Scenario-based VR Framework for Product Design
Romain Terrier
1,2
, Val
´
erie Gouranton
2
, C
´
edric Bach
3
, Nico Pallamin
1
and Bruno Arnaldi
2
1
b-com, Cesson-S
´
evign
´
e, France
2
Univ. Rennes, INSA Rennes, Inria, CNRS, IRISA, Rennes, France
3
Human Design Group (HDG), Toulouse, France
Keywords:
Scenario, Framework, VR, Design, Model.
Abstract:
Virtual Reality (VR) applications are promising solutions in supporting design processes across multiple do-
mains. In complex systems (e.g., machines, cities, interior layouts), VR applications are used alongside Com-
puter Assisted Design (CAD) systems which are (1) rigid (i.e., they lack customization), and (2) limit the
design iterations. VR systems need to address these shortcomings so that they can become widespread and
adaptable across design domains. We thus propose a new VR Framework based on scenarios and a new
generic theoretical design model to assist developers in creating versatile and personalized applications for
designers. The new generic theoretical model describes the common design activities shared by many design
domains, and the scenario depicts the design model to allow design iterations in VR. Through scenarios, the
VR Framework enables creating customized copies of the generic design process to fulfill the needs of each
design domain. The customization capability of our solution is illustrated on a use case.
1 INTRODUCTION
In today’s environment, the design of products, ser-
vices, and software is omnipresent across sectors and
each domain has its own design specificities. In com-
plex systems, such as machines, cities, or interior lay-
outs, multiple Computer-Aided Design (CAD) sys-
tems are used to assist designers. Instead of creat-
ing an application for each domain, in this paper we
propose a solution for both developers and designers.
First, our solution supports the developers in building
versatile Virtual Reality (VR) applications for design-
ers. Second, it supports the design iteration loops in
VR.
The goal of design is “to give shape to an artifact–
the product of design. This artifact is the result of
a complex of activities–the design process” (Moran
and Carroll, 1996). Design problems are complex
and require vast knowledge and multiple stakehold-
ers (Arias et al., 2000), causing an outbreak in the
development of CAD systems.
VR is a promising solution, which could assist
designers in their activities across multiple domains,
including complex mechanical systems, architecture,
interior layouts. VR can either be integrated into the
design process and combined with CAD systems as
an extension or used as a separate application. From
concept formulation to component validation, VR can
be used at different stages of product maturity. The
advantage of VR over non-immersive displays is that
it assists in more rapid error detection (Satter and But-
ler, 2015). Independently of the domain, VR is used
in design to import and explore multiple configura-
tions of 3D models to shorten the design cycle (Za-
wadzki et al., 2018). Moreover, the designers are eas-
ily able to modify the 3D models in VR, with regard
to, for instance, size and position. Nevertheless, these
VR solutions are dedicated to specific uses (e.g., bus
configurator) and they cannot follow the evolution of
designers’ needs in the design process. Additionally,
in some applications, designers are not able to modify
the 3D model in VR, but they need to do so by return-
ing to the CAD system on their desktop computers.
Moreover, the description of the design process also
assists application developers to structure their work
by listing and sequencing the events and the actions
of end users.
We thus propose a solution with a two-fold goal:
(1) to support developers in the development of
versatile VR applications independently of the tar-
geted domains, and (2) to allow designers to perform
their activities in virtual environments (VEs) using
metaphors and tools.
Thus, we propose a new VR Framework based on
Terrier, R., Gouranton, V., Bach, C., Pallamin, N. and Arnaldi, B.
Scenario-based VR Framework for Product Design.
DOI: 10.5220/0008880602190226
In Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020) - Volume 1: GRAPP, pages
219-226
ISBN: 978-989-758-402-2; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
219
scenarios. In a VR context, scenarios are used “to
depict all the possible sequencing of events allowed
in the virtual environment” (Claude et al., 2015). In
matching the design domains, the design activities are
described in a scenario following a generic theoretical
design model. In this way, the developers are able to
use the generic base to build dedicated applications
employed by designers in performing specific activ-
ities. The application, which is beyond the scope of
the present paper, is personalized due to the imple-
mentation of specific VR design tools. Through sce-
narios, the VR Framework enables modifications for
improving the VR design applications. We illustrate
our solution by implementing the generic theoretical
design model through scenarios that drive user activi-
ties, and through situating the activities in a VE with
integrated design tools (see Fig. 1).
In this paper, we use the term design process for
the overall action of designing, design activity for a
particular action performed by a designer, and design
tool for a tool used by designer to perform an activ-
ity (e.g., a pen to sketch). This paper is structured
as follows. Section 2 presents related works. Sec-
tion 3 describes an overview of our solution. Section 4
presents a new generic theoretical design model. Sec-
tion 5 explains how the model of scenario is operat-
ing. Section 6 describes the scenario of our theoretical
design model. Section 7 presents a use case. Finally,
conclusions are drawn in section 8.
GENERIC THEORETICAL
DESIGN MODEL
DESIGN ENVIRONMENT
SCENARIO
VR TOOLS
VE
Figure 1: Framework for the development of VR applica-
tions for design. From a new theoretical design model, to
its description by scenarios in order to manage user activi-
ties and VR tools.
2 RELATED WORK
2.1 Design: Activities, Process, and
Models
The designing process is composed of activities (Gero
and Neill, 1998). Two major paradigms describe
this design process (Visser, 2006), namely (1) design
as problem-solving (Simon, 1995), (2) design as a
situated and reflective practice (Sch
¨
on, 1991). The
first paradigm is based on the division of a complex
and ill-defined problem into multiple simpler ones.
The second paradigm describes the design activities
as context-dependent; the designers’ knowledge is
reflected in practice rather than verbally transmit-
ted (i.e., knowing-in-action) (Sch
¨
on, 1992). In each
paradigm, the design process ends when a compro-
mise regarding the solution is reached on the solution,
which is then enacted through a succession of design-
ers’ actions, the so-called design activities. Thus, the
design is not possible without activities. These ac-
tivities are internal, i.e., conceptual, or, conversely,
external,i.e., “in the world” (Zhang, 1991). The in-
ternal representation conjured by designers is materi-
alized through external representation (Eastman and
Computing, 2001). The activities impacting external
representations (e.g., sketching a flat) are easier to im-
plement than activities relying on internal representa-
tions (e.g., conceptual construction of a 2D plan).
Although there are multiple descriptions of the
design process, to date, no standard has been de-
fined. Many descriptions present the design process
by splitting the activities in two spaces: the problem
space and the solution space (Lonchampt et al., 2006).
To reach a compromise, the problem and the solu-
tion need to be refined through multiple iterations.
This process is referred to as the evolution of the
spaces. Moreover, the spaces co-evolve (Maher et al.,
1996): when the solution is refined, so is the prob-
lem. Solutions and problems are linked through eval-
uation (Brissaud et al., 2003). Multiple evaluations
facilitate design refinement until the design process
reaches its final state of compromise (Simon, 1995).
The evaluation is based on criteria that can evolve dur-
ing the design process. In this way, evaluation can be
understood as the third space of design activities, next
to the problem and the solution, however, no model
presently describes it as such. Regardless of the de-
sign process, and the design domains, the problem,
evaluation, and solution are shared concepts.
To gain a better understanding of the design
process, researchers proposed its multiple descrip-
tions usually in terms of the process activities or
phases (Evbuomwan et al., 1996). Whereas some
models describe the process as a succession of jux-
taposed phases (Pahl et al., 2007), such descriptions
are subject to several limitations. First, the procedu-
ral plan should not be followed strictly, as iterations
often occur between phases. Second, simultaneous
activities are not described. The models based on con-
current engineering overcome the latter limitation (Jo
et al., 1991). Nevertheless, the iteration limitation re-
mains if the model describes sequential phases due to
their “linearity and their rigidity” (Pugh, 1986). An
alternative description of the process envisages de-
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
220
sign as multiple activities (Girod et al., 2003) with-
out defining it as a series of events. In this way, it-
eration is possible. Some models group activities by
family and link the activities with events to describe
a generic design process (Gero and Kannengiesser,
2004). Such models, do not presuppose linearity, it-
erations are possible, and the activities are described.
These models can subsequently be used to structure
the actions of designers in design applications. Nev-
ertheless, the theoretical models do not suffice with-
out implementation. In the following sub-section, we
propose facilitating and structuring the development
of VR applications.
2.2 Framework for VR
The development of VR applications, which can be
fastidious, requires support (Kessler et al., 2000).
Generic and reusable systems (Mollet and Arnaldi,
2006), such as system-independent applications (e.g.,
VRJuggler (Bierbaum et al., 2001)) or systems de-
scribing the objects’ behavior and their relation (e.g.,
MASCARET (Buche et al., 2003)), seem to be the
most suitable solutions in this context. These systems
can be further enriched by reusable interaction tech-
niques (e.g., VirtualHand (Mine et al., 1997)). An-
other possibility is to describe the events and actions
performed in the VE through scenarios. They can be
predefined, whereas all possible scenarios are initially
described (e.g., HCSM (Cremer et al., 1995)), or they
can be emergent (e.g., VRaptor (Shawver, 1997)). In
emergent scenarios, the actions are not sequenced;
the users’ behavior depends on the state of the en-
vironment (e.g., the pump is closed, the users need
a wrench to open it), or the users have goals (e.g.,
assembly an engine) and they an individualized list
of actions. Many of these scenarios are built in a
specific language, which complicates their compre-
hension. To ease their understanding, a graphical
representation can be used instead (Sugiyama et al.,
1981). In this way, some solutions employ a graph-
ical representation of Petri-Nets to model scenarios
(e.g., #SEVEN (Claude et al., 2014)). Thus, the users’
actions are either fully constrained, semi-constrained,
or free and the scenario acts either as a listener or as
a constraining system. The actions in scenarios are
similar to the external activities depicted in the theo-
retical design models. Here, the actions described are
the interactions between the user and the objects or
the world. Consequently, a scenario is able to reflect
the design activities of users, to model the iteration
and to model the links between the activities.
3 SOLUTION OVERVIEW
The VR community needs solutions to build multi-
function and personalized VR applications supporting
design in VEs. The solution needs to support the three
design concepts shared among the design domains,
namely, the problem, solution, and evaluation. The
solution needs to depict generic design activities to al-
low the developers to use this generic base in building
personalized applications for designers. The applica-
tion that aims to cover all the design activities needs
to be versatile.
Consequently, our solution uses a new theoretical
design model to define generic design activities (see
Fig. 2). Then, the theoretical model is naturally de-
scribed by scenarios in a VR Framework. Finally, the
scenarios, which are implemented in a VE, lead to the
production of VR applications for industrial design.
THEORETICAL MODEL
VR FRAMEWORK
UNITY 3D
EDITOR
SCENARIO ENGINE
SCENARIO
VR
TOOLS
1
2
VIRTUAL ENVIRONMENT
Design space 1
Design
space 2
Design
space 3
3
Figure 2: In red, our contribution: (1) a new theoretical de-
sign model defining generic design activities, (2) a scenario
depicting the new theoretical model, and (3) an implemen-
tation of the scenario in a VE.
For example, the scenario is able to activate a 3D
VR pen because a user is in a sketching area (see
Fig. 3). Scenarios are the cornerstone of our solution.
All the design activities are correlated to the use of a
set of design tools. The scenarios are malleable and
they can depict other models or spatial organizations
of the VE.
4 A NEW THEORETICAL
DESIGN MODEL
Our VR Framework uses a theoretical design model
to assist VR developers in building VR applications
that support the design activities, i.e., the users’ ac-
tions in producing design-related content. Each ac-
tivity produces an external representation, such as a
Scenario-based VR Framework for Product Design
221
Figure 3: A VE depicting three areas dedicated for design
activities (see Sec. 6). The design activities are linked to the
use of VR tools (e.g., the 3D pen).
sketch. Since the domains have different design ac-
tivities, process, and tools, we decided to build our
solution around a generic theoretical design model.
The aim is to enable the developers to use this model
in creating a new, personalized version that fulfills de-
signers’ needs within their domain.
To the best of our knowledge, no generic theoret-
ical design model has been defined yet for VR use.
Our aim here is to fill the respective gap by illustrating
three common concepts of the design process within
our model. Since three concepts are shared in many
design domains, our model is based on the following
three spaces of design activities: problem, solution,
and evaluation. Some of the existing design models
depict the problem and the solution as spaces, leave
out the evaluation, which is considered to be an ac-
tivity. Moreover, this new three-partite theoretical de-
sign model is the result of collaboration with indus-
trial partners (co-authors of this paper) and of the in-
dustrial design process analysis. We distinguish two
types of design activities in each space: the creation of
a new content and the iteration of the content. More-
over, in evaluation, the model distinguishes the act of
evaluating and the act of defining/modifying criteria
of evaluation.
The three-partite theoretical model is conceptual-
ized as follows (see Fig. 4). First, the problem space
includes two activities: the formulation, the first rep-
resentation of a problem (new content), and the re-
formulation, an iteration of the problem representa-
tion (modification of the content). Second, the solu-
tion space includes two activities: the conjecture, the
first representation of a solution (new content), and
the definition, an iteration of the solution representa-
tion (modification of the content). Finally, the evalu-
ation space includes three activities: the definition of
evaluation criteria, the first representation of a set of
criteria (new content), the modification of evaluation
criteria, an iteration of the criteria (modification of
the content), and the evaluation, the act of evaluating
(new content).
A user switches from one activity to the next when
PROBLEM (PB)
Needs
Conjecture
Initial and
external
representation
of the SOL
Definition
New external
representation
of the SOL
OK
Repr.
PB
Repr.
PB
Repr.
SOL
New
solution
version
Modification
of solution
version
Start
End
compromise OK
compromise
NOK
Figure 4: Our generic theoretical design model representa-
tion: three spaces (i.e., problem, solution, evaluation) with
seven activities. The model is based on creating external
representations.
a compromise is reached. For example, the first for-
mulation of the problem takes place when the user
explains the needs of the client. When the user con-
siders the problem to be adequately described, a com-
promise is reached and the user continues the design
process by defining evaluation criteria. Thus, our the-
oretical design model is sufficiently generic to cover a
range of design domains. Each domain is able to use
a version of the model and adapt it by providing rules
for the evaluation, for the definition of a problem, or
for deciding on how to reach a compromise. With de-
fined generic theoretical design model, the next step
is to depict the design model with a scenario model.
5 SCENARIO-BASED VR
Our VR Framework uses a Petri-Nets language based
on the scenario model (Claude et al., 2014), which en-
ables the graphical representation of scenarios. More-
over, Petri-Nets (Petri, 1962) are able to model user
events, environment states, and object behavior. An-
other advantage of the Petri-Nets is that parallelism
and concurrency can be described. In this way, sev-
eral design processes can be depicted, and played si-
multaneously or independently.
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
222
The scenario model is based on a series of events
and the event model uses a token, places, transitions,
sensors, and effectors (see Fig. 5). The following ex-
planations present the standard event functioning in
order to understand the next sections. An event occurs
when a transition is triggered, and when a token tran-
sitions from an upstream to a downstream place of the
transition. First, a transition is ready to be triggered
when the upstream place holds a token. Sometimes,
events occur only if a condition is fulfilled. For exam-
ple, the problem tools should only be activated when
the user is in the problem area. In the event model, the
sensor defines the condition. Then, the sensor of the
transition examines the VE to check whether the con-
dition is fulfilled. When the state of the VE meets the
requirement, the transition is triggered and the effec-
tor interacts with the VE (e.g., to activate tools in the
problem area). Finally, the token is consumed and it
transitions to the downstream place. The initial and
the final place define where the scenario starts and
stops. The scenario ends when the token reaches its
final place.
S E
Scenario
Upstream
Place
Downstream
Place
Sensor
Effector
el
Token
Transition
Figure 5: Petri-Net event model of the scenario.
As the scenario model is able to describe several
activities and to interact with a VE, depicting our
generic theoretical design model is a valid solution. In
the following section, the Petri-Net language is used
to depict the theoretical model.
6 DESIGN MODEL SCENARIO
The scenario is divided in three sub-scenarios (see
Fig. 6) corresponding to the three spaces of the the-
oretical design model. The sub-scenario Problem Ac-
tivities depicts the Formulation and the Reformula-
tion. Then, the Solution Activities depict the Conjec-
ture and the Definition. Finally, the Evaluation Activi-
ties depict the Definition of Criteria, the Modification
of Criteria, and the Evaluation. Thus, each of the the-
oretical design activities is included in the scenario.
The main scenario determines which sub-scenario
needs to be activated according to the user’s location
(see Fig. 7). For example, the main scenario exam-
ines the VE, detects whether the user is in the prob-
Conjecture
Definition
PROBLEM
ACTIVITIES
Tool
detection
Compromise
accepted
f
Evaluation
Score
given
SOLUTION
ACTIVITIES
EVALUATION ACTIVITIES
Waiting
i
f
Activity
Formulation
Reformulation
Use_Tool
button
pressed
S
Create_Inf
modif.
content
button
released
new
content
Def. criteria
Modif. criteria
No
compromise
S
S
Add_Inf
E
Log activity
E
Log activity
S
Stop_Use
Waiting
Activity
i
f
S
Use_Tool
button
pressed
S
Create_Inf
modif.
content
button
released
new
content
S
Add_Inf
E
Log activity
E
Log activity
S
Stop_Use
Waiting
i
f
S
Use_Tool
button
pressed
tool_type
=
Eval
S
Evaluation
tool_type
=
Criteria
S
Evaluation
Activity
S
Create_Inf
modif.
content
button
released
new
content
S
Add_Inf
E
S
Stop_Use
Log activity
E
Log activity
E
Log activity
S
Solution
accepted
S
Solution
rejected
Figure 6: Three sub-scenarios depicting the theoretical de-
sign activities. The activities are split according to the three
spaces of the theoretical design model: problem (green), so-
lution (blue), evaluation (red).
S E
S E
S E
Wainting
Area
S E
Enter
EVA_Area
S E
Enter
PB_Area
S E
Enter
SOL_Area
Activate
Tools
Exit
EVA_Area
Exit
PB_Area
Exit
SOL_Area
next
next
next
Deactivate
Tools
next
Activity
PB_Area
Activity
EVA_Area
Activity
SOL_Area
i
M A S T E R
Figure 7: The main scenario with the three sub-scenarios in-
cluded in the sub-nets (orange diamond) Activity PB Area,
Activity EVA
Area, and Activity SOL Area.
lem area, and activates only the problem sub-scenario.
In the meantime, the two others sub-scenarios are in
standby. Thus, only the problem activities can be trig-
gered. Due to their distinctive labels, sensors are able
to differentiate among different areas.
According to our theoretical model (see Sec. 4),
the design activities produce external representations.
In the VE, the use of a design tool enables this pro-
duction. Thus, the scenario detects an activity when
a design tool is used. For the same category, the
scenario also uses the labels to differentiate among
tools. Additionally, the theoretical model differenti-
ates between the activities that produce new content
from those that simply modify content. In the sub-
Scenario-based VR Framework for Product Design
223
scenarios, the sensors detect when the designer inter-
acts with an empty or with an existing field. Thus,
the sub-scenarios are able to distinguish Formulation
from Reformulation.
The scenario model proposes a scenario engine
and a graphical editor. Moreover, seeing that the sce-
nario engine is already integrated in Unity3D, the link
between the scenario, the editor, and the VE is already
functional. This solution was used to build the use
case presented in the following section.
7 USE CASE
We present the operation of our VR Framework
through a use case, namely, the design of a working
room layout. One user is immersed in a VE which
is divided into three areas (see Fig. 8), and where
dedicated design tools are situated. The following
presents: (1) the designer’s series of events in the VE,
and (2) the functioning of the application, and the link
between the VE and the scenarios.
Figure 8: The VE organization: three theoretical spaces
represented by three different areas. Left (blue): the prob-
lem area. Right (orange): the solution area. Background
(green): the evaluation area.
7.1 Designer’s Activities
This sub-section describes the designer’s action se-
quencing. The designer’s goal is to propose a layout
considering the norms and the operators’ needs. The
proposal, based on the theoretical model and the sce-
nario, is produced by iterations and evaluations.
First, the designer, who is immersed in the VE,
heads for the problem area, and sketches out the needs
on the white board: a working room includes several
operators, others for support, and usable floor areas.
Then, the designer moves to the evaluation area to
define the evaluation criteria based on problem formu-
lation. The designer thus creates several sticky notes,
one per criterion (e.g., usable floor area = 9m
2
/station
in reality).
Next, the designer goes into the solution area to
create the first layout by using a VR mock-up tool.
They place small-scale desks, operators, and furniture
on a table. The mock-up tool enables the designer to
add or remove content of the mock-up. The mock-up
can always be cleared and a virtual pen is available to
sketch over the mock-up.
Once the solution seems at least to fill one crite-
rion(e.g., the usable floor area criteria), the designer
needs to evaluate the initial idea. Here, the designer
needs to choose an evaluation tool in the evaluation
area to annotate the solution in view of the given cri-
terion. For example, the criterion is “9m
2
/station” and
the evaluation is “7m
2
/station, need more space”.
The designer has thus completed one design loop
consisting of the problem formulation, the definition
of the criteria, the solution conjecture, and a negative
evaluation. The design process continues and the next
sub-section details the functioning of the application.
7.2 User Scenarios and VE
Relationships
The following describes the process of a designer
working on the solution to extend the usable floor ar-
eas, and to satisfy the “9m
2
/station” criterion.
Preparing the Working Area. During this step, the
designer enters the Solution Area to modify the exist-
ing version of the working room layout with a specific
design tool. For this, the user has to go into the Solu-
tion Area. The transition Enter SOL Area (see Fig. 9)
of the main scenario identifies, with its sensor, that the
user has entered the respective area.
S E
S E
S E
Wainting
Area
S E
Enter
EVA_Area
S E
Enter
PB_Area
S E
Enter
SOL_Area
Activate
Tools
Exit
EVA_Area
Exit
PB_Area
Exit
SOL_Area
next
next
next
Deactivate
Tools
next
Activity
PB_Area
Activity
EVA_Area
Activity
SOL_Area
i
M A S T E R
Figure 9: The scenario has detected the user’s location: So-
lution Area. The situated design tools are activated and the
sub-scenario including the solution activities can be trig-
gered: the token is in the sub-scenario Activity SOL Area.
The blue transition is activated but not yet triggered.
The effector stores the user’s location together
with three lists of VR design tools in the token. In this
way, the effector in the sub-scenario Activate Tool is
able to activate the labelled design tools of the Solu-
tion Area (see Fig. 9). At this stage, the solution de-
sign tools can be used, and the sub-scenario including
the solution activities can be triggered.
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
224
Depicting the Design Activities. In modifying the
layout, the designer chooses the mock-up tool to add
or move furniture. These activities are depicted in the
sub-scenario Solution Activities (see Fig. 10). As the
activity relies on the use of VR tools, the transition
Use Tool detects when a button is pressed. The sub-
scenario is able to distinguish the Conjecture from
the Definition. The transition Add Inf thus detects
whether a content is already in the solution space. The
token is now in the Definition place, which indicates
that the Definition activity is performed. The user is
adding information or modifying the mock-up to pro-
pose a solution iteration.
Conjecture
Definition
SOLUTION
ACTIVITIES
Waiting
Activity
i
f
S
Use_Tool
button
pressed
S
Create_Inf
modif.
content
button
released
new
content
S
Add_Inf
E
Log activity
E
Log activity
S
Stop_Use
Compromise
accepted
f
given
Modif. criteria
No
compromise
button
released
E
S
Stop_Use
Log activity
E
Log activity
S
Solution
accepted
S
rejected
Waiting
Figure 10: The sub-scenario Solution Activities is triggered.
It has detected the use of a solution tool, and that the space is
not empty. Thus, the token is in the Definition place, which
shows that the user is modifying the current mock-up. The
transition is blue as it is activated but not triggered.
The scenario is thus able to distinguish among ac-
tivities performed by the designer depending on the
area, the tool used, and the creation/modification of
content. Next to that, the scenario is able to log the de-
signer’s activity (i.e., transition Log activity, Fig. 10)
which enables versioning. The scenario enables iter-
ations on the problem, the solution, or the evaluation
until the evaluation fails.
New VR tools can be added as each domain is able
to customize an implementation of the model by inte-
grating specific tools and/or by specifying an activity
(e.g., adding branches, transitions).
8 CONCLUSION
In this paper, we presented a new VR Framework cre-
ated to support the development of VR design ap-
plications. Our VR Framewok implements a new,
generic and theoretical design model through scenar-
ios. It depicts the design activities as users’ actions,
which are built for implementation into VR. It uses
three key concepts shared by many design domains:
the problem, solution, and evaluation space. The the-
oretical model describes a design process with design
iterations through the co-evolution of the three spaces.
The VR Framework uses a Petri-Nets language and
a scenario model in implementing our theoretical de-
sign model. The scenario is used to manage the design
activities based on the theoretical design model in in-
teracting with the VE. The VR Framework forms the
basis on which developers can customize our generic
theoretical model for specific design domains. The
application is personalized through the implementa-
tion of specific VR design tools. The creation of these
specific VR tools is not in the scope of the presen con-
tribution. We illustrated a dedicated VR application
for a specific domain, the design of a working room
layout, based on our VR Framework.
According to the designers, they presently need to
return to a previous design state after multiple itera-
tions. Thus, a versioning solution could upgrade our
VR Framework. Seeing that the scenario is able to
track user activities, this is the first step towards de-
veloping the versioning functionality. Although we
presently focused on the activity of a single user,
some design circumstances involve several stakehold-
ers, which would lead to creating collaborative pro-
cess. The scenario engine is able to manage multiple
users in VR as well as collaborative activities. Con-
sequently, future studies should investigate the use of
scenarios in developing versatile and personalized VR
applications that support co-design.
REFERENCES
Arias, E., Eden, H., Fischer, G., Gorman, A., and
Scharff, E. (2000). Transcending the individual hu-
man mind-creating shared understanding through col-
laborative design. ACM Trans. Comput.-Hum. Inter-
act., 7(1):84–113.
Bierbaum, A., Just, C., Hartling, P., Meinert, K., Baker, A.,
and Cruz-Neira, C. (2001). Vr juggler: a virtual plat-
form for virtual reality application development. In
Proceedings IEEE Virtual Reality 2001, pages 89–96.
Brissaud, D., Garro, O., and Poveda, O. (2003). Design
process rationale capture and support by abstraction of
criteria. Research in Engineering Design, 14(3):162–
172.
Buche, C., Querrec, R., De Loor, P., and Chevaillier, P.
(2003). Mascaret: pedagogical multi-agents systems
for virtual environment for training. In Proceed-
Scenario-based VR Framework for Product Design
225
ings. 2003 International Conference on Cyberworlds,
pages 423–430.
Claude, G., Gouranton, V., and Arnaldi, B. (2015). Ver-
satile scenario guidance for collaborative virtual en-
vironments. In Proceedings of the 10th International
Conference on Computer Graphics Theory and Appli-
cations, GRAPP 2015, pages 415–422. SCITEPRESS
- Science and Technology Publications, Lda.
Claude, G., Gouranton, V., Berthelot, R. B., and Arnaldi, B.
(2014). Short paper: #seven, a sensor effector based
scenarios model for driving collaborative virtual en-
vironment. In Proceedings of the 24th International
Conference on Artificial Reality and Telexistence and
the 19th Eurographics Symposium on Virtual Environ-
ments, ICAT - EGVE ’14, pages 63–66, Aire-la-Ville,
Switzerland, Switzerland. Eurographics Association.
Cremer, J., Kearney, J., and Papelis, Y. (1995). Hcsm: A
framework for behavior and scenario control in virtual
environments. ACM Trans. Model. Comput. Simul.,
5(3):242–267.
Eastman, C. and Computing, D. (2001). Chapter 8 - new di-
rections in design cognition: Studies of representation
and recall. In Eastman, C. M., McCracken, W. M.,
and Newstetter, W. C., editors, Design Knowing and
Learning: Cognition in Design Education, pages 147
– 198. Elsevier Science, Oxford.
Evbuomwan, N. F. O., Sivaloganathan, S., and Jebb, A.
(1996). A survey of design philosophies, models,
methods and systems. Proceedings of the Institution of
Mechanical Engineers, Part B: Journal of Engineer-
ing Manufacture, 210(4):301–320.
Gero, J. S. and Kannengiesser, U. (2004). The situated func-
tion behaviour structure framework. Design Studies,
25(4):373 – 391.
Gero, J. S. and Neill, T. M. (1998). An approach to the
analysis of design protocols. Design Studies, 19(1):21
– 61.
Girod, M., Elliott, A. C., Burns, N. D., and Wright, I. C.
(2003). Decision making in conceptual engineering
design: An empirical investigation. Proceedings of the
Institution of Mechanical Engineers, Part B: Journal
of Engineering Manufacture, 217(9):1215–1228.
Jo, H. H., Parsaei, H. R., and Wong, J. P. (1991). Concurrent
engineering: The manufacturing philosophy for the
90’s. Computers & Industrial Engineering, 21(1):35
– 39.
Kessler, G. D., Bowman, D. A., and Hodges, L. F. (2000).
The simple virtual environment library: An extensi-
ble framework for building ve applications. Presence,
9(2):187–208.
Lonchampt, P., Prudhomme, G., and Brissaud, D.
(2006). Supporting Problem Expression within a
Co-evolutionary Design Framework, pages 185–194.
Springer London, London.
Maher, M. L., Poon, J., and Boulanger, S. (1996). Formalis-
ing Design Exploration as Co-Evolution, pages 3–30.
Springer US, Boston, MA.
Mine, M. R., Brooks, Jr., F. P., and Sequin, C. H. (1997).
Moving objects in space: Exploiting proprioception
in virtual-environment interaction. In Proceedings of
the 24th Annual Conference on Computer Graphics
and Interactive Techniques, SIGGRAPH ’97, pages
19–26, New York, NY, USA. ACM Press/Addison-
Wesley Publishing Co.
Mollet, N. and Arnaldi, B. (2006). Storytelling in virtual re-
ality for training. In Pan, Z., Aylett, R., Diener, H., Jin,
X., G
¨
obel, S., and Li, L., editors, Technologies for E-
Learning and Digital Entertainment, pages 334–347,
Berlin, Heidelberg. Springer Berlin Heidelberg.
Moran, T. P. and Carroll, J. M. (1996). Design rationale:
Concepts, techniques, and use. L. Erlbaum Associates
Inc.
Pahl, G., Beitz, W., Feldhusen, J., and Grote, K.-H.
(2007). Product Development Process, pages 125–
143. Springer London, London.
Petri, C. A. (1962). Kommunikation mit Auto-
maten. Dissertation, Schriften des IIM 2, Rheinisch-
Westf
¨
alisches Institut f
¨
ur Instrumentelle Mathematik
an der Universit
¨
at Bonn, Bonn.
Pugh, S. (1986). Design activity models: worldwide emer-
gence and convergence. Design Studies, 7(3):167
173. Special Issue: the design coalition team.
Satter, K. and Butler, A. (2015). Competitive usability anal-
ysis of immersive virtual environments in engineering
design review. Journal of Computing and Information
Science in Engineering, 15(3):031001.
Sch
¨
on, D. A. (1991). The reflective practitioner: How pro-
fessionals think in action. Routledge, London.
Sch
¨
on, D. A. (1992). Designing as reflective conversation
with the materials of a design situation. Knowledge-
Based Systems, 5(1):3 – 14.
Shawver, D. M. (1997). Virtual actors and avatars in a flex-
ible user-determined-scenario environment. In Pro-
ceedings of IEEE 1997 Annual International Sympo-
sium on Virtual Reality, pages 170–177.
Simon, H. A. (1995). Problem forming, problem finding
and problem solving in design. Design and Systems
general application of methodology, 3:245–257.
Sugiyama, K., Tagawa, S., and Toda, M. (1981). Methods
for visual understanding of hierarchical system struc-
tures. IEEE Transactions on Systems, Man, and Cy-
bernetics, 11(2):109–125.
Visser, W. (2006). Designing as construction of repre-
sentations: A dynamic viewpoint in cognitive design
research. Human-Computer Interaction, 21(1):103–
152.
Zawadzki, P., Gorski, F., Bun, P., Wichniarek, R., and Sza-
lanska, K. (2018). Virtual reality and cad systems in-
tegration for quick product variant design. In Hamrol,
A., Ciszak, O., Legutko, S., and Jurczyk, M., editors,
Advances in Manufacturing, pages 599–608, Cham.
Springer International Publishing.
Zhang, J. (1991). The interaction of internal and external
representations in a problem solving task. In Proceed-
ings of the thirteenth annual conference of cognitive
science society, pages 954–958. Erlbaum Hillsdale,
NJ.
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
226