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Open AccessJournal ArticleDOI

Can co-creation in extended reality technologies facilitate the design process?

Hatana El-Jarn, +1 more
- Vol. 12, Iss: 2, pp 191-205
TLDR
The paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.
Abstract
The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.,The paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.,To design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.,There is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.,The paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.

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References
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Journal Article

Experience and Education.

TL;DR: One of the books that can be recommended for new readers is experience and education as mentioned in this paper, which is not kind of difficult book to read and can be read and understand by the new readers.
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A Taxonomy of Mixed Reality Visual Displays

TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
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Co-creation and the new landscapes of design

TL;DR: The evolution in design research from a user-centred approach to co-designing is changing the roles of the designer, the researcher and the person formerly known as the "user" as discussed by the authors.
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Current status, opportunities and challenges of augmented reality in education

TL;DR: Viewing AR as a concept rather than a type of technology would be more productive for educators, researchers, and designers, and certain features and affordances of AR systems and applications are identified.
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Virtual reality

TL;DR: Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant, and neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR.
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