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Collaborative Technologies in Engineering Design Reviews
University of Skövde, School of Engineering Science. University of Skövde, Virtual Engineering Research Environment. (User Centred Product Design (UCPD))ORCID iD: 0000-0002-4273-7751
2026 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Design reviews are central activities in product development, bringing together cross-functional teams to evaluate design proposals, identify issues, and decide on the progression of work. As product development becomes increasingly digital and distributed, these reviews are mediated by tools such as CAD software, videoconferencing platforms, and, more recently, extended reality (XR) systems. These technologies fundamentally shape how reviewers access shared product models, coordinate attention, and form a shared understanding. However, current industrial practice relies heavily on one person’s screen sharing with the rest of the group, which limits direct interaction with product design representations and creates friction in communication and coordination.

This thesis examines how collaborative technologies can better support interaction and coordination in design reviews and develops practical guidance for their deployment in industrial settings. The research adopts a design-oriented mixed-method approach, combining field studies, experiments, and participatory workshops. Field observations of distributed design reviews identified four recurring friction situations: requesting specific viewpoints, indicating specific elements, expressing design change ideas, and evaluating ergonomics. Subsequent laboratory experiments and qualitative observations in shared 3D environments isolated how specific technological configurations, such as independent navigation and shared spatial scenes, influence how teams distribute attention and maintain common ground.

Synthesizing the results, the thesis identifies a set of core affordances that collaboration systems for design reviews need to support: shared spatial presence around the product model, in-scene deictic indication (pointing), and independent navigation with mechanisms for following a presenter. These affordances are translated into a framework and a set of practical guidelines that connect interaction capabilities with the preparation, conduct, and documentation of design reviews. These guidelines were developed and validated through workshops with two automotive companies, confirming the guidelines’ clarity and applicability in real-world practice. Collectively, the thesis contributes to a deeper understanding of technology-mediated collaboration and provides actionable methods for integrating advanced digital tools into engineering workflows.

Abstract [sv]

Konstruktionsgenomgångar (design reviews) är centrala aktiviteter inom produktutveckling, där tvärfunktionella team samlas för att utvärdera konstruktionsförslag, identifiera problem och besluta om hur arbetet ska fortskrida. I takt med att produktutvecklingen blir alltmer digital och distribuerad medieras konstruktionsgenomgångar via verktyg såsom CAD-programvara, videokonferensplattformar och, på senare tid, XR-system (extended reality). Dessa tekniker påverkar i grunden deltagarnas tillgång till produktmodellerna, hur uppmärksamhet samordnas och hur deltagarna bildar en gemensam förståelse. Nuvarande industriell praxis är dock starkt beroende av presentatörscentrerad skärmdelning vilket begränsar deltagarnas interaktion med konstruktionsförslag och skapar friktion i kommunikation och samordning.

Denna avhandling undersöker hur samarbetsteknologier bättre kan stödja interaktion och samordning vid konstruktionsgenomgångar och utvecklar praktiska riktlinjer för deras användning i industriella sammanhang. Forskningen använder en designorienterad mixed-method-ansats, som kombinerar fältstudier, experiment och deltagande workshops. Fältobservationer av distribuerade konstruktionsgenomgångar identifierade fyra återkommande friktionssituationer: begäran om specifika betraktningspunkter, indikering av specifika produktdetaljer, uttryckande av idéer om designförändringar, och utvärdering av ergonomi. Efterföljande laboratorieexperiment och kvalitativa observationer i delade 3D-miljöer isolerade hur specifika tekniska konfigurationer, såsom oberoende navigering och delade rumsliga scener, påverkar hur team fördelar sin uppmärksamhet och upprätthåller gemensam grund.

Resultaten sammanfattas i en uppsättning centrala funktioner som samarbetssystem för konstruktionsgenomgångar behöver stödja: delad rumslig närvaro kring produktmodellen, deiktisk indikation (pekning) i scenen, och oberoende navigering med mekanismer för att följa en presentatör. Dessa funktioner översätts till ett ramverk och en uppsättning praktiska riktlinjer som kopplar samman interaktionsmöjligheter med förberedelse, genomförande och dokumentation av konstruktionsgenomgångar. Dessa riktlinjer har utvecklats och validerats genom workshops med två fordonsföretag, vilket bekräftar riktlinjernas tydlighet och användbarhet i industriell verksamhet. Sammantaget bidrar avhandlingen till en djupare förståelse av teknikmedierad samverkan och ger praktiska metoder för att integrera avancerade digitala verktyg i ingenjörsmässiga arbetsflöden.

Place, publisher, year, edition, pages
Skövde: University of Skövde , 2026. , p. [xvi], 105
Series
Dissertation Series ; 69
National Category
Design Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design
Identifiers
URN: urn:nbn:se:his:diva-26312ISBN: 978-91-989081-1-4 (print)ISBN: 978-91-989081-2-1 (electronic)OAI: oai:DiVA.org:his-26312DiVA, id: diva2:2056563
Public defence
2026-05-28, ASSAR Industrial Innovation Arena, Kavelbrovägen 2B, 541 36, Skövde, 13:15 (English)
Opponent
Supervisors
Note

Två av sex delarbeten (övriga se rubriken Delarbeten/List of papers):

IV. Rivera, F.G., Högberg, D., Dozio, N., Ferrise, F. and Lamb. M. (2026). Shared versus individual viewpoint control in remote design review meetings. Theoretical Issues in Ergonomics Science (under review).

VI. Rivera, F.G., Rostami, A., Högberg, D., Brolin, A. and Lamb, M. (2026). Guidelines development for design reviews with advanced collaboration tools. Research in Engineering Design (submitted).

Available from: 2026-05-05 Created: 2026-04-29 Last updated: 2026-05-05Bibliographically approved
List of papers
1. The Schematization of XR Technologies in the Context of Collaborative Design
Open this publication in new window or tab >>The Schematization of XR Technologies in the Context of Collaborative Design
2022 (English)In: SPS2022: Proceedings of the 10th Swedish Production Symposium / [ed] Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm, Amsterdam; Berlin; Washington, DC: IOS Press, 2022, p. 520-529Conference paper, Published paper (Refereed)
Abstract [en]

Recently, the concept of Industry 5.0 has been introduced to complement, among other things, Industry 4.0’s focus on efficiency and productivity with a focus on humans in digital design and production processes. The inclusion of human interaction with digital realities, extended reality (XR) technologies, such as augmented reality (AR) and virtual reality (VR), can play an essential role in Industry 5.0. While rapid advances in XR technologies are solidifying and finding their place in the product and production development process, terminology and classification scheme remain under-determined. As a result, there have been numerous classifications of XR technologies from different perspectives, but little widespread agreement. They have been classified by their level of immersion or how well they meet a specific purpose (such as training). In addition to that, the classifications are usually made for one particular field (e.g. marketing, healthcare, engineering, architecture, among others). Therefore, to set the basis for future research, it is essential to identify and outline the dimensions that intervene in product and production design in regards to XR facilitated collaboration. With the ideas proposed in this paper, we want to identify basic concepts that classify a collaborative XR system by analyzing how users interact with the environment and other users. Our motivation is that collaborative design involves not only the physical dimension but also a social dimension. Defining when an XR system contributes to increasing social and/or physical presence could clarify and simplify its categorization.

Place, publisher, year, edition, pages
Amsterdam; Berlin; Washington, DC: IOS Press, 2022
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 21
Keywords
Virtual Reality, Augmented Reality, Extended Reality, Collaborative design
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21109 (URN)10.3233/ATDE220170 (DOI)001191233200044 ()2-s2.0-85132809030 (Scopus ID)978-1-64368-268-6 (ISBN)978-1-64368-269-3 (ISBN)
Conference
10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022
Funder
Knowledge FoundationVinnova
Note

CC BY-NC 4.0

Francisco García Rivera [francisco.garcia.rivera@his.se]

This work has been made possible with the support from the Knowledge Foundation supported research environment INFINIT at University of Skövde, in the project Synergy Virtual Ergonomics (SVE), and with support from VINNOVA in the project VIVA - the Virtual Vehicle Assembler, and by the participating organizations. This support is gratefully acknowledged.

Available from: 2022-05-02 Created: 2022-05-02 Last updated: 2026-05-05Bibliographically approved
2. Improving the efficiency of virtual-reality-based ergonomics assessments with digital human models in multi-agent collaborative virtual environments
Open this publication in new window or tab >>Improving the efficiency of virtual-reality-based ergonomics assessments with digital human models in multi-agent collaborative virtual environments
2022 (English)In: Proceedings of the 7th International Digital Human Modeling Symposium (DHM 2022), August 29–30, 2022, Iowa City, Iowa, USA, University of Iowa Press, 2022, Vol. 7, p. 1-11, article id 39Conference paper, Published paper (Refereed)
Abstract [en]

Often new digital tools are introduced alongside existing tools and workflows to augment and fill gaps in current processes. Virtual and augmented reality (XR) tools are currently being deployed in this way within design processes, allowing for interactive visualization in virtual environments including the use of DHM tools. Currently, the focus is on how to implement XR as a stand-alone tool for single-user scenarios. However, in collaborative design contexts, screen-based and XR tools can be used together to leverage the benefits of each technology maximizing the potential of multi-user design processes. XR allows for an immersive exploration of designed objects in 3D space, while screen-based tools allow for easier notetaking and integration of additional non-3D software and meeting tools. Ensuring that these technologies are integrated in a mutually beneficial manner requires a framework for determining the best combination of technologies and interfaces for diverse design teams. This paper presents a framework for performing collaborative design reviews in a digital environment that can be accessed using both XR and 2D screen devices simultaneously. It enables asymmetric collaboration to provide each design team member with the technology that best fits their workflow and requirements.

Place, publisher, year, edition, pages
University of Iowa Press, 2022
Keywords
Collaborative design, Asymmetric collaboration, Extended Reality
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21832 (URN)10.17077/dhm.31781 (DOI)978-0-9840378-4-1 (ISBN)
Conference
7th International Digital Human Modeling Symposium (DHM 2022), August 29–30, 2022, Iowa City, Iowa, USA. The conference was followed by the Iowa Virtual Human Summit 2022.
Note

Copyright © 2022 the author(s) 

Available from: 2022-09-20 Created: 2022-09-20 Last updated: 2026-05-05Bibliographically approved
3. Friction situations in real-world remote design reviews when using CAD and videoconferencing tools
Open this publication in new window or tab >>Friction situations in real-world remote design reviews when using CAD and videoconferencing tools
2025 (English)In: Empathic Computing, Vol. 1, no 1, article id 128Article in journal (Refereed) Published
Abstract [en]

Aims: Recent world events have resulted in companies using remote meeting tools more often in design processes. The shift to remote meeting tools has had a notable impact on collaborative design activities, such as design reviews (DRs). When DRs depend on computer-aided design (CAD) software, the lack of direct support for CAD functionalities in videoconferencing applications introduces novel communication challenges, i.e. friction. This study investigates friction encountered in real world remote DRs when using a combination of standard CAD and videoconferencing applications. The objective was to understand the main sources of friction when carrying out DRs using a combination of CAD and videoconferencing applications.

Methods: At a single Swedish automobile manufacturer, 15 DRs of a fixture component were passively observed. These observations were subjected to a qualitative thematic analysis to identify categories and sources of friction during these DRs. The DRs were carried out using a combination of CATIA CAD software and Microsoft Teams for videoconferencing.

Results: The analysis of the 15 remote DRs identified four recurring friction categories: requesting specific viewpoints, indicating specific elements, expressing design change ideas, and evaluating ergonomics. Each category highlights specific challenges that were observed during the DRs and emerged due to constraints imposed by existing methods and technologies for remote meetings.

Conclusion: This study provides a framework for understanding the current sources of friction in remote DRs using videoconferencing tools. These insights can support the future development of DR software tools, guiding the integration of features that address these friction points. Additionally, the results serve as a guideline for organizations to implement methods that reduce friction in remote DRs and improve DR quality and efficacy.

Place, publisher, year, edition, pages
Science Exploration Press, 2025
Keywords
Design review, product development, remote collaboration
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-24840 (URN)10.70401/ec.2025.0001 (DOI)
Projects
PLENUM
Funder
Vinnova, 2022-01704
Note

CC BY 4.0

Correspondence to: Francisco Garcia Rivera, School of Engineering Science, University of Skövde, Högskolevägen, 54128 Skövde, Sweden. E-mail: francisco.garcia.rivera@his.se

This project was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022-01704).

Available from: 2025-01-15 Created: 2025-01-15 Last updated: 2026-05-05Bibliographically approved
4. Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work
Open this publication in new window or tab >>Beyond Videoconferencing: How Collaborative Tools Make Virtual Design Reviews Work
Show others...
2025 (English)In: Virtual, Augmented and Mixed Reality: 17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025, Proceedings, Part III / [ed] Jessie Y. C. Chen; Gino Fragomeni, Cham: Springer, 2025, p. 96-112Conference paper, Published paper (Refereed)
Abstract [en]

This study examines how specific collaborative features for independent viewpoint control, collaborative pointing, sketching, and manikin representations support design reviews in a virtual environment. Participants conducted design reviews using the collaborative design tool Gravity Sketch while engaging with these features. Results show that friction situations were minimal, with viewpoint control eliminating the need for perspective adjustments. Collaborative pointing and sketching effectively clarified design modifications, while manikin representations aided discussions on ergonomics. The findings highlight how the evaluated features facilitate communication in remote design reviews.

Place, publisher, year, edition, pages
Cham: Springer, 2025
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 15790
Keywords
Design Reviews, Product Development, Remote Collaboration
National Category
Production Engineering, Human Work Science and Ergonomics Industrial engineering and management
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-25369 (URN)10.1007/978-3-031-93715-6_7 (DOI)001544392900007 ()2-s2.0-105007970379 (Scopus ID)978-3-031-93714-9 (ISBN)978-3-031-93715-6 (ISBN)
Conference
17th International Conference, VAMR 2025, Held as Part of the 27th HCI International Conference, HCII 2025, Gothenburg, Sweden, June 22–27, 2025
Projects
PLENary multi-User developMent arena for industrial workspaces (PLENUM)
Funder
Vinnova, 2022–01704
Note

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025

This research was funded by Swedish innovation agency Vinnova in the PLENUM project (Grant Number: 2022–01704).

Available from: 2025-06-27 Created: 2025-06-27 Last updated: 2026-05-05Bibliographically approved

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2223242526272825 of 76
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