Abstract
During the transition to Industry 4.0, technological and societal developments are influencing design domains, therefore designers must learn new skills and competencies in a digitalized world. In a world where digital skills are crucial, creativity and innovation must be harnessed. This study examines immersive technologies and their effects on design. This requires first recognizing the essential properties of these technologies, which are linked to designer activities and approaches (processes, tools, and techniques) and transforming them. VR, AR, MR, and ER technologies revolutionize design activities and offer different contexts for knowledge development and sharing. Immersive technologies usually improve user experiences, encourage collaboration, and boost creativity and engagement, helping the global workforce grow. A comparative analysis of these technologies is needed to understand their potential contributions to design domains. This data was acquired using the PRISMA method, a systematic literature review method. The data has revealed the common traits of immersive technologies, which enable computer-based simulations that combine the real and virtual worlds, as well as their distinct qualities. The literature review defined immersiveness, immersive experiences, and their components, allowing the examination of inputs that enable technology-based immersive experiences. The top-down study analyzed immersive technologies and their types to determine their practicality in design and their effects on creative processes. The findings offer fresh theory-to-practice insights that help designers adapt to the digital age.
Presenters
Ozge KandemirAssociate Professor, Interior Architecture, Eskisehir Teknik University, Turkey Celal Murat Kandemir
Assistant Professor, Instructional Technologies, Eskisehir Osmangazi University, Turkey Gokhan Ulusoy
Research Assistant, Interior Architecture, Eskisehir Technical University, Eskisehir, Turkey
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
2025 Special Focus—Thinking, Learning, Doing: Plural Ways of Design
KEYWORDS
Design Fields, Immersion, Immersive Experience, Immersive Technologies