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4 DESIGN OF EXPERIMENTAL SYSTEM
Abstract High Reality
"Godzilla"
Representation
Interview with Designers
(b) Design Quality by Current Design Tool
When designing the Godzilla system, our first step
was to interview professional car-exterior designers. Figure 2 Current Design Tool
We found:
- They wanted to draw freely and felt that the Generally, the more functionality a tool has, the less
pen touch has important meaning for them in usable it is. Design tools are not exceptions to this.
that it helps them express their concept Figure 2(a) shows the usability of current tools.
strongly. Roughly speaking, since Sketch tools use only a pen
- It is useless for a system to show a realistic and tables, they are easy to use. On the other hand,
image as well as a colored image. since CG/VR tools use a mouse and keyboard to
access complex functions, they are less easy to use.
- They want to be able to easily view and check The black dots in Figs. 2 to 5 represent the tools.
the 3D shape of a sketch. The designers judged the quality of a design created
- They need to draw several sketches of the same using currently available tools as shown in Fig. 2(b).
design concept from different viewpoints and The problem is that although they are forced to use
this is troublesome. CG/VR tools to enable efficient manufacturing of a
car, the design quality when such a tool is used is low.
Figure 3 shows the wrong approach to resolving this When using fast movements, the designers drew
problem. If low usability causes low design quality, it comfortably and drew shapes whose design was
is reasonable to improve the usability (Fig. 3(a)). already fixed. When using slow movements, they
However, even if the usability is improved, the drew carefully while thinking of the desired shape.
quality will remain the same (Fig. 3(b)). The fast and slow movements correspond,
respectively, to the experiment and reflective modes.
Sketch Rendering CG, VR
Easy by Usable UI by Usable UI by Usable UI
The designers changed their behavior quickly, and
had to use both modes while quickly alternating
between them.
Improve!!
Usability Standard Approach We analyzed the use of each tool from the cogitative
But wrong !! point of view. For Sketch tools, designers were
Difficult
working almost completely in the reflective mode,
but partially in the experiment mode. This is a very
Abstract High Reality good approach for creating a good design, but it is
Representation
difficult to find the sort of rich stimulus that promotes
(a) Wrong Approach: Improve the tools for usability experimental cognition.
With Rendering tools, the designers were almost
Sketch always in the experimental mode. In fact, they were
Excellent by Usable UI
trapped in this mode.
Rendering
by Usable UI
With CG/VR tools, they were always in a strong
Design Quality experimental mode. They were tightly captured in
CG, VR this mode and never escaped from it while using
by Usable UI
Poor
these tools.
Abstract High Reality
While improving the usability of Sketch, Rendering,
Representation and CG/VR tools is important, we feel that the ability
to freely move between the reflective and
(b) No Improvement in the Design Quality
experimental modes is more important for good
design. Human nature makes it as difficult for us to
Figure 3 Wrong Approach
escape from the experiment mode as it is for an
animal to escape from a trap. In other words, it is
High Reflective Cognition Experimental Cognition
almost impossible to enter the reflective mode while
using CG/ VR tools.
Suitability This means that improving the usability of Rendering
or CG/VR tools for design is not necessarily a good
idea.
Low
Abstract High Reality Use Here !!
Sketch CG, VR Sketch:Easy to transit between two modes
Rendering
3D:Experiment mode is enhanced
Representation High (weak point of Sketch)
Figure 4 Relation cognitive mode and representation
Captured by reality !!
Ease of
Figure 4 explains why the quality is not improved. Transition
Each representation medium of the Sketch, 3D Dimension
Rendering, and CG/VR tools has its own level of
Low 2D
suitability for reflective cognition and experimental Representation
Abstract High Reality
cognition. Thus, even if the usability of CG/VR tools
Sketch Rendering CG, VR
is improved, the ability to use the reflective mode is
not enhanced at all. Only use of the experimental Figure 5 New Axis of "3D" Dimension
mode is enhanced.
However, as explained earlier, Sketch tools do not
We videotaped how the designers drew sketches provide the rich stimulus needed to promote
when they designed a new car. The designer's experimental cognition. Thus, we took a new
drawing behavior was a mixture of fast and slow approach, as shown in Fig. 5. We added a new axis
movements. denoted "3D", and we do not use the 2D-3D field at
high reality but only at abstract information output.
That is, since the design is always displayed by Operation Flow
abstract representation (e.g., a hand-drawn sketch), Figure 7 shows the typical design flow. First, the
the designer can stay in the reflective mode. designer draws the concept image on the 2D pad (a
Moreover, since the design is displayed in 3D, the tablet with an LCD) as shown in Fig. 8(a). The
designer can receive a rich stimulus. designer can grasp the sketch and hold it in midair,
Design Principal of Godzilla and it will appear as a 3D image on the 3D pad
The design principles derived from the above (stereovision TVs) as shown in Fig. 8(b). While
analysis can be summarized as follows: holding and rotating the 3D-image, the designer can
look at it from different viewpoints (Fig. 8(c)). When
- The designer's freedom to draw by hand should be
the designer grasps the image and puts it into the 2D
taken as most important.
pad, it appears on the 2D pad as a 2D sketch (Fig.
- The system should always display a handwritten 8(d)). Note that our system displays a hand-drawn
sketch as both a 2D image and a 3D image even if sketch all the time, even in the 3D space, and that our
the system can display it by CG/VR. system can automatically recognize the 3D shape of a
2D image and transform between the 2D and 3D
- The system should keep the same feeling (pen
sketches with different viewpoints while preserving
touch) of the 2D and 3D sketches.
the designer's pen touch.
- The system should support the change of Direct operation by pen Direct operation by pen and gesture
viewpoint of the 2D and 3D sketches.
Grasp and put
- The system should recognize a sketch composed in midair
by means of emotive pen touch and convert the 3D Sketch Blueprint
2D Sketch
3D sketch from a different viewpoint with the
same pen touch and vice versa. Grasp and put on 2D
pad
- The system should provide seamless cooperation
between the 2D image and 3D image. Automatic transformation by Automatic transformation
voice and pen by voice, pen and gesture
Ex.2 2D 3D
Ex.3 2D 3D
Figure 11 Examples
(f) Generated 3D Sketch (e) Surface modified by pen touch
Figure 10 Transformation from 2D sketch to 3D sketch
# of sketches # of ideas Mark (5:max) [3] S. Tano, T. Sugimoto: Natural Hand Writing in Unstable 3D
space with Artificial Surface, CHI-2001 Extended Abstract, pp.
Godzilla 5.7 (1-12) 0.9 (0.5-1) 2.2 (1-3) 353-354, 2001.
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3D-Cad tool 1.2 (1-2) 0.4 (0.3-0.5) 1.6 (1-2) Experimental Cognition for Creative Design Work, CHI-2003,
Extended Abstract, pp. 1014-1015, 2003.
Ave (min-max)
[5] S. Tano, T. Watahiki: User Interface with Seamless
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11.3 (9- [11] Suwa, Tversky: What Architects See in Their Sketches
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