Sphere Window: Challenges and Opportunities of 360{\deg} Video in Collaborative Design Workshops
Wo Meijer, Jacky Bourgeois, Wilhelm Frederik van der Vegte, Gerd, Kortuem

TL;DR
This paper explores the use of 360-degree video in collaborative design workshops, highlighting its benefits for understanding user contexts and proposing tools to overcome sharing challenges.
Contribution
It introduces novel annotation tools and screenshot methods to enhance designers' ability to utilize 360-degree videos effectively in user research.
Findings
360-degree video improves understanding of user contexts
It complicates sharing insights among designers
Proposed tools facilitate better use of 360-degree video in design
Abstract
The increased ubiquity of 360{\deg} video presents a unique opportunity for designers to deeply engage with the world of users by capturing the complete visual context. However, the opportunities and challenges 360{\deg} video introduces for video design ethnography is unclear. This study investigates this gap through 16 workshops in which experienced designers engaged with 360{\deg} video. Our analysis shows that while 360{\deg} video enhances designers' ability to explore and understand user contexts, it also complicates the process of sharing insights. To address this challenge, we present two opportunities to support the use of 360{\deg} video by designers - the creation of designerly 360{\deg} video annotation tools, and 360{\deg} ``screenshots'' - in order to enable designers to leverage the complete context of 360{\deg} video for user research.
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Taxonomy
TopicsDesign Education and Practice · Architecture and Computational Design · Virtual Reality Applications and Impacts
