4. Methodology
The pilot study was carried out with students of the Architecture course at the Universidad Nacional de San Agustín de Arequipa in Peru. It has been focused on the analysis of the phases of the ideation and configuration of the first idea of a small architectural project within the subject “Architectural Design Workshop 1”. The students were divided into two groups: one using traditional manual modeling techniques and the other using IVR and 3DP. Each group developed conceptual models from an initial architectural idea. Observation sheets were used to record the ideation and configuration process and to evaluate the characteristics of the final models. The evaluation criteria considered four process characteristics and one phenomenological condition, and the final model evaluation criteria considered three characteristics.
4.1. Participants
For the experimentation, the 33 students in group B of the subject were divided into two subgroups. The division was random but maintained equity in terms of their academic performance, as reflected in their grades in the first part of the subject. This ensured that the inequality of prior learning did not distort the results of the experiment. For the final selection, Google Forms was used to determine who met the following archetype: students who were taking the subject for the first time, who had not used virtual reality glasses before, who did not suffer from color blindness, who did not suffer from migraines, and who did not have an easy tendency to dizziness. With this information, the experimental group consisted of 15 students, made up of 7 females and 8 males, with an average age of 17.8 years. The control group consisted of 18 students, made up of 13 women and 5 men, with an average age of 18.1 years. For their participation, the students signed a consent form endorsed by the Ethics Committee of the university.
4.2. Instruments and Materials
Two observation forms were created for data collection. Observation Sheet 1 was designed to observe the behavior of the students during the process of generating the architectural idea through the construction of a conceptual model. The experimental group was observed in the virtual environment, and the control group was observed during the manual construction of the models. The five aspects observed and shown in
Figure 2 are directly linked to the single condition and the four characteristics explained in
Section 2. The evaluation was carried out through a five-level Likert scale.
Observation Sheet 2 was designed to observe and evaluate the presentation of the model as a final product in both groups. The three aspects referred to the three characteristics of the conception model explained in
Section 3 (
Figure 2). The evaluation was also carried out with a five-level Likert scale.
The IVR equipment consisted of two HTC Vive Head-Mounted Displays (HMD) along with their haptic controls, which are controls that allow for tactile interaction with the virtual environment. This hardware is complemented by two Intel Core i7 PCs with a NVIDIA GeForce RTX 3080 graphics card and 32 GB RAM and two 65” TV screens. All the IVR equipment is installed in two rooms of 7 m2 each exclusively for IVR experiments. The software for the 3D modeling was Google Blocks. This application was chosen because it was created exclusively for freehand modeling using haptic controls with moderate geometric control and mathematical precision. While its modular nature might limit creative freedom, two other aspects influenced its choice. First, it is a tool with a relatively low learning curve, which facilitates its integration in a short experimentation. Second, unlike other applications such as Tilt Brush, Gravity Sketch, or Quill, the models exported from Blocks are accepted by 3D-printing applications. Finally, for 3D printing, four Creality filament printers and the Ultimaker Cura software (v 5.3.0) were used to set up the print. For the work with the control group, the workshop classroom was used for the development of the subject.
4.3. Experimental Design
The experimentation consisted of the materialization of the first idea for a tourist pier and viewpoint on the banks of the Chili River in the city of Arequipa through a conceptual model. The 33 students, after the analysis or pre-design phase, proposed the first idea of the project in a workshop. This idea was executed through freehand drawings on an A3 sheet of paper. Once the teachers’ feedback was finished, they were called together three days later to finish the ideation and configuration of the first idea through a conceptual model. The specific task was to build a conceptual model of the tourist pier and viewpoint without a specific scale on the ground model measuring 20 × 20 cm. This conceptual idea had to consider three spaces: the reception, the viewpoint, and the pier. The model was to be white on the brown ground. To carry out this specific task, the experimental group worked separately in two sessions as follows.
In the first session, the experimental group underwent training in the use of the HTC Vive HMDs with haptic controllers and the “Google Blocks” software (v 1.0) within the Digital Design and Fabrication Lab. The students learned how to create 3D objects in a virtual environment using only the six available tools of the software: Shape, Stroke, Eraser, Grab, Paint, and Modify. With the shape tool, they created various types of polyhedral and curved surfaces such as cones, cylinders, and spheres. With the stroke tool, they created freehand strokes, and with the modify tool, they transformed the constructed objects. This application is very simple, with no texture effects or special lighting, but it is sufficient for the purposes of the experimentation. Each student used the HMD and software for 20 min, which ensured the mastery of the tool.
In the second session, which took place in the virtual environment, the students were reminded of the task to be carried out, which had been explained two days before. Each student used the hardware and software (as shown in
Figure 3) for 60 min, with a 5 min break in between. Since the location of the pier was on the banks of the river, it was pertinent to have the terrain modeled schematically and introduced into the virtual environment so that each student could take it into consideration when generating the idea. The indication for the first part of the session was to start with the exploration of three-dimensional shapes considering the modeled terrain. It was also indicated to leave a record of the whole process and not to erase the initial strokes or shapes.
Figure 4 shows four examples of the different alternatives generated in the creative process by the students on the brown terrain. After 25 min, there was a five-minute break. After that, the indication for the second part of the session was to recognize and observe the previously created shapes, use the scale tool, and then correct, increase, or eliminate the shapes and finalize the best idea. During this session, the Principal Investigator applied Observation Sheet 1 for 60 min.
Finally, the recorded file of the virtual model with the extension “obj” was imported to the Ultimaker Cura software to configure the 3D printing in the four Creality filament printers in the laboratory. The average printing time for each file was 2 h, which took 7 h in total.
Figure 5 shows some recently printed parts.
On the third day, the students in the control group were called to create their conceptual model, but in the traditional way using cardboard, sticks, micas, etc. They performed the task for 90 min, and the Principal Investigator applied Observation Sheet 1. After that, the students of the experimental group joined the control group to give them the 3D-printed pieces. At this point, both groups were instructed to finish and present the models in an additional 30 min. During this time, the experimental group was asked to arrange and fix the 3D-printed pieces on the terrain model that was previously laser-cut on cardboard.
Figure 6 shows three examples of 3D printed models placed in the terrain. Finally, for the evaluation of the conceptual models, each student was asked to present their conceptual idea for 3 min. For this, they had to use the final physical model (hand-made or 3D printed) to help explain the reasons for the choice of forms and location. During the presentations of the students from both groups, the first-year architect teacher, an expert in architectural design, applied Observation Sheet 2.
Figure 7 shows the manually created and 3D printed models before the presentation.
A synthesis of the process using IVR and 3DP is shown in
Figure 8. First the model created in IVR is shown, then exported and opened in .obj format, subsequently configured for 3D printing. Finally, the 3D printed parts and the finished models are shown and presented to be photographed.
6. Discussion
Regarding the results obtained, this research validates the first hypothesis proposed. That is to say, the incorporation of the IVR in the process of the ideation and configuration of the first architectural idea through the modeling of a virtual conceptual model has shown not only similar characteristics and conditions as the same traditional process of building physical conceptual models but has also shown some important advantages.
In terms of the phenomenological condition, that is, the intense bodily experience that occurs throughout the creative process, it is in the virtual environment that a greater linkage of the creative process with bodily experience and movement has been generated. This assertion aligns with those who argue that this environment generates meaningful experiences [
33] that challenge the phenomenological idea that the sense of bodily presence is anchored only to the physical body [
34]. It should be pointed out that only body movement was recorded on the observation sheet; however, despite the fact that this was not a previously established variable, gestures and body expressions of astonishment and admiration, but also of reflection, judgement, and satisfaction, were observed with great incidence in the experimental group. This leads us to think about future research with brain–computer interface devices or others that allow data collection to be translated into more objective data. On the other hand, the complementation of the use of 3DP in the experimental group has completed the intense and corporal experience when they received their 3D-printed pieces to make the final adjustment, arrange them on the field, and take photographs under the sun. All this has generated a haptic link between the body and the hand with the created object [
22], making the whole process a phenomenological experience.
Regarding the characteristics of the idea generation process, the interpretations are as follows. The first characteristic refers to the fact that modeling should be indecisive and slow, exploring, inquiring, and reflecting on the shapes. In the virtual environment, it has been easy to create free strokes and geometric shapes following the movement of the hands, and it has also been easy to modify them. Therefore, this inquiry and exploration have been very productive compared to those carried out manually because the construction demanded more time or became difficult when it came to complex shapes. Something similar happened with the second characteristic, which refers to the second moment in which, once the shapes have been explored, multiple variants begin to be created quickly. The virtual environment has fostered the easy copying, derivation, and modification of alternatives compared to the few manually generated alternatives. These two characteristics demonstrate that the limitations of design media can restrict thinking by influencing the way problems are explored and answered [
27]. Regarding the third characteristic referring to the perception of the objects created to advance in the process of the materialization of the idea, a significant difference has been found. The virtual environment allows for scaling the objects so as to perceive them as a small sculptural object or as a very large building with the possibility of walking through it and even feeling spatial sensations [
35]. This important quality allowed for a rapid readjustment of the objects, triggering a process of instantaneous reflection and feedback [
22] that did not occur as intensely in the control group. Finally, the fourth characteristic that refers to the final modeling that allows for confronting the three-dimensional idea with others—in this case, the professor—has not shown significant differences. Despite this, the greater three-dimensional complexity of the virtual models has meant that the students use the model much more, moving it and rotating it to explain the conceptual ideas, as opposed to the manual models that, due to their three-dimensional simplicity, have not been manipulated much in the confrontation.
An important finding not initially anticipated relates to the length of time the creative process took. When the members of the control group were assigned the same time as the experimental group (60 min) to create the model, they had to be assigned 30 min more to finish the task because the models were very unfinished. Since the experimental group had completed the task the day before, it was no longer possible to equalize the times.
As for the second hypothesis, this research also validates it. The incorporation of 3DP in the materialization of the first architectural idea has helped to produce physical models that not only have similar characteristics as the manually produced conceptual models but are also superior in some respects. Regarding the finished and presented model, a better result was found in the three evaluated criteria in the models created in IVR and printed in 3D. In terms of the three-dimensionality and complexity of the shapes of the models, the models of the experimental group showed superiority over those of the control group due to the easy modeling of almost any form in IVR and their easy materialization with 3DP. In terms of materiality, it has been observed that the materiality of the white filament used has not been surprising in the printed models, but it has been enough to induce touch and manipulation to have a haptic experience superior to the models made with white cardboard. The use of other materials such as translucent resins for 3D printing or filaments finished with various materials remains to be explored. Finally, conceptual abstraction has behaved very similarly in both groups, but the better completion of the printed models, their complexity, and their materiality have conferred a status of a small conceptual sculpture over the manual modeling.
Two unanticipated findings were found in the analysis of the completed models. The first is related to the terrain models. Since the immediate context allows us to understand the spatial relationships of the designed object [
36], the experimental group, having the terrain model present all the time, modeled on the basis of it and obtained more relevant proposals. This was not the case with the control group, which made little use of the terrain model in the modeling process, obtaining mostly models superimposed on the intervention terrain. The second is related to the quality of the models produced. It was found that the 3D-printed models of the experimental group showed greater accuracy and detail in complex three-dimensional shapes compared to the manual models of the control group. This was mainly due to the ability of the 3D-printing technology to handle complex geometries with high precision.
The weaknesses of the modeling process in IVR are as follows. First, there is the partial availability of hardware and software that is not available in every university or office. Unequal accessibility to these technologies can create a gap in professional training and practice, and these ethical concerns must be addressed to integrate these technologies in a sustainable and equitable manner. There is also the cybersickness, which involves symptoms similar to motion sickness, with nausea and light-headedness as a result of prolonged use [
37]. Finally, there is a lack of the software for creating materials and textures (only colors can be assigned), as with other software such as Tilt Brush. This limits the conceptual ideas based on materiality.
The weaknesses of 3D-printed models are their difficulty to be modified and transformed after printing compared to models built with cardboard. This affects thedisposable and modifiable quality of conceptual models arriving, after many iterations, at a final answer. A second weakness is the choice of material to make the model. The impossibility of using any material other than the printing filaments limits the choice of materials that, by their connotations or meanings, can better express a conceptual idea [
14]. The time demanded by 3D printing is time subtracted from the designer for reflection [
22], but it is also a useful time for reflection on other aspects of design. Finally, as an emerging technology such as IVR, there is the ethical consideration of unequal accessibility to these technologies. This, in developing countries, may further widen the gap in professional training and practice.
The research was conducted with a relatively small group of students, which limits the generalizability of the results. A larger sample size could provide more robust and representative results. Another important limitation is that the assessment of the creative process and the final models was conducted using Likert scales, which may be subject to the subjectivity of the observers. This potential observer bias may have affected the assessments and thus the conclusions. To mitigate this bias, future studies will implement more objective assessment methods, such as additional quantitative and qualitative analyses, and the use of a wider range of measurement tools. Finally, the research was conducted over a relatively short period of time, which may not be sufficient to capture all aspects of the impact of IVR and 3DP on the creative process in the long term.
The findings are in line with existing literature suggesting that digital technologies such as IVR and 3DP can significantly improve the architectural design process [
7,
38]. The integration of these technologies not only facilitates the rapid creation and modification of conceptual models but also improves the spatial and tactile understanding of architectural ideas. The implications for the teaching and practice of architecture are significant. Incorporating IVR and 3DP into academic curricula can enrich the educational experience for students, providing them with advanced skills and a greater connection to the creative process. For professionals, the adoption of these technologies could significantly improve the efficiency and quality of architectural projects.
Despite the multiple advantages and the few disadvantages found, an integration of traditional techniques with digital tools that allow for broader, versatile, fluid, and creative processes is considered as the best alternative [
39]. Regardless of the technological means used, the cognitive processes that have throughout history generated brilliant architectural ideas should never be altered.
7. Conclusions
The results of the comparison of two groups of architecture students ideating and configuring their first ideas of a small architectural project through conceptual models allow for concluding that the incorporation and complementation of the IVR and 3DP in that cognitive process have not only not affected it but have favored it over its similar one using manual models both in the process and in the final result.
First, the intense phenomenological experience generated in the virtual environment, reflected in the students’ body movement and expression, highlights a deeper connection to the creative process, including a greater connection to the creative process compared to students who did not use technologies. Furthermore, in the second moment, the haptic link with the 3D-printed object becomes tangible and direct since the pieces are taken by hand to assemble the model, place it on the cardboard terrain, and make the study for taking pictures under the sunlight. Both moments complement each other and constitute a phenomenological experience essential to generating architectural ideas that match or surpass the experience of the traditional process.
Regarding the four characteristics of the creative process of idea generation, it is concluded that in the first three, the use of IVR has fostered the cognitive process with respect to the group that materialized their ideas by building models manually. That is to say, the inquiry and reflection of shapes, the multiplication of alternatives and variants, and the perception of the shapes created to make derivations or corrections have been better developed in the virtual environment. In terms of the last characteristic, the difference has been irrelevant. The confrontation of the idea in front of the professor and using the physical modeling have been very similar.
Regarding the evaluation of the final models, it is concluded that due to the easy physical materialization of the models created in IVR, the models of the experimental group have stood out in their three-dimensional complexity, which has led to their more detailed observation. As for the representation of the materiality of the object, they have been very similar since they all used only white cardboard or filament. Despite this, the texture and the finishing of the 3D printing have led to a more direct manipulation and tactile experience. Finally, the conceptual abstraction has also been very similar, with the small difference that the models printed because of their complexity have stood out as small sculptural objects.
The implications of this research are significant for the field of architectural education and professional practice. The validation of IVR and 3DP as effective tools in the architectural ideation and configuration process suggests that their integration into academic curricula could enrich students’ educational experience, providing them with advanced skills and a greater connection to the creative process and spatial compression. The ease of exploring and materializing complex ideas in a virtual environment, followed by their physical realization through 3D printing, can foster greater innovation and creativity in architectural design. For professionals, the adoption of these technologies could significantly improve the efficiency and quality of architectural projects. However, a balanced combination of traditional and digital techniques is recommended to ensure a holistic creative process that does not rely exclusively on technologies but uses them as complementary tools that enhance the skills and knowledge acquired.
Future research could explore the long-term impact of these technologies on the architectural design process and their application in wider professional contexts. In addition, studies could be developed to evaluate the effectiveness of both technologies complemented at other, more advanced stages of the architectural design process, with larger samples and with groups with greater age and experience in both design and IVR use to determine whether age and experience influence the use of these new digital tools. And given the incursion of artificial intelligence (AI) as a powerful tool in architectural design capable of autonomously generating images and three-dimensional models, the combination of IVR, 3DP, and AI could further revolutionize the field, allowing architects to explore a wider range of innovative ideas and solutions. Future studies should investigate how the integration of these technologies can optimize the architectural design process and their practical applications in education and the professional field.
The integration and complementarity of IVR and 3DP have proven to influence the way design problems are explored and the way architectural thinking is realized. Their complementarity with traditional analogue procedures can turn the design process into a complete cycle that encourages the generative generation of architectural ideas with the potential to transform the way architects design.