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1.2 Collaborative Design 
In this paragraph are brought any definition that consent to understand better the 
meaning of the collaborative design.  
 
1.2.1 Definitions 
According with Wikipedia, the Collaboration is: 
“A recursive process where two or more people or organizations work together 
toward an intersection of common goals” 
 
While Dino Dini, game developer, defines the Design as: 
“Every form of creation from objects such as chairs to the way we plan and execute 
our lives” 
 
In other words, collaborative design means work all together to reach the common 
objective: create something. 
  
1.2.2 Importance of Collaborative Design 
The collaborative design phase has two main components: conceptual design (the 
macro level) where fundamental and sweeping ideas are evaluated; and principal 
design or characterization (the micro level) where the details are composed. 
Conceptual design, by its “soft” nature, is often difficult to capture, visualise or 
communicate electronically among a multidisciplinary design team, especially when 
the team is geographically dispersed. Conceptual design issues at stake are highly 
interdisciplinary, and often involve collaboration from customers, designers, and 
engineers. Conceptual design can have a powerful impact on manufacturing 
productivity and product quality. The concept generated at this stage affects the 
basic shape generation and material selection of the product concerned. In the 
subsequent phase of detailed design, it becomes extremely difficult, or even 
impossible to compensate or to correct the shortcomings of a poor design concept 
formulated at the conceptual design phase. 
 
 
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1.3 Virtual Collaborative Design 
In recent years there has been an increase of the interest in the virtual environments 
because they allow real-time multi-user collaboration by designers in different 
physical locations.  
 
One of the main advantages of a virtual environment is that it allows users to be 
immersed in the environment, allowing for real-time walkthroughs and collaboration. 
Moreover, CAD models contain a great deal of detail which makes real-time 
interaction extremely difficult. In the collaborative virtual world, agent technology is 
used to facilitate communication between the users, the virtual world views, and the 
object-oriented models. 
 
Due to the lack of CAD abilities, the use of a virtual environment has been used 
within this research for possible virtual collaborative design where individual’s 
backgrounds and positions are covered promoting a mean of free thinking. 
 
1.4 Structure of Thesis 
The thesis has been broken down into seven logical chapters. Each chapter has a 
specific area of focus which details specific tasks that make up the research thesis. 
 
 ξ Chapter 1 begins the thesis by describing the research background, problem 
area and motivations along with a structure of the thesis. 
 
 ξ Chapter 2 provides an extensive literature search into the area of 
collaborative design and virtual environments. 
 
 ξ Chapter 3 describes the research aims, objectives and methodology that the 
author aspired to achieve. 
 
 ξ Chapter 4 details the creation of a Concept Creation Methodology using SL 
environment. 
 
A Concept Creation Methodology within Second Life immersive virtual environment for 
Product Development 
2009 
 
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 ξ Chapter 5 describes how to develop products using a virtual environment 
such as Second Life. 
 
 ξ Chapter 6 describes the ways in which the experiments and results were 
validated and a detailed analysis of results is conduced. 
 
 ξ Chapter 7 concludes the research by reflecting upon findings as well as 
acknowledging the limitations to the research and contributions made to 
knowledge. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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2. LITERATURE REVIEW 
 
2.1 Introduction 
With the modern day’s fast-changing economy, product designs are becoming 
increasingly complex while demands for faster design cycles never end. Closer 
collaboration between business partners and streamlined integration of engineering 
processes are becoming essential factors to succeeding in the competitive global 
environment. Modern CAD solutions and revolutionary Internet technologies facilitate 
such real-time business-to-business (B2B) design collaboration (Kao, 2004). 
 
Virtual collaboration depends upon the ability to share representations of integrated 
engineering knowledge, geometric definition, physical characteristics, and other 
product information. Most CAD packages to date are unable to facilitate for these 
needs leading engineers and designers to use third party software to help share this 
information. 
 
The following literature review has been conducted to help fully understand and 
appreciate the subject along with generating a study of previously published work. 
The literature review has been broken down into three main sections all of which are 
relevant to the topic of “Concept Creation Techniques and Virtual Environments for 
Product Development”. 
Firstly, virtual environments for possible product development are acknowledged and 
comparisons of these environments are conducted. Secondly, details previous 
studies and approaches that have been recognized for product development though 
virtual environments. Finally, the third section of the study presents some case 
studies.  
 
2.2 Second Life virtual environment 
Linden Research Inc is a privately owned American Internet company founded by 
Philip Rosedale in 1999 who at the age of 17 started his own company selling 
database systems to small businesses. The company was formed with the intension 
of creating a revolutionary new form of shared experience, where individuals jointly 
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inhabit a three dimensional landscape and build the world around them. Today this 
experience is known as the SL (Linden Lab, Siemens, 2008). 
 
Second Life is the most popular Internet-based virtual world, developed by Linden 
Research Inc, which came to international attention via mainstream news media in 
late 2006 and early 2007. SL has grown dramatically and today is inhabited by 
millions of residents from around the globe. The downloadable client program 
enables its residents to interact with each other through motional avatars, providing 
an advanced level of social network service. Residents can explore, meet other 
residents, socialize, participate in individual and group activities and create and trade 
items amongst each other. Simply put, SL is a user-defined world in which people 
can interact, play, do business, and otherwise communicate (Wikipedia, 2008). Such 
sophisticated yet realistic functionality offered by SL that have attracted the attention 
of highly regarded companies such as Warner Brothers, IBM, Adidas, Siemens and 
Toyota to implement global projects with the environment. 
 
In 2008 SL was honoured at the 59th Annual Technology & Engineering Emmy 
Awards for advancing the development of online sites with user generated content.  
 
2.2.1 Second Life Collaboration Features 
Second Life incorporates many features that aided and assist avatars whilst 
collaborating within the environment. A Second Life book titled “Creating your world” 
by Weber and Second Life’s very own personal Wiki state many of the feature 
available in Second Life. After reviewing the features available the following features 
have been determined to assist collaboration within Second Life:  
 
- Chat and Group Instance Messaging – Allow groups to communicate via 
text in world 
 
- Scripted Communication – Special scripts allow avatars to communicate 
with specific avatars whilst working in a group. Scripts also allow email to be 
sent from within the Second Life environment. 
 
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- VoIP – Communication between groups via speakers and microphones allow 
easier communication. 
 
- Streaming Video, Audio and URLS – May allows avatars to train via videos, 
audio links and view web site from Second Life. 
 
- Collaborative Building - Allows access to avatars part of a group to 
manipulate and change objects on group buildings. 
 
- Own Land – Groups are able to purchase private land where only their 
activities are able to take place. 
 
The found features that Second Life incorporates are too large to list. Therefore the 
stated features are the main features that have been determined to aid group 
collaboration within Second Life. 
 
2.2.2 Tools to Enhance Second Life 
With Second Life’s fast growing user base, both Second Life and other companies 
are quickly realizing the potential of the virtual world. This has resulted in new 
compatible tools being produced for the environment. An article written by Beth 
Stackpole (2008) states that Siemens PLM software have produced a new tool that 
lets visitors creates their own 3D Razor Scooter while exposing them to the 
possibilities of CAD software. 
The new interactive tool in Siemens’ Second Life Island is modelled in Solid Edge 
2D/3D hybrid design system giving visitors the opportunity to click through a range of 
selections to create a custom-built scooter in less than a minute. 
 
Further research into this area uncovered another interesting article by Booker 
(2007) which has documented literature of new software produced by “Al-Design 
Studio” named “Henshin”. The Henshin software converts AutoCAD files into a 
default language which Second Life understands, this results in AutoCAD designs 
being reproduced within the Second Life environment with the click of a few buttons. 
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With this new software architects have a quick and easy way to render designs in 
Second Life and walk potential clients through the buildings. 
Linden Lab themselves have seen this potential in Second Life and have built in tools 
that enable online software to be directly streamed into Second Life. A brief article 
written by Santo (2008) has shown the way in which online software can be 
streamed. 
Although the Santo article has been documented with the “Google Docs” software 
being streamed into Second Life, the streaming principles are the same for any on-
line software.  
 
2.2.3 Research in Second Life 
With Second Life’s increasing and already large user base many research projects 
have been conducted within the environment with a purpose of using SL 
collaboration features to the projects benefits. Lang (2008) presents an article 
detailing the project of two swiss students that used the SL environment for their 
business and psychology study. The students were interested in using SL as a new 
form of data collection and executing surveys within the SL environment using social 
issues within the USA as a topic. Avatars met with the students in SL where they 
were briefed about the study and then put thought a series of tasks and questions to 
answers in order for the students to extract the data they needed. 
 
A research project conducted by Santa Carla University developed a New Media 
Consortium (NMC) which they intended to build on their campus. The research 
project was designed to address the main situation of time estimation of building the 
physical NMC. The development of the virtual NMC was timed so that an estimate of 
time needed to develop the real building could be produced along with additional 
building features that could be implemented. During the early stage of construction 
students were given the opportunity to provide feedback on certain designs aspects 
of the building (Santa Carla Island, 2008). 
 
A study titled “Second Life in the Class Room” by Hornik (2008) provides details of a 
lectures attempt to gain feedback from students on an SL driven lecture. Professor 
Steven Hornik created a number of 3D models and interactive tools to support a 
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lecture he conducted within the SL environment, once completed, the students were 
given the opportunity to relay information back to Hornik about the SL lecture. 
According to the Hornik 56% of students found SL difficult to use, however, 56% of 
student stated that if SL had been easier to use students would have used the 
environment more frequently as a tool for learning. 
The projects stated above have driven others to use SL for the same purpose. Some 
other research projects currently being conducted are those of The University of 
California, in collaboration with eLab city. The project, currently in development on 
two islands, intends to study consumer behaviour in virtual worlds (Novack, 2007) 
while Second Life Wiki (2007), states a number of academics and journalists have 
formed a group with the intent of conducting a research which will detail the 
community and Residents within SL. 
 
2.2.4 Second Life’s Advantages and Disadvantages 
Wikipedia (2008) claims that the growth of the SL environment over the past 15 
months has risen dramatically from approximately 150,000 in January 2006 to 
450,000 residents in May 2008. These records are in line of those published by 
Second Life (2008) themselves who state that the residential owned land has 
dramatically increased from 90 million square meters in 2006 to 850 million square 
meters at the end of 2007. 
With such large increases in numbers many managers are realizing the benefits of 
utilizing SL for more than just the one-time market stage or promotion campaign. 
This dramatic raise in numbers has prompted a number of authors to publish 
advantages of SL. The following advantages have been taken from Power (2007):  
 
 ξ Easy access and low cost – SL can be obtained from the SL website is a 
free downloadable environment. 
 
 ξ Experienced and dedicated designer/builders – SL designers provide 
broad, flexible and easy content authoring experiences for developers. 
 
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 ξ Tools and venues for communications-driven decision support – The 
tools include streaming video, voice, PowerPoint, agenda and meeting 
management tools and chat recorders. 
 
 ξ A large and dedicated user base – It is relatively low cost to hire avatars to 
work for you in SL. Forums, knowledge bases and support is equally as strong 
within SL. 
 
 ξ Impression management and creativity enhancement – Avatars are able to 
look however you want. For example, users are able to construct an avatar to 
look like themselves if wanted. 
 
 ξ Easy data integration from real life (RSS feeds) – The possibilities for 
integrating data from various Web sources into SL are expanding rapidly. 
 
 ξ The space is persistent – What avatars create and leave somewhere will 
remain there such as the physical world. 
 
 ξ Exploration and discovery are enabled – Ideas, prototypes, simulated 
interactions can be explored and tested out with much greater confidence as 
the possible damage; risks, costs and time required are truly negligible. 
 
 ξ Fantasy and imagination can be unleashed – Avatars are able to put 
forward ideas that they normally would not within the physical world and 
conduct classes, meetings and workshops in whatever environment they feel 
necessary. 
 
 ξ Ability to record – Recording activities that take place within SL are a lot 
easier as each avatar is able to record what they see. This in return allows 
avatars to relive the experiences easily. 
 
 ξ Reduces prejudice – Avatars will be given equality and judged by their true 
abilities, not by creed, colour or religion.