón [
67] created a multimodal and interactive virtual reality platform for the immersive teaching of high-risk equipment operation. They promote knowledge and active training in the use of the main wood and metal cutting machines in Industrial Design and Architecture workshops. Cassola et al. [
68] also presented a virtual reality training platform in industrial training. But in their case study, they promote an autonomous interactive VR-based experiential training without the support of development experts. In this way, the learner plays an active role in the learning process. Yang et al. [
69] presented an experiment with college students using an augmented reality (AR) system in an assembly task training. Their paper evaluates the results of the HoloLens-based AR training method based on natural human behaviors and knowledge retention. The findings indicate that AR system can improve the training effect and is more effective than ordinary training in increasing the knowledge retention. Maulana et al. [
70] developed a furniture Augmented Reality Application (FunAR), which provide the basic information about existing equipment in Lab Furniture. The application is designed to contain digital content of information, images and 3D models that allow students to interact with the learning materials and help them to better understand lab workshop complex equipment.
Advanced virtual and augmented reality technologies are proved to be a valuable tool in developing students’ spatial skills. Farzeeha et al. [
71] in their study make use of augmented reality learning environments to ease undergraduates engineering students in understanding orthographic and isometric projection, especially in visualizing the 3D objects from the 2D projection images and vice versa. In addition, Omar et al. [
72] introduce the use of mobile augmented reality in the teaching and learning of orthographic projection. They present the Augmented Reality Engineering Drawing Apps (AREDApps), as a new pedagogical approach to attract students’ interest in engineering drawing courses and to enhance their visualization skills.
On the other hand, González [
73] integrates virtual and augmented reality technologies during descriptive geometry for industrial design and architecture students. Through this course students learn to visualize any object by developing perception and spatial representation in understanding the spatial sense for the constructive visual representation. In that direction, Molina-Carmona et al. [
74] in their work, conducted an experimental learning activity, based on a virtual reality application, in order to improve students’ spatial ability, by applying various spatial visualization test. Gómez-Tone et al. [
75] present the case study of a comparative analysis on first-year engineering students that were trained with an AR-based representational system, to improve their spatial skills. The results indicate significant gains in students’ level of spatial perception and abilities. In the case of Akkus and Arslan [
76], augmented reality (AR) is also used to investigate its effects on students’ spatial skills and academic achievement. They presented three AR applications for a technical drawing course. The results of the research indicate an important contribution to the engineering education. A different approach is followed by Fonseca et al. [
77]. Based on the use of virtual reality technology, the main aim of their work is to show how the implementation of gamified virtual strategies in architecture and urban design can increase students’ spatial comprehension and citizens’ interest in the collaborative/gamified/interactive design of spaces.
In most studies, virtual and augmented reality technologies are part of a course plan or integrated into the design process. Some studies, however, focus more on learning the specific type of technology. For example, Häfner et al. [
78] presented the design of a teaching methodology for a practical course in virtual reality. The course focused on learning about virtual reality, by simulating interdisciplinary industrial projects with the purpose to develop skills for practical engineering problems, teamwork, working in interdisciplinary groups and time management.
Team work, on the other hand, has been the research subject of several studies. Many papers present their work on collaborative learning environments through the use of virtual reality technology. Gül et al. [
79] presented three case studies on collaborative design teaching by integrating 3D virtual worlds into design education. Their platforms create virtual learning communities that include various collaboration tools, allowing students to develop, share, and document design ideas. An interesting aspect of these platforms is that they follow a constructivist learning approach by providing students opportunities for self-exploration and manipulation to actively build skills and knowledge that are close to their interest.
On another case study, Karmokar and Rive [
80] also follow a constructivist approach and examine how teams of creative technologies learn design thinking, by creating and using collaborative tools, designed in a virtual world, while used in a virtual learning environment. By following this approach, Vogel et al. [
81] present their science research project, which involves the development of a virtual reality application that allows design thinking teams to work on a collaborative environment. Their application serves as a virtual room that supports gestural interaction and hand tracking so that users can communicate during their collaboration. In addition, Huang et al. [
82] present a 3D modeling learning experience, experiment based on virtual reality technology. Their learning model was designed to employ a learning community, where students could discuss design directions and freely come up with new ideas. The results indicate that students could effectively learn 3D modeling in this collaborative virtual environment.
Figure 5, summarizes the identified types regarding the ways virtual and augmented reality are integrated into learning environments of design educational subjects. According to the literature review, it shows that the most frequent use of VR and AR in education concerns its use as supporting tools during the design process. In other cases, they deal with the utilization of the tools in creating interactive learning environments and training platforms for various learning subjects, for collaboration or for developing specific skills that designers require to have.
Table 2, depict every type of use, including the categorization of the references for each category. There are references that can be found in more than one category as the technology tools can be used with different ways for the same learning subject. In addition, the design stages are further analyzed to identify exactly where in the design process VR and AR technologies are used. Based on the number of references found in each category, VR and AR tools prove to be particularly useful in the stages, where there is a need to visualize the idea of a product, to evaluate its performance and make the right decisions for adjustments and improvements. Also, according to the review, prototyping in virtual environments is an effective way of significantly reducing design development time by creating low-cost prototypes. Another frequent use of VR and AR concerns the final stages of the design process and the creation of an immersive experience that enhances the final presentation style to attract the audience. Finally, the fewer case studies involving the integration of VR and AR are seen in the early stages of the design process.
3.1.2. Robotics
The second category includes robotics-related technologies. Robotics have a wide range of applications in the field of education, and can be found as: (a) learning objects, (b) learning tools and (c) learning aids. The aim of robotics is to improve the learning experience of students through the creation, implementation, improvement and validation of pedagogical activities. On the other hand, robotics enhances interdisciplinary thinking skills, such as problem solving, teamwork, logical reasoning and creative design, things that are also essential in the design studies. In design-related courses, robotics has several benefits in the process of solving various kinds of design problems and contribute in improving students’ design skills i.e., problem definition, information gathering, solution generation, analysis of the solutions and test/implementation.
Robotics are integrated into the design process in various ways. An et al. [
86] designed and implemented an online educational robotics course addressed to service teachers by applying instructional design factors as well as problem-solving and collaboration strategies. Telenko et al. [
87] presented a multidisciplinary learning activity, based on the integration of problems from multiple educational subjects. Each described challenge combines problem clarification, concept generation and prototyping with subject content such as: circuits, biology, thermodynamics, differential equations or software with controls. Robotic systems are used as a support technology during these design processes. Tan et al. [
88] presented a robot design competition as an effective tool for project-based education in undergraduate robotics. The designed problem that was posed to the students was to build and test mobile robots that can accomplish a task. The developed robotic systems were used as an education medium for a practical design experience on mechanical design, electronic circuits and programming. Almaguer et al. [
89] described the use of Meccano
TM, a metal constructive game base, to help engineering and design students simulate the manufacturing process. The project is based on STEAM (Science Technology Engineering Art Mathematics) education and uses gamification learning techniques. Students used Meccano
TM parts to build their prototypes for the design challenges. Heyden et al. [
90] presented their work on a Design Education Platform for a physical robotic system that was developed in the context of a problem-based interdisciplinary learning course. Students were asked to design and produce physical product variants of a robotic system and take part in a competition. The developed robotic systems are based on the design education course and technical specifications and divided into different modules, which are attached on the Design Education Platform.
Kuppuswamy and Mhakure [
91] explored the project-based learning methodology in a mechanical engineering product design course. As part of the project, students were asked to design a Selective Compliance Assembly Robot Arm for a given application according to the industry demands. This case study focuses more on the learning methodology and uses robotics as the assigned project for the studio-based practice. Kleppe et al. [
92] introduced an Industry 4.0 Idea Lab for bridging design and automatic manufacturing in Engineering Education 4.0. They designed a course based on activity-based learning methodology, which goal is to learn how to design products for Industry 4.0 manufacturing. Robots are used for the manufacturing and assembly process. Yazar et al. [
93] presented an experiment on basic design studio students that investigates the utilization of a robotic arm as a design and production tool. Students were introduced to digital fabrication technologies and experiment with the integration in the design processes.
On other cases, robotics was used as the main learning subject. Phan and Ngo [
94] proposed a novel framework for a multidisciplinary mechatronics program that introduces a community-based PBL learning approach. They investigated learning and teaching robotics systems from a collaborative perspective. As part of the designed course, students had to work together with other learners in the electronics, software, control automation, and mechanics fields, followed by the design of an open platform integrated multidisciplinary approach. Kilic-Bebek et al. [
95] explored and presented the benefits of short online courses for the transdisciplinary competence development of graduate students for an Innovative Course on Wearable and Collaborative Robotics.
Deniz and Cakır [
96] developed a novel interactive robot training platform that includes subjects related to robots in engineering education such as programming, kinematics, workspace, speed-acceleration and robot dynamic parameters. This platform recreates the conditions of an industrial environment, it is based on open-source libraries and is designed for the offline programming of industrial robots. Yu and Da Silva [
97] presented their study on designing and implementing an online workshop for Robot Assembly. The assembly process through an automated system, like a robotic system, is crucial knowledge for students as it demonstrates that they understand the design rules and implement them in the actual product design. The objective of this research was to teach students, how to use and program a robot assembly that does not require access to lab facilities.
Other research approach the education of robotics not only as a subject to be learned but also as a teaching tool and support technology during the learning process. Grandi et al. [
98] described a course, where students were required to mechanically design and program autonomous robots (to use in a competition among teams), in order to gain practical knowledge on mobile robotics. For this purpose, the Lego Mindstorms
TM Kit and Java-based firmware LeJOS had been selected as a tool to help in the learning process. Garcia et al. [
99] described the methodology of designing a robotic hand, in order to facilitate and accelerate the teaching/learning process for mechatronics lecture-based courses. The study presents the design and implementation of a movement control system for recognition of hand gestures. The aim is to create a tool, based on mechatronics systems design that will help students gain a direct hands-on experience of the course topics. Montés et al. [
100] explored the design of a challenge-based learning program, according to the STEAM product design education. The paper focuses on how STEAM learning can be integrated into the project, with an aim to improve students learning on topics concerning the engineering of product design.
Brell-Çokcan and Braumann [
101] introduced robotic arm in architectural education, not just as a pure fabrication device, but as an open interface, allowing students to have an interactive and intuitive feeling for robotic fabrication. In their designed courses, robotic arms can act as a motivator that transfer valuable knowledge from many disciplines, such as geometry and programming. During courses, students went through the process of designing custom manufacturing workflows, according to their individual strengths, i.e., workflows that capture the movements of a dancer and transform it into robot toolpaths, adaptable structures used for form exploration. In the same design field, Shi et al. [
102] introduced a new didactic pedagogical approach, based on the principles of robotic tectonics that provides interdisciplinary knowledge to architecture students and enables them to use advanced digital tools, such as robots for automated construction. Furthermore, Yi [
103] describes an architectural robotic class that is structured to provide students with applied knowledge of kinematics and mechanisms. The courses are focused on design experimentation with kinetic (responsive) building prototyping and construction automation of a complex building form, using an industrial robot arm. Finally, Jiehan et al. [
104] applied their work to engineering education, by designing a virtual remote lab, based on the title ‘Robotic Automation Virtual Lab’. They built a system to remotely manipulate a robotic arm through a website.
Figure 6 illustrates the most common uses of robotics technology related to design education courses. Based on the literature review, robotic-based technology is used equally as both a learning object and an assistive technology, during the design process for various projects in the context of practical student training. Other uses involve the utilization of robotics as part of an interactive learning platform that help students in interacting with the learning subject, or works as supporting system that facilitates teachers in the teaching of specific topics. Finally, there are some cases that use of robotics as an aid to various manufacturing strategies, i.e., to test several manufacturing constraints and prototyping parameters. In
Table 3, the reviewed studies are categorized in relation with the different types of robotics use that have been identified in educational settings. As far as it concerns the design process, it is observed that robotics is used exclusively in the prototyping stage. These cases involve the development of robotic prototypes as part of a problem-solving project, or the utilization of robotic technology as an auxiliary tool for building prototypes of specific projects.
3.1.3. Interactive Embedded Systems
Interactive embedded systems (IES) describe the technology tools that are embedded on physical objects and communicate with other devices and systems over the internet by exchanging data. Refers to the Internet of Things (IoT), which is defined as a network of physical objects that collects environmental data through sensors and analyzes it, to make decisions for changing the environment through actuators [
111]. It also includes control systems, where a person can interact with digital information through the physical environment, like Arduino
TM-based platforms and Tangible User Interfaces (TUI).
The majority of papers investigating the use of interactive embedded systems technologies in design learning environments, concern their integration into the design process and their contribution to the creation of interactive prototypes, during studio-based educational practice. Alsos [
112] presents a project-based work for an industrial design course called “Prototyping Interactive Media”. In this course, students were asked to design innovative interactive everyday products using Arduino
TM, an open-source electronics platform. The aim of the course was to teach students programming by introducing them into the processing language through project-based learning methodology. Narahara [
113] also presents a project-based oriented course for beginning design students. The course concerned first the introduction of students in fundamental technical knowledge upon the new technological tools, i.e., sensors, actuators, and microcontrollers and secondly the designing and production of creative interactive prototypes. In similar research, Conradie et al. [
114] combine Tangible User Interface and rapid prototyping technologies for a Mechatronic Product Design course. The course follows a project-based approach and starts with an introduction of mechatronics and the basics of Arduino
TM. Then students design and produce their own interactive products, based on real world problems in close collaboration with industry. 3D printing and laser-cut were used to materialize and finish the final prototypes.
Liu and Qu [
115] structure an interactive prototyping course for students, concerning aged users. The objective of the course is to help students, learn and practice interactive prototyping skills, by developing interactive and experiential prototypes. On experiment research, Rodriguez-Sanchez et al. [
116] present a case study, where they combine project-based learning (PBL) and Collaborative Learning (CL) integrated with information communication technologies for a Master’s course in embedded systems. Open-source platform like Arduino
TM, as well as wireless communications, were also used for this course. According to the research results, this combination of pedagogical methods and technological tools, were proved to be beneficial for the students and the learning process itself. Velásquez-Montoya [
111] on the other hand, describes a Human-Centered design course, which emphasize on the development of products with social impact, integrated with innovative and ubiquitous technologies i.e., IoT. In the context of the course, students were asked to design products or services that include technology components for user-product/service interaction.
Carulli and Bordegoni [
117] present a problem-based multidisciplinary course, for designing and developing the prototypes of domestic products that allows tangible interaction with live-data streams. The innovation of the course lies on the instruction given to the students, not to use any kind of digital display to create their prototypes, but instead to use real effects, like moving some parts of the product or changing its shape or using lighting effects, sounds, and smells. Embedded systems, rapid prototyping and physical computing techniques and technologies were used in order to produce the final prototypes. Qu et al. [
118] investigate the development of interaction design, considering the transmission of human emotions, through the human computer interaction process. The design of the interactive prototypes uses real material as the carrier, embedded in open-source hardware technology. The aim for the students is to learn designing products that interact with users through behavior and information exchange, resulting in a real 3D embodied interactive experience. Omar [
119] presents a new approach in teaching automatic control by conducting Arduino
TM-based projects. More specifically, he has integrated Arduino
TM into carefully designed projects that supports all the course subjects that students need to learn. In that direction, Nam and Choh [
120] experiment with the introduction of microcontroller interactive prototyping tools into design education. They developed a microcontroller board that allows quick prototyping of design ideas, without requiring any special coding training. The board can be easily used as a basic design prototype tool for industrial design students, with an aim to acquire relevant knowledge on design workshops.
Istanbullu and Taşçı [
121] conducted a survey and evaluated the effect of using project-based learning (PBL) approach combined with open-source hardware, for a design course in engineering education. The course focused on the usefulness and ease of using Arduino
TM platform, in order to develop real-life projects for the learners. Kim [
122] experiment with the implementation of technology in an interactive physical prototyping class. Students were provided with technical materials, such as sensors, actuators and display modules. This experience of matching a technology to an action helped students understand the relationship between electronic materials and actions. Allam and Alacame [
123] use Arduino
TM as a physical computation environment for a digital fabrication course. They designed a series of project-based exercises, combined with theoretical lectures, with the aim to develop diverse products or applications in the context of dynamic designs. Each course has tailored these methods to address Rhino3D
TM, Grasshopper
TM and Arduino
TM in a parametric–algorithmic–kinetic application within computational design and digital fabrication courses. Sun et al. [
124] research refers to the contribution of IoT technology in the creation of a distance teaching system of interior design course. The course is designed based on an education platform and IoT, which is used to set the communication architecture of the software part.
Figure 7 presents the different ways of using interactive embedded systems in design education. Compared to previous types of technology, embedded systems present fewer ways of integration into the educational process. As before, most studies focus on the utilization of technology as supporting tool during the design process. Another way involves the use of embedded systems as a new learning object for students with an aim to introduce them to new technological tools, equipment and electronic materials. Finally, embedded technologies, usually combined with other types of technology, can contribute to the creation of interactive teaching systems and platforms. In
Table 4, the reviewed studies are categorized based on the types of use identified earlier. With respect to the design process in the context of students’ training practice, almost all cases involve the utilization of embedded systems in the final stages of developing interactive and experiential prototypes. There was one case though, where embedded technology combined with other technological systems contributed to the creation of a device that helped in the ideation phase of a design process, generating new concepts for future products.
3.1.4. Other Types of Immersive Technologies
This category refers to the different types of immersive technologies that are more rarely found in the literature i.e., spatial augmented reality (SAR), mixed reality (MR), extended reality (XR) and holograms. These technologies are included on the spectrum between the real world and the complete virtual world. They introduce several ways of blending physical and digital information, allowing different degrees of sensing Reality-Virtuality, reshaping each time the way human-computer-environment interact [
126]. In the field of design education, these technologies are integrated into the educational experience in various ways. As in the case of VR and AR, they are mostly found in the various stages of the design process in the context of design studios practice.
Tang et al. [
127] developed an application based on mixed reality (MR) technologies, for teaching product design to university students. They used the application during design projects and tested its effectiveness in five main areas: (a) the ability of students to comprehend design, (b) understanding product functions, (c) visualizing 3D geometry, (d) understanding geometric relationship and (e) students’ creativity. Ranscombe et al. [
128] implement a mixed-reality visualization system in a prototyping process in order to support practice-based studio design projects. In the context of an industrial design studio project, students were asked to design a product for making food or hot drinks. The MR prototype system was used to contextualize students’ preliminary concepts, as a basic test for product dimensions and proportions. Darwish et al. [
126] test with the implementation of extended reality technology (XR) in the early design studio education and its impact on students’ general spatial skills. Specifically, they examined students’ cognitive levels, on their abilities to visualize and understand the relationships between objects. According to the results, XR technology significantly increased the scores of the students in the spatial ability test. Ricci et al. [
129] on the other hand, use MR technologies within an industrial design program that develops novel interfaces for the Metaverse
TM. The research presents a multidisciplinary approach for a novel lab that aims to teach students, how to design innovative Graphical User Interfaces (GUIs) for home appliances, by exploiting MR technologies and promote a possible interaction in the Metaverse
TM. In addition, Mast et al. [
130] present a workshop that concerned the design of an interactive system, beyond typical GUIs, based on spatial augmented reality (SAR). The prototyping methodology (Wizard of Oz) is a technique, for testing interface design ideas at an early stage in the design process. The interactive SAR technology was used to create the prototypes. Based on the results of the workshop, the students were very creative in the way, they chose to use SAR technology, such as choosing different sizes and different viewing angles and contexts for their interactions.
In the case of Park et al. [
131] the use of spatial augmented reality (SAR) technology works as an evaluation tool for product appearance. The technique involves projecting a high-quality rendered image of the final product’s appearance, onto a mock-up of the product, including a camera calibration to compensate the color distortion. This method allows a more intuitive evaluation of the product characteristics that define its appearance. Quintero et al. [
132] used interactive video-mapping technology for a design project in a combined classroom from Digital Art, Architecture and Industrial Design programs. The project concerned the development of an architectural model and the video-mapping technology contributed to a different interpretation of the model, by creating the impression of a moving surface.
Experimenting with different technologies for creating interactive learning environments, Bringardner and Jean-Pierre [
133] describe a case study of a flipped classroom pedagogy that was applied for the creation of instructional videos, for an introduction lab course to Engineering and Design. The video resources provide students with uniformity and expert guidance, through a visual representation of the topics. Holograms were one of the technologies used to contribute to the creation of an interactive learning environment. Specifically, the video editor was able to generate 3D hologram representations of the design, in order to promote visualization of potential solution. Hologram technology is also described in the study of Ramirez-Lopez et al. [
134] but in this case for a distance synchronistic educational experience. Their research presents an educational technology ecosystem supported by hologram effect combined with an active learning pedagogy.
A different aspect of using spatial augmented reality (SAR) technology concerns, its support in cooperative learning environments. Rajeb and Leclercq [
135] examine applications of SAR in collaborative design training. Their research focuses on four SAR configurations: (a) remote sharing of graphic documents and annotations in real time, (b) remote expert consultation, (c) collaborative design, (d) project review and group evaluation. In a more recent work, Rajeb and Leclercq [
136] present the implementation of SAR technology on a project-based group, training in design education, aiming to develop the students’ general and specific skills to devise complex projects in design. On another approach, Calixte and Leclercq [
137] describe the implementation of an interactive projection mapping installation (referring to SAR), designed for a multidisciplinary collaboration in an architectural workshop. The created co-design environments were supported by the SAR technology during the design process. More specifically, all the required documents for the design work were projected on a surface for graphic work and were available for synchronous manipulation and annotation by all users. The technology also supported video-conference system and proved to be helpful tool for collective understanding of complex shapes.
Figure 8, presents and categorizes the most common uses of the above immersive types of technologies found in the reviewed studies. According to the literature, as proved in the cases of VR and AR, generally immersive technologies are mainly used as supporting tools for practice-based studio design projects. Other cases, involve the contribution of immersive technologies in developing interactive learning platforms or provide the equipment and conditions to create collaborative learning environments. Some case studies focus only on teaching of immersive technologies as a learning subject or use them as educational tools to improve students’ spatial abilities and perception.
Table 5, includes the categorization of the references found in each category. It shows from the further analysis of the studio-based design process, all the stages that other types of immersive technologies are used to facilitate the educational practice. Most cases use immersive types of technologies, in order to visualize and model the concept of a design project or use them as helpful tools for understanding complex aspects of design problems that would be difficult to understand in conventional ways. In addition, there are cases where immersive technologies are being used for evaluation of a products performance regarding various required specifications, or as prototyping tools to create low-cost prototypes or as tools to improve and enrich the designs in the final presentation stages. Generally, it could be concluded that immersive technologies of this category are found in all stages of the design process between visualizing the product to the final presentation style.