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Investigating VR sketching in automotive concept design: advancing spatial, environmental and operational fidelity

Published online by Cambridge University Press:  26 August 2025

Charlie Ranscombe*
Affiliation:
ARC Centre for Next-Gen Architectural Manufacturing, Department of Architectural and Industrial Design, Swinburne University of Technology , VIC, Australia
Keun Lee
Affiliation:
Department of Industrial Design, College of Fine Arts, Hongik University , Seoul, Republic of Korea
Jo Kuys
Affiliation:
Department of Architectural and Industrial Design, Swinburne University of Technology , VIC, Australia
*
Corresponding author Charlie Ranscombe cranscombe@swin.edu.au
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Abstract

VR sketching tools have matured to a practical level, enabling use across various 3D design disciplines. Studies into VR sketching in design report beneficial affordances but are based on brief testing of tools in simulated tasks. Consequently, there is a knowledge deficit in understanding how to effectively integrate VR sketching into design projects. We address this gap with a case study on the sustained use of VR sketching in 10 automotive concept design projects over 10 months. In analysing designers’ logbooks, which captured design development, and post-study reflections, we show how the affordances of VR sketching outlined in literature manifest in practice. Specifically, we show how and when designers can exploit the precedence of 3D geometry embodied in VR sketches to advance the design process in terms of several dimensions of design fidelity. We highlight where process advantages are realised through (1) increased spatial fidelity, reducing the time required to iterate 2D sketches, (2) operational fidelity supporting dynamic testing of concept functionality via animation and (3) environmental fidelity supporting contextualising components and storytelling. As such, our findings highlight how and when practitioners can realise the comparative benefits of VR sketching alongside traditional sketching and 3d modelling during the concept design process.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Table 1. Description of project topics and associated industry sponsor

Figure 1

Figure 1. Sketches indicating participants’ skill level with traditional sketching.

Figure 2

Table 2. Coding scheme used to analyse logbooks and reflections. Note only codes 1–8 are used when analysing logbooks. Codes 1–12 are used when analysing reflections

Figure 3

Figure 2. Illustration of the process for coding logbooks.

Figure 4

Table 3. Frequency of affordances and corresponding design phase identified across all logbooks

Figure 5

Figure 3. Examples of affordances of “holistic view” and “multiple viewpoints” in the initial idea phases of Project 2.

Figure 6

Figure 4. Images from Project 10 showing a designer sketching initial interior ideas from the position of the driver in the vehicle.

Figure 7

Figure 5. Affordance for visualising in/with context manifested in Project 1 (left) showing an initial sketch within a virtual environment, Project 2 using AR to visualise an initial 3D sketch within a street scene (middle) and in Project 6 (right) embedding a wheel for reference within their 3D sketch.

Figure 8

Figure 6. Example of testing sitting position with respect to cargo space during the initial ideation phase.

Figure 9

Figure 7. Examples of affordances of “creating at scale” and “multiple viewpoints” to extract key lines from initial ideation sketches during key line phases of Project 7.

Figure 10

Figure 8. Examples of affordance “immediacy of change” and “multiple viewpoints” to modify the roof line.

Figure 11

Figure 9. Example of testing interior space and features with respect to key line placement in Project 7.

Figure 12

Figure 10. Examples of the affordance “integrated testing and analysis” in Project 5 testing the ergonomic qualities of the interior and capacity to make immediate changes as indicated in the top left showing the raising of the roof in response to testing.

Figure 13

Figure 11. Example of affordance testing and analysis in Project 8 where the designer is testing the field of vision from the driver’s perspective within the 3D sketching environment.

Figure 14

Figure 12. Sequence taken from an animation used in Project 5 to test and verify the concept of a reconfigurable interior, exemplifying the affordance of “Testing” in the concept development phase.

Figure 15

Figure 13. Example of VR sketches being used in a presentation storyboard demonstrating affordances of “Contextualising” and “Improved Communication and Understanding ”.

Figure 16

Figure 14. Screenshots included in the logbook of project 4 exemplifying affordances “Contextualising” and “Improved Communication and Understanding” with VR sketch which is animated in context during a presentation.

Figure 17

Figure 15. Survey data contrasting qualities of VR sketching with traditional sketching.

Figure 18

Figure 16. Visual comparison of VR sketch concept design process contrasted with the typical concept design process in terms of design fidelity and timing of project phases within the overall project duration.

Figure 19

Table 4. Summary of affordances coded as advantageous in post-survey reflections

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Table 5. Frequency of codes relating to barriers and recommendations identified in reflections

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Table 6. Synthesis of manifestation of affordances, corresponding level of fidelity observed, design verification, process advantage and limitations