salar tahrirchi

(in)direct design

integrating neurofeedback in a virtual environment to achieve a novel architectural evidence-based design method: a proof of concept

abstract

Architectural design is a complex process. In order to shed light on this process, the idea of investigating human responses to design has been contemplated before. This approach has recently been consolidated into the widely recognized paradigm of evidence-based design (EBD). Despite the evident benefits of the EBD approach, its adoption especially in architectural research remains limited. The resulting gap in knowledge of the relationship between the human mind and the built environment was the main source of motivation for this thesis.

Recent academic and technological advancements provided great opportunities to explore new methods for expanding our knowledge of the mind in space. On one hand, the theory of embodied cognition rejects a strict separation between mind, body, and its environment and recently has become the cornerstone of many architectural studies. It has been proven that architectural affordances directly influence behavior and brain activity, and this activity can be recorded through low-cost commercial EEG devices. On the other hand, to achieve more accurate and reliable results, a controlled environment is needed that enables easy, isolated, and controlled changes. Besides, it should replicate the users’ responses as close as possible to a real situation. It appears that virtual reality (VR) has the potential to capture all the criteria for the aforementioned environment. Consequently, the idea of a proof of concept was formed to provide further evidence for use of neurofeedback in architectural design as a novel method to achieve a deeper understanding of architectural EBD. Therefore, a prototype was developed to assess whether the capabilities of the low-cost commercial EEG equipment and an affordable VR headset are sufficient to create an evaluative toolbox for architects to run an experiment on the experience of spaces.

The objective of this study was to gain a deeper understanding of how design concepts in a built environment influence human perception through reimagining the design process. Therefore, it can provide architects with deeper insight, in a subjective manner, of the stakeholders’ preferences before diving into the design process. We should consider that, with a higher number of experiments, a statistical analysis of the findings will be possible, which can lead to a more objectified point of view and subsequently a set of design recommendations.

mthesis_diagram_2

so, this project is about how environments shape our behavior, which by itself is one of the most fundamental questions of every architect in history. And its name is (in)direct design because, from the point of view of conventional architecture, this approach to design may seem indirect, but in fact, it paves the way for the most direct method imaginable.

in order to have an overview of the whole thing let’s draw an outline of this presentation. First thing’s first, we will get familiar with some important terms and the second Step will be introducing the concept of evidence-based design. Next, we’ll talk about enactivism, which is the theoretical platform that this thesis is built upon. Then, we will see what sort of studies have been generated by applying the evidence-based approach to enactivism in architecture, namely, the relationship between brain dynamics and architectural affordances. By exploring this crucial part of architectural research, we face a great gap of knowledge which results in our question. In order to answer this question, we will investigate a newborn category of studies from the field of neurosciences. This newly acquired information will help us generate our hypothesis, manifesting itself as a proof of concept. Then we talk about the design and testing a prototype to see if our hypothesis holds up. In the end, we will review the consequences of a successful prototype on the architectural research landscape. And finally, we will wrap it up by taking a quick look at the whole process.

conclusion

The idea of a proof of concept was formed to provide further evidence for use of neurofeedback in VR as a novel method to achieve a deeper understanding of architectural EBD. Therefore, a prototype was developed to assess whether capabilities of the low-cost commercial equipment are sufficient to create an evaluative toolbox for architects to experiment on experience of spaces.

Improvements in the quality of low-cost portable EEG systems provide an excellent opportunity ERP research, while designing and performing an immersive VR experience has become a lot more affordable through recent technology. A combination of these two helped to realize a successful prototype based on performance of a BCI. This outcome not only facilitates many research opportunities, but also can provide any architect with a deeper insight of the stakeholders’ preferences before diving in the design process.

This method utilized a Muse 2 headband, an Oculus Quest 2, and a VR ready computing device, and our technique greatly improved the portability, affordability, and ease of use to conduct brain research in architecture.