Archinauts VI – Is Virtual Reality a solution to our design problems?

Increasingly in the current climate of our rapidly developing world, we are being introduced to a new era of leisure. It is possible to argue that most of us spend our leisure time on the digital platform; whether you are on social media, watching movies on Netflix or gaming, Western society has become absorbed into the digital screen. Human beings are beginning to inhabit this platform with virtual reality, however what does this mean for designers?

The key issue for designers with the digital realm is that it has always been used as a tool for design as opposed to an actual platform in which design exists. Subsequently, the younger generation has a tendency to adapt faster to new technologies as opposed to the older generation. This can be an issue in the design world, particularly for architects as the profession itself is under threat. Traditionally architects have always focused on the material world, conceiving architecture with a limited spectrum of construction and a new time has come where architects and designers must renegotiate and expand territories because traditional architecture is on the verge of extinction (Leach, 2002, p.13). Therefore, the younger designers will be at an advantage for being more familiar with such advancements.

However, as technology continues to advance, designers must continue to embrace radical change. A recent example of this is the virtual reality mall designed by Allison Crank which allows users to commission bespoke objects within a world of floating neon signs and stray zoo animals (Tucker, 2015). Simultaneously, every few years a new advancement in technology continues to push the boundaries of our everyday realities. “A world where realms blend with other realms, linked by escalators leading to no place in particular, the journey itself is up to you” (Dezeen, 2015). This project goes beyond giving the users a VR shopping experience, it is marginally senseless. VR is a radical development that will continue to compromise reality and is a new area of concern for architects and designers. With the increased using of the internet in our daily lives, how will mankind continue to adapt?

The designer’s vision for the future is that this VR shopping can replace our current experience of a shopping centre; “The next form of the store or mall is no longer physical, but virtual, one where virtual reality and augmented reality will replace the physical mall or store,” Crank said (Tucker, 2015). In current modern society, this doesn’t seem like a completely radical proposal, as there is an increase in online shopping. It isn’t such a wild idea to see perhaps Amazon adopt this new virtual reality shopping experience and could imaginably be a reality in about 30 years. There is a clear appeal with this new and improved supply and demand. Furthermore, virtual reality could even shape our leisure activities in the future; cinemas, arcades, museums or haunted houses could all be virtual experiences and this would leave space in the real world for necessities such as housing, hospitals etc.

Consequently, having a platform in which there are no rules or regulations could be an advantage to designers, in a realm where the laws of physics are no longer applicable or where the government cannot regulate health and safety; there is true freedom in creativity, Crank placed zoo animals in a shopping centre, whereas in reality this is impossible to pull off due to health and safety. “Interior Designers are acutely aware of the need to use wood from renewable sources-materials regarded as exotic in the Art Deco era, such as ebony, are now banned in an attempt to halt deforestation” (Massey, 2008, p.219) virtual reality allows designers to explore new depths of ingenuity that didn’t exist a few years ago or was banned, materials that are too expensive or illegal to access can be used in a virtual reality space without there being any ethical issues. However, it is impossible to escape the very simple argument; it’s not real. Inhabitants are surrounded by what is essentially a technical painting, thus the experience is merely a fantasy.

There is no doubt that this new technology will impact the way in which designers produce and communicate work, however it is also a new platform that allows freedom to place any experience in an empty room. This technology could be beneficial to produce leisure activities within space tourism. Perhaps to have a screening of Gravity in virtual reality playing the role of Sandra Bullock or to play FIFA, designers no longer have to worry about accommodating leisure in a traditional sense.

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