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Advisors Paul Laseau, Ellen Yi-Luen Do,. Daniel Herbert, Ronald Kellett. Drawing experts who gave us their time and drawings (Frank Ching, Paul. Laseau, Jim ...
Learning Design with Digital Sketching Copying graphic processes from animations and storyboards Nancy Yen-wen Cheng & Andrew McKelvey University of Oregon

Learning Design with Digital Sketching Copying graphic processes from animations and storyboards

Background & Motivation Hypothesis & Data Collection Analysis Conclusion & Future Work

Background & Motivation

Background

Logitech Io Pen • • •

Draw with special pen and paper Download drawings to desktop computer Review in Logitech software

Background

Anoto Bluetooth concept

Background

Io Paper to Io Software

Drawing by Kenneth O’Connel

Background

Previous work: Research Enables accurate recollection of drawing process Make collecting many samples simple Facilitates in-depth analyses

Background

Previous work: Teaching + Expands range of teaching examples + Accessible digital format enables sharing - Portable equipment requires management pens & papers awkward for sketching + Easy to teach drawing from observation - Unclear how to collect & teach creative design examples

Motivation •

Design sketching remains a mysterious process



Need to evaluate the effectiveness of the pen animations for learning

“Sketching...is practiced by individuals who attempt to conceive of a new entity, be it a work of art, a building, a technically-oriented invention or novel artifact, or a scientific concept. The description and specification of the new entity that is being brought into being in those instances entails shapes and forms. The sketcher represents candidate shapes and forms, their parts and features, and relationships among them.” --Gabriella Goldschmidt

Hypothesis & Procedure

Hypothesis •

Interactive animated sketches are better teaching tools than storyboard still images.

Can students viewing an animated sketch copy its process better than students viewing a storyboard of the same sketch?

How to measure learning? To compare understanding of animation & storyboards, we looked at abilities to: 1. INTERPRET the design sequence by numbering the disarrayed steps of the original example in the right order 2. COPY the order of drawing operations 3. DESIGN to fulfil the problem requirements

Data Collection: Subject protocol 1. STUDY planning example as interactive animation OR paper storyboard

c

Data Collection: Subject protocol 1. STUDY planning example as interactive animation OR paper storyboard

c

Data Collection: Subject protocol 1. STUDY planning example as interactive animation OR printed storyboard 2. NUMBER given design steps in order Animation

Paper Storyboard

OR

Data Collection: Subject protocol 1. STUDY planning example as interactive animation OR printed storyboard 2. NUMBER given design steps in order 3. MIMIC the steps in doing a similar problem

Data Collection: Subject protocol 1. STUDY planning example as interactive animation OR printed storyboard 2. NUMBER given design steps in order 3. MIMIC the steps in doing a similar problem 4. RE-NUMBER steps & complete survey

Data Collection Design problem given to subjects as text: Fit program spaces into existing building • Example: Graphic design office • Challenge: Rock-climbing gym Subject population • 20 students ave. 2.5 years of architecture school, 10.5 years of drawing

Analysis: Abilities to Interpret, Copy & Design

Analysis issues & Precedents •

Learning from animations vs. still images: (performance studies, developmental psychology) – Animations improve physics teaching – Movement helps recall – Picture recall is superior to text recall

• Parsing sketches: Primitive strokes geometry vs. interpreted intention – Protocol analysis (Design Studies) – Higher level rather than primitives (Do, Gross & Neiman, Ullman) (Von Summers) •

Measuring a sequence match: – step existence, position order, pair sequence matching (developmental psychology)

Analysis 1: Ability to interpret steps TASK Number steps of the original example in the right order RESULTS Animation group performed slightly better than Paper group: all achieved high scores >> Task too easy, oversimplified in effort to clarify)

Analysis 2: Ability to copy steps What steps to look for? • Key steps revealed from 31 earlier office design examples (ECAADE 2004)

Analysis 2: Ability to copy steps A. Categorizing design steps SITE INFO: given building and environment GRIDLINES: guide other lines, not physical PROGRAM: show relative sizes adjacencies PARTI: simple ordering diagrams PLANNING: physical organizing boundaries ARTICULATION: define architectural elements PRESENTATION nonphysical annotations

Clustering groups simplified the task

Analysis 2: Ability to copy steps A. Categorizing design steps B. Use color coding in parsing steps

Analysis 2: Ability to copy steps A.

Categorizing design steps: B. Use color coding in parsing steps in original and copies

Analysis 2: Ability to copy steps A. Categorizing design steps B. Use color coding in parsing steps in original and copies

Analysis 2: Ability to copy steps A.

Categorizing design steps: B. Use color coding in parsing steps in original and copies C. Correlate step patterns of original, Animation & Paper Group copies Presence: correct pairs & Order: correct positioning

Analysis 2: Ability to copy steps RESULTS • Students copy steps from animation a little more accurately • 3.6 vs. 2.6 out of 6 possible points INTERPRETATION • Animation more engaging – subjects spent more time looking at the example (novelty & interactivity) • Storyboard already parsed into 6 steps (animation needs pauses to show steps)

Analysis 3: Ability to design PROCEDURE • Define quality criteria • Evaluate examples according to quality criteria • Compare groups

Analysis 3: Ability to design PROCEDURE • Define quality criteria • Evaluate examples according to quality criteria • Compare groups RESULTS • Draws one solution (matches original) • Mezzanine shows 3D understanding • Program area accuracy matches original’s concern INTERPRETATION Animation more compelling, students could follow design more closely

Conclusions & Future Work

Conclusions • Animations can help students identify processes, copy processes & design slightly better than storyboards. • Subtle representational choices shape the kind of information conveyed • Protocol analysis with color bars allows visual pattern matching, digital record >> Interpreting animated sketches with annotated key frames can spur learning

Areas for future research • • • •

Keep refining protocol for design process learning studies Interpret animated sketches into SVG annotated animations for Web Find specialized graphic processes well-suited for research & teaching Examine creative potential of pens with other tools

Acknowledgements Funding Sources • Logitech Corporation •

UO Educational Technology Curriculum Development Fund



Northwest Academic Computing Consortium

Digital Sketching Website http://www.uoregon.edu/~arch/digsketch

Research Assistants Stina LaneCummings, Andrew McKelvey, Danae Whipp Advisors Paul Laseau, Ellen Yi-Luen Do, Daniel Herbert, Ronald Kellett Drawing experts who gave us their time and drawings (Frank Ching, Paul Laseau, Jim Liggett, Matt Brehm, and others) Nancy Y. Cheng [email protected]