Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes
Abstract
:1. Introduction
- What are the strengths and limitations of using metaverse technologies in co-creation processes?
- How did participants experience and perceive the collaborative process assisted by metaverse technologies?
- How did participants use or work with metaverse technologies to co-create spatial proposals?
2. Framework
2.1. Participatory Design, Co-Creation, and Public Spaces
2.2. Virtual Reality (VR) and Metaverse
3. Co-Creation Workshop Design
3.1. Sites—Public Spaces in Social Housing
3.2. Metaverse Environment Creation
3.3. Participants Background and Workshop Organisation
3.4. Co-Creation Process and Protocol
- What innovative third place activities can happen in public open spaces of social housing; accordingly, what are the criteria to evaluate design of spaces?
- What are the challenges in co-creation projects, especially in scalability problems, and what are the real-world consequences?
- What are the strengths/limitations of metaverse and how to best utilise them during co-creation processes to create a paradigm shift in our modes of architectural production?
- How can we find design solutions that are environmentally beneficial, economically feasible, and simultaneously socially responsible?
4. Methods
4.1. Site Evaluation Criteria
- Prospect
- Sustainability—the design has sustainable features with Sustainable Development Goals (SDG).
- Innovation—the design is innovative and expands the horizon of recreational, social, and/or civic activities.
- Responsive—the design is adaptive and future-proof for changes in spatial function and technology.
- Design
- Aesthetics—the space is beautiful and attractive.
- Meaning—the design tells the story of and symbolises the local context and community.
- Strategy—the design has personalised and focused strategy, considers local problems, and is designed to tackle these problems and bring societal benefits.
- Utility
- Comfort—the design provides environmental comfort (e.g., walking, sitting, meeting, and playing, in sunlight or shade).
- Safety—the design promotes ‘eyes on the street’, enough visibility, and a sense of safety.
- Efficiency—different activities can share spaces to aid spatial efficiency.
- Community
- Inclusivity—the design takes special consideration of the needs of different genders, ages, and differently-able.
- Activity—users may engage in diverse intergenerational activities with different social groups within the space.
- Sociability—the design can stimulate spontaneous conversations and interaction between users and neighbours.
4.2. Co-Creation Experience Evaluation Criteria
- Motivation—I was motivated to engage (with agency, fun and rewarding).
- Expression—The metaverse co-creation process facilitated for me to express myself and my needs.
- Ease-of-use—The tools were easy to understand, interact and control.
- Space—I was able to better grasp site qualities because of the spatial experience provided by VR.
- Aspiration—I am aspired to continue the participatory effort (work with local communities/co-design) after this experience.
- Reflexion—I was stimulated to reflect on existing circumstances and search for improvement.
- Creativity—The experience helped me to think outside the box and be creative.
- Sustainability—I think I would be able and willing to help others in the future in similar processes.
- Context—I developed a deeper and more comprehensive understanding of the site context.
- Design—My understanding of the complexity of design/planning problems increased.
- Community—I have learnt something about the community that I did not know before.
- Confidence—My confidence in my ability/knowledge/skill has increased.
- Satisfaction—I am happy with the co-creation result.
- Inclusivity—I have found most others wanted similar things as me.
- Outcome—I think the co-creation outcome can better provide for inhabitants’ everyday needs.
- Consensus—I was able to reach consensus with others without having to make a lot of compromises.
5. Results
5.1. Participants Evaluation on Spatial Quality of targeted Sites
5.2. Participants Co-Created Spatial Design Proposal
5.3. Participants’ Evaluation on the Co-Creation Experience
5.4. Participants’ Feedback
6. Findings and Discussion
6.1. Strength of VR Environments in Co-Creation
6.2. Limitations of the Approach
6.3. Next Steps
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Prodac | Barbican | Lok Wah | |
---|---|---|---|
Density | Low | High | Ultra-high |
Scale | 600 households | 2000 households | 10,000 households |
Develop Period | 1970s–1980s | 1970s–1980s | 1970s–1980s |
Scheme | Housing to resettle slum or informal settlement | Initially affordable council housing for rent for middle-class professionals post-war | Affordable public rental housing for lower-income people |
By | The Prodac Association for Productivity in Self-Construction | The City of London Corporation | Hong Kong Housing Authority |
Amenity | Residents actively built their homes and sought recognition as legitimate homeowners | Includes the Barbican Centre, a performing arts cultural centre with various theatres and halls | Integrated podium with shops, markets, parks, playgrounds, and exercise equipment |
Today | Residents actively built their homes and sought recognition as legitimate homeowners | Became an upmarket residential estate | Remains public rental housing |
Quality/Site | Barbican | Lok Wah | Prodac | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Participants | Mean | Participants | Mean | Participants | Mean | |||||||||||||
Aesthetics | 1 | 1 | 1 | 1 | 1.00 | 0 | 0 | 0 | 0 | 0.00 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 0.57 |
Strategy | 1 | 1 | 1 | 1 | 1.00 | 0 | 0 | 1 | 1 | 0.50 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0.29 |
Inclusivity | 0 | 0 | 0 | 0 | 0.00 | 0 | 0 | 1 | 1 | 0.50 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0.14 |
Activity | 1 | 1 | 1 | 0 | 0.75 | 0 | 0 | 0 | 0 | 0.00 | 1 | 1 | 0 | 0 | 1 | 0 | 0 | 0.43 |
Meaning | 1 | 1 | 1 | 1 | 1.00 | 0 | 0 | 0 | 1 | 0.25 | 0 | 0 | 0 | 1 | 1 | 0 | 1 | 0.43 |
Sociability | 1 | 1 | 1 | 0 | 0.75 | 0 | 0 | 0 | 1 | 0.25 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 0.86 |
Comfort | 1 | 1 | 1 | 1 | 1.00 | 0 | 0 | 1 | 0 | 0.25 | 1 | 0 | 1 | 1 | 0 | 1 | 0 | 0.57 |
Safety | 1 | 1 | 1 | 1 | 1.00 | 1 | 1 | 1 | 0 | 0.75 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 0.86 |
Efficiency | 1 | 1 | 1 | 0 | 0.75 | 0 | 0 | 0 | 1 | 0.25 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0.14 |
Innovation | 1 | 1 | 1 | 1 | 1.00 | 0 | 0 | 0 | 1 | 0.25 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0.00 |
Sustainability | 1 | 1 | 1 | 0 | 0.75 | 0 | 0 | 1 | 1 | 0.50 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 0.43 |
Overall | 9 | 8 | 8 | 8 | 8.25 | 2 | 2 | 5 | 5 | 3.50 | 6 | 6 | 7 | 3 | 4 | 4 | 6 | 5.14 |
Criteria | BARBICAN | Sum | LOK WAH | Sum | PRODAC | Sum | Mean | Mean | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Game design | Motivation | 4 | 5 | 5 | 3 | 5 | 2 | 24 | 5 | 4 | 4 | 4 | 4 | 4 | 25 | 5 | 5 | 4 | 4 | 3 | 5 | 26 | 4.2 | 3.8 |
Expression | 3 | 5 | 5 | 3 | 5 | 3 | 24 | 4 | 4 | 3 | 3 | 4 | 4 | 22 | 3 | 4 | 2 | 3 | 2 | 5 | 19 | 3.6 | ||
Ease of use | 3 | 5 | 3 | 3 | 5 | 4 | 23 | 3 | 3 | 4 | 4 | 5 | 3 | 22 | 5 | 5 | 2 | 4 | 2 | 5 | 23 | 3.8 | ||
Space | 4 | 4 | 4 | 2 | 5 | 4 | 23 | 4 | 3 | 5 | 4 | 4 | 4 | 24 | 3 | 4 | 2 | 3 | 2 | 4 | 18 | 3.6 | ||
Participatory experience | Aspiration | 5 | 4 | 4 | 3 | 5 | 5 | 30 | 5 | 5 | 4 | 5 | 4 | 4 | 27 | 5 | 4 | 4 | 5 | 4 | 5 | 27 | 4.4 | 4.4 |
Reflection | 4 | 4 | 5 | 4 | 5 | 5 | 27 | 4 | 5 | 4 | 5 | 4 | 5 | 27 | 5 | 5 | 3 | 4 | 3 | 4 | 24 | 4.3 | ||
Creativity | 4 | 4 | 5 | 5 | 5 | 4 | 27 | 5 | 4 | 3 | 4 | 5 | 5 | 26 | 4 | 5 | 3 | 4 | 3 | 5 | 24 | 4.3 | ||
Sustainability | 5 | 5 | 5 | 5 | 5 | 3 | 28 | 5 | 5 | 4 | 5 | 3 | 5 | 27 | 5 | 5 | 4 | 5 | 3 | 5 | 27 | 4.6 | ||
Learning outcome | Context | 5 | 5 | 5 | 4 | 5 | 3 | 27 | 4 | 4 | 4 | 3 | 3 | 5 | 23 | 4 | 5 | 3 | 4 | 2 | 5 | 23 | 4.1 | 4.0 |
Design | 5 | 5 | 5 | 2 | 5 | 2 | 24 | 5 | 4 | 3 | 3 | 5 | 3 | 23 | 4 | 3 | 3 | 4 | 2 | 4 | 20 | 3.7 | ||
Community | 5 | 5 | 4 | 2 | 5 | 4 | 25 | 5 | 3 | 4 | 4 | 4 | 5 | 25 | 4 | 4 | 4 | 4 | 4 | 4 | 24 | 4.1 | ||
Confidence | 5 | 5 | 4 | 3 | 5 | 2 | 24 | 4 | 4 | 5 | 5 | 4 | 5 | 27 | 5 | 3 | 4 | 4 | 3 | 4 | 23 | 4.1 | ||
Cooperative outcome | Satisfaction | 5 | 5 | 5 | 3 | 5 | 2 | 25 | 5 | 3 | 5 | 4 | 5 | 4 | 26 | 3 | 4 | 4 | 4 | 3 | 5 | 23 | 4.1 | 4.1 |
Inclusivity | 4 | 5 | 4 | 3 | 5 | 2 | 23 | 4 | 3 | 5 | 4 | 4 | 4 | 24 | 4 | 4 | 3 | 4 | 3 | 5 | 23 | 3.9 | ||
Outcome | 5 | 5 | 5 | 3 | 5 | 2 | 25 | 5 | 4 | 3 | 4 | 5 | 5 | 22 | 5 | 5 | 4 | 5 | 3 | 5 | 27 | 4.3 | ||
Consensus | 4 | 5 | 3 | 3 | 5 | 2 | 22 | 4 | 5 | 5 | 4 | 4 | 4 | 26 | 5 | 5 | 4 | 4 | 3 | 4 | 25 | 4.1 | ||
Mean | 4.4 | 4.8 | 4.4 | 3.2 | 5.0 | 3.1 | 4.4 | 3.9 | 4.1 | 4.1 | 4.2 | 4.3 | 4.3 | 4.4 | 3.3 | 4.1 | 2.8 | 4.6 | ||||||
4.1 | 4.2 | 3.9 |
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Share and Cite
Ng, P.; Eloy, S.; Raposo, M.; González, A.F.; da Silva, N.P.; Figueiredo, M.; Zuberi, H. Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes. Virtual Worlds 2024, 3, 283-302. https://doi.org/10.3390/virtualworlds3030015
Ng P, Eloy S, Raposo M, González AF, da Silva NP, Figueiredo M, Zuberi H. Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes. Virtual Worlds. 2024; 3(3):283-302. https://doi.org/10.3390/virtualworlds3030015
Chicago/Turabian StyleNg, Provides, Sara Eloy, Micaela Raposo, Alberto Fernández González, Nuno Pereira da Silva, Marcos Figueiredo, and Hira Zuberi. 2024. "Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes" Virtual Worlds 3, no. 3: 283-302. https://doi.org/10.3390/virtualworlds3030015
APA StyleNg, P., Eloy, S., Raposo, M., González, A. F., da Silva, N. P., Figueiredo, M., & Zuberi, H. (2024). Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes. Virtual Worlds, 3(3), 283-302. https://doi.org/10.3390/virtualworlds3030015