Dijital Fabrikasyon Süreçlerinde Sanal Gerçekliğin Kitlesel Bireyselleştirmeye Dönük Kullanımı

Çalışma, farklı kullanıcı boyutlarına uygun tasarım nesneleri üretebilmek için, sanal gerçeklik teknolojisinin dijital fabrikasyon sürecinde kitlesel bireyselleştirme aracı

The Use of Virtual Reality for Mass Customization in Digital Fabrication Processes

The paper focuses on the use of virtual reality technology as a mass customization tool in the digital fabrication process to produce design objects suitable for different user dimensions. In line with the specified focus, the theoretical framework of the paper was examined through the concept of standardization. The concept of standardization was examined in terms of both the product and the product user, and the existing anthropometric data were questioned. Because of the inquiries made, it was stated that an overarching definition could not be made regarding anthropometric measures and the concept of the “average man.” This situation revealed the need for new approaches to design and production processes. This approach, which encourages the transparency of the production process and the ability of users to customize products by participating in the production process, is presented concerning the development and use of digital fabrication technologies. At the intersection of digital fabrication tools and mass customization, this paper examines the potential of interfaces to increase producer-consumer dialogue. Virtual reality, which can make the design product experience on a 1/1 scale and turn the user from the “spectator” into the “actor” of the experience, has been determined as the design tool. In line with all these, the paper hypothesizes that the use of virtual reality as a tool in the mass customization and digital production process will contribute to creating the transparent and participatory design process features of the future. To examine the stated hypothesis, two different design scenarios were designed as a paper method. In the first of these scenarios, the participants physically experience a design object (chair) in the real world to determine the ergonomics of the design object for them. In the second scenario, the participants make customizations in the virtual reality environment over the model of the design object, for which the user determines the ergonomically unsuitable features in the first scenario. The data obtained through anthropometric conformity analysis and new chairs designed by participants were evaluated with visual design outputs. As a result, virtual reality technology, which emerged as a tool suitable for the participatory and dynamic structure of the design and production process, contributes to the evolution of the process into a participatory structure. In addition, the presented design and production process enables the production of many alternatives for design objects. The production of countless alternatives is valuable not only to reach the most suitable product for users but also to improve the creative processes and learning environments of designers.

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