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Evaluating - Spaciousness - in - Static - and - Dynamic - Media Stambs 2007
Evaluating - Spaciousness - in - Static - and - Dynamic - Media Stambs 2007
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This article presents two studies on the following questions: (a) which physical
properties of environments influence impressions of spaciousness? and (b) does
it make a difference whether the environments are shown as static images or as
dynamic virtual reality models? Work on the first question was motivated by the
fact that lack of spaciousness can be a strong ambient stressor and the hope that,
if suitably designed, spaces can seem larger than they actually are and thus
space as perceived can be enhanced without recourse to the very expensive
solution of constructing an actually larger space. Work on the second question
was motivated by the professional need to predict peoples’ responses to future
buildings as efficiently as possible. Virtual reality programs are currently readily
available, but are they cost effective? Study 1 indicated that, for the factors of
floor area, occlusion, and light, impressions of spaciousness could indeed be
modified without recourse to making larger spaces. Study 2 indicated that, with
appropriate choice of viewpoints, findings regarding spaciousness obtained from
static simulations corresponded highly with findings obtained from virtual
reality models.
Ó 2007 Elsevier Ltd. All rights reserved.
1 Concept
M
any researchers have investigated spaciousness in environments.
But what is spaciousness? Why should it be so important? Theory
provides possible answers to these questions. The seminal citations
are Hediger (1950, 1955); a more recent summary of this issue is provided in
Casamitjana (2005). The problem was the design of zoos. A zoo has a mandate
to keep its animals in good health but in geographic regions much smaller than
the regions for which the animals have evolved. In zoos, spaciousness is very
much a major design determinant. In Hediger’s theory, the primary motiva-
tion any animal has in any environment is simply staying alive by identifying,
avoiding, or, if necessary, fighting enemies and other threats. The identifica-
tion phase requires attention. Attention is a scarce resource and so animals
Corresponding author: must use it efficiently. One strategy is to pay diffuse attention to distant possi-
Arthur E. Stamps III
ble threats, focused attention to threats that are almost in striking distance,
artstamps@att.net,
ieq@att.net, http:// and take action if the threat is too close. The closer the threat, the more stress.
home.att.net/wieq/ The distance at which reactions take place was called the ‘flight distance’,
www.elsevier.com/locate/destud
0142-694X $ - see front matter Design Studies 28 (2007) 535e557
doi:10.1016/j.destud.2007.01.001 535
Ó 2007 Elsevier Ltd. All rights reserved. Printed in Great Britain
because the normal animal reaction to danger is to flee. Hediger’s design
insight followed from the question of what happens if the size of the cage is
less than twice its flight distance? The answer is that there is no location where
the animal can be at least its flight distance from all walls. Consequently, the
animal is under a strong, constant, ambient environmental stressor, and even-
tually will sicken and die. For zoo design, spaciousness is not merely another
element in the program, it is a potentially lethal mistake.
1.2 Lighting
Martyniuk et al. (1973) had 96 participants rate 6 rooms with different lighting
schemes on several criteria including spaciousness. Levels of light ranged from
about 100 to 1000 cd/m2. Amount of light correlated at r ¼ 0.27 with judged
spaciousness. Kirschbaum and Tonello (1997) also had people rate an office
in terms of spaciousness under different amounts of light (280e1235 cd/m2).
It was reported that 13% of the variance in judgments of spaciousness could
be attributed to amount of light. Inui and Miyata (1973) also collected data
on lighting as well as room size. Light levels ranged from 5 to 500 cd/m2. A
1.4 Occlusion
Imamoglu (1973) had 90 participants rate spaciousness for a room with 3 dif-
ferent amounts of furniture. Judged spaciousness and percentage of floor cov-
ered by furniture correlated at r ¼ 0.54.
1.7 Other
Finally, still other possible determinants of spaciousness in landscapes, includ-
ing boundary height, boundary variation, soil texture, isolated elements in
space, light, and coming from small or large spaces for landscapes, were re-
ported by Coeterier (1994).
1.8 Variables
The dependent variable (the effect we intend to produce) in this article is
spaciousness. Spaciousness, as the OED has it, is ‘of vast, large, or indefinite
superficial extent or area, widely extended, extensive’. The independent
variables (causes) were three properties of the environment: total floor area,
occlusion, and light. Based on the literature summarized above, it was
expected that:
The scientific support for the Rosetta Stone measuring system consisted of 277
studies, over 12 000 stimuli, and over 41 000 people (Stamps, 2000). Applica-
tions for the creation and review of research are given in Stamps (1997a,b,
2002). The actual mechanics of the overall research design require, necessarily,
technical jargon that is beyond the scope of this article. For readers interested
in implementing these standards, the three basic references are Rosenthal and
Rosnow (1991), Cohen (1988), and Hedges and Olkin (1985).
For measuring scales, the present work utilized semantic differential responses.
In this method, participants rate a stimulus using pairs of verbal anchors such
as ‘not spacious’ and ‘spacious’. In the present experiments the ratings range
from 1 (not spacious) to 8 (spacious). Semantic differential scales have been
used extensively to measure feelings. For a review of 40 relevant studies
with 7168 respondents and 1768 stimuli please see Stamps (2000, pp.
71e85). Many other measuring processes are, of course, possible. However,
a review of studies covering 1150 stimuli indicated that many common
methods of scaling (ratings, rank orders, qsorts, physically placing stimuli
on a table, raw score, comparative judgment, true score, and signal detection
theory) generated findings which correlated at r ¼ 0.99 (0.05 CI ¼ [0.99, 0.99])
(Stamps, 2000, pp. 98e101). It may also be possible that ratings data should
not be used as dependent variables in the general linear model because ratings
data are not interval-scaled. However, Zimmerman and Zumbo (1993) found
that the power of parametric and nonparametric tests were virtually identical
even for n values as small as 10. Consequently, it is likely that the use of other
scaling methods will have minor effects on the results, and so the simplest
method d semantic differential scaling d was used.
Other possible aspects of the overall research design include viewing condi-
tions such as size of presentation room, viewing distance, ambient light levels,
time of day, time stimuli were displayed, alternate presentation orders, or
other conditions under which the stimuli were shown. These aspects were
not held constant because previous studies indicate that psychological
responses to environments can be replicated without controlling for these con-
ditions. In one pair of experiments, preferences were obtained for the same 13
scenes but using different participants, different locations, different viewing
conditions, different viewing orders, and different scaling methods (Stamps,
1992). The preferences between the two replications correlated at r ¼ 0.90.
In another experiment on preferences for 35 houses, two sets of responses
Overall, therefore, the research design was a formal factorial experiment, the
measuring system was reporting effect sizes, and the measuring instrument
consisted of semantic differential ratings. These protocols were used because
extensive previous research indicates that they (a) generate highly reproducible
results, and (b) do so in a very cost-effective manner.
2.1.2 Environments
Choice of media is often an issue in design studies. For example, the École des
Beaux Arts often conjures visions of huge ink and water color wash elevations
of classical buildings. These boards were used in the year-end jury to decide
who would and who would not graduate. However, the reason why these
boards were all elevations is generally not well known. Students were present-
ing their projects using perspectives, and the faculty of the École was con-
cerned that the effect of the medium might be influencing judgments
regarding the merits of the project per se. Accordingly, on 14 January 1868,
the faculty eliminated perspective renderings from the jury (Silvergold,
1974). More recently, in the 1970s and 1980s, empirical research was done
on the question of how various media influence judgments of affective re-
sponses to environments. Based on findings from 1215 environments and
4200 people, emotional responses to static color images were much better pre-
dictors of the same responses to actual environments than black and white
sketches (Stamps, 1993, 2000). In addition, responses to static color images
correlated at r ¼ 0.83 (n ¼ 185 scenes, 0.05 CI ¼ [0.79, 0.87]) with responses
obtained on-site (Stamps, 2000, pp. 101e113). Palmer and Hoffman (2001) ex-
tended the analysis to include 470 scenes. The revised estimated effect size was
r ¼ 0.78 (0.05 CI ¼ [0.73, 0.82]). The conclusions seem to be that (a) responses
to static color images of environments are strong predictors of responses
obtained in actual environments, and (b) the current issue on media is not
In order for the static color images to predict responses to actual environ-
ments, care must be taken to make the images as accurate as possible. Images
used in this article were created in a professional CAD program (Microsta-
tion). Use of professional CAD programs is recommended for the following
reasons: (a) the resulting environments can be built (no Escher-type geometric
impossibilities), (b) the environments can be designed to meet precisely the re-
quirements of scientific experiments, (c) all dimensions are in real-world units,
and (d) lighting is also specified in real-world units (cd/m2) that can be ren-
dered with both ray-tracing and radiosity.
In the static images it is necessary to select station points. Moreover, for scien-
tific purposes, this selection must be done in an unbiased procedure. The pro-
cedure used in this article was to calculate amount of floor area visible for each
point in a 50 50 cm grid and select the location with the least, average, and
most visible floor area in each room. Floor areas were calculated using the
mathematical concept of the isovist. A review of isovists and the ways to cal-
culate 25 of their properties, covering over 15 000 examples, is given in Stamps
(2005). Once the station points with the minimum, average, or maximum
visual floor area were identified, it was necessary to pick a direction of view.
In this experiment, the direction of view was chosen to maximize the amount
of visible area. Figures 2 and 3 illustrate these ideas.
The venue for the present study consisted of museum galleries. Floor plans are
shown in Figure 4; black and white versions of the images are shown in Figures
5 and 6. The overall shape was a randomly constructed convex hull with seven
sides. There were two sizes of floor area: 77.5 and 155 m2. All walls were 5 m
high. Half the rooms were open; the other half had three partitions in each
room. Lighting was designed to provide either 300 or 600 cd/m2 at floor level.
Station points and directions of view for the minimum, average, and maximum
visible floor areas were calculated as described above.
For scientific readers, the experimental design was a factorial of horizontal size
(77.5 and 155 m2) by occlusion (absent, present) by light (300 and 600 cd/m2),
with three views within each cell (minimum, average, and maximum visible
floor area), for a total of nstim ¼ 24.
2.1.3 Participants
The required number of respondents was determined using statistical methods
(Cohen, 1988, p. 413). Calculations indicated that, with 24 stimuli, only 6 re-
spondents would be sufficient to achieve the desired levels of alpha and beta
errors. Participants were undergraduate engineering students. There were
26 respondents, of whom 21 were males, 3 were females, and 2 did not state
sex. Average age was 20.9 years (SD ¼ 3.6 years).
2.1.4 Task
Stimuli were presented in a Power Point show during a class. Two warm-up
images were shown to help respondents calibrate their responses; then each
stimulus was shown. Stimuli were shown until all respondents finished their re-
sponses. Average presentation time was about 20 s. Presentation order was
randomized with respect to the independent variables.
2.2 Results
This experiment addressed the following research questions: (a) How strongly
did floor area influence impressions of spaciousness? (b) How strongly did
amount of light influence impressions of spaciousness? And (c) How strongly
did inclusion of interior partitions influence impressions of spaciousness?
Figure 7 shows the contrasts and Table 1 lists their numbers. Doubling the
floor area increased the perceived spaciousness by d ¼ 0.54. Doubling the light
from 300 to 600 cd/m2 increased perceived spaciousness by d ¼ 0.40, while sub-
dividing the room with partitions decreased the perceived spaciousness by
to export the CAD model from Microstation into an OpenGL game engine.
This can be done with Visual Basic for Applications (VBA) that ships with
Microstation and, I believe, also ships with AutoCad. VBA will export the sur-
face geometry, but each surface also has to be textured with a bitmap. In order
to preserve the real-world lighting, this means each surface has to be rendered
in Microstation, and then each bitmap has to be attached to its surface in the
game engine. Rendering each surface separately turned out to be the time-
consuming part of creating the VR models. Altogether, it took about a day
to convert each room from the static to the dynamic medium. Figure 8 shows
one stimulus as shown in the static condition (top), and a screen shot of the VR
model (bottom). The result of this process was a set of eight VR models, with
one model corresponding to each cell in the factorial experimental design of
horizontal size (small, large) by light (dim, bright) by occlusion (absent,
present).
The column ‘Floor plans’ lists which stimulus belongs to each level of each factor. Thus, ‘O’
refers to floor plan (stimulus) O. Please see Figure 3 for the floor plans. d is the standardized
mean contrast between two groups of stimuli; r is d converted into a correlation.
3.1.2 Participants
Eighteen participants were selected by a commercial survey research firm. The
respondent sample was balanced for sex (nine and nine) and political affiliation
(six liberals, six moderates, and six conservatives). Average age was 49.2 years
(SD ¼ 20.1 years). Occupations ranged from clerical and sales to teaching
and law.
3.1.3 Task
The VR models were presented in a laptop data collection program (Stamps,
2004). Use of this program greatly facilitated the analysis by guaranteeing
complete data and by eliminating possible transcribing errors. In order to
help the participants learn how to use the virtual realities, they were first given
a demonstration program. This program explained how to move around the
virtual reality model and how to record responses. Participants practiced until
they felt comfortable with the controls. The stimuli were then shown on a lap-
top computer. Locations and viewing directions were recorded at intervals of
1 s to permit subsequent time and motion analyses. Presentation order was
randomized with respect to the independent variables. Each stimulus was
3.2 Results
The time and motion data were first plotted to see if the participants made use
of the dynamic capabilities of the VR. Paths taken by all participants for one
room are shown in Figure 9. Each arrow indicates a position and view direc-
tion at a temporal interval of 1 s. Each participant did, indeed, utilize the dy-
namic features of the VR, albeit in different ways. Some just spun about (the
wagon wheels in the figure); others wandered around and looked behind the
partitions before making spaciousness judgments. One interesting point that
is not apparent in Figure 9 is a possible gender difference in exploration strat-
egies. In the original figure, sex was coded in color, and it was apparent that
most of the wagon wheels were paths taken by females, while the extended ex-
ploratory paths were made by males. The participant sample was too small to
analyze this difference, but it may be interesting for future researchers to con-
sider possible demographic differences in exploration strategies.
The main result from this study is the correspondence between spaciousness as
evaluated in the VR model and spaciousness as evaluated in the same scene
shown in three static images (minimum, average, and maximum visible
area). The mappings between the two sets of stimuli are shown in Table 2.
Thus, the rated spaciousness for the VR models with small floor areas was
compared to the average rated spaciousness of static images OUJ, RDN,
WQL, and VAG. Likewise for the other contrasts. The correspondence
The column ‘Floor plans’ lists which stimulus belongs to each level of each factor. Thus, ‘O’
refers to floor plan (stimulus) O. Please see Figure 3 for the floor plans. d is the standardized
mean contrast between two groups of stimuli; r is d converted into a correlation.
The VR models also replicated the findings for the contrasts obtained from the
static images. Figure 10 shows the plots and Table 2 shows the numbers. Light
had an almost identical effect in both media (d values of 0.40 and 0.39). Floor
area and occlusion had the same effects in both experiments: larger rooms were
perceived as more spacious, as were lighter rooms, but the effect sizes were sub-
stantially larger when obtained via VR models.
4 Discussion
4.1 Specific findings
The work described in this article addressed four questions: (1) How strongly
did sheer size (represented as floor area) influence impressions of spaciousness?
(2) How strongly did occlusion (represented as the presence or absence of in-
terior partitions) influence impressions of spaciousness? (3) How strongly did
amount of light (represented as cd/m2) influence impressions of spaciousness
And (4) did the medium of dynamic, virtual reality models generate different
conclusions from data obtained from static, colored images?
4.1.2 Occlusion
The effect of occlusion d in the present experiments, partitions d deceased
the apparent spaciousness of the rooms. The effect sizes were d ¼ 0.46 (more
than a street tree) in the first experiment and 1.37 (more than a mountain)
in the second experiment. This is consistent with the findings reported by
4.1.3 Lighting
Effects of lighting on perceived spaciousness were the same in both experi-
ments. Doubling the light from 300 to 600 cd/m2 increased perceived spacious-
ness by d ¼ 0.39 (the same effect achieved by adding trees to a street). These
findings are in accord with findings by Martyniuk et al. (1973), Kirschbaum
and Tonello (1997), and Inui and Miyata (1973). The design application is
that, even if floor area is fixed, designers can make a room appear larger or
smaller by adjusting the ambient level of light.
Overall, therefore, larger spaces are, indeed, judged to be more spacious than
smaller spaces. However, according to the data, so are open spaces vs. spaces
divided by partitions or lighter spaces vs. darker spaces. The implications
seems to be that, when confronted with a design program calling for the effect
of being more spacious, the designer has the alternatives of (a) making the
space bigger, (b) eliminating internal partitions, or (c) increasing the amount
of ambient light.
4.1.4 Media
On the media question, the relevant datum is the correlation of spaciousness
responses obtained with static, color images vs. responses obtained with dy-
namic, virtual reality models. For the environments in this study, the correla-
tion was r ¼ 0.79. This correlation is close to the correlation calculated for
affective responses obtained for static color images vs. on-site evaluations
(r ¼ 0.78; Palmer and Hoffman, 2001). Inspection of Tables 1 and 2 reveals
that both methods generated the same conclusions: rooms with larger floor
areas, no occlusions, or more light were perceived as being more spacious
than were rooms with smaller floor areas, occlusions, and less light, regardless
of the simulation medium. These findings have a practical implication for any
designer or researcher who is considering using dynamic media in the design
process. Creation of accurate virtual reality models is a labor-intensive and
hence costly operation. If static color images produce the same results as
VR models, then perhaps the VRs are not cost effective. For instance, when
creating the VR models for experiment 2, the design was done by rendering
each space from three station points. Each rendering took less than a minute,
so numerous design options could be explored. Exporting the designs to the
VR game engine took a day for each room, which is clearly too long a cycle
to support interactive design. On the other hand, for presentation purposes,
the VR models have been quite effective. In the author’s professional practice,
clients were captivated with the models and spent a considerable amount of
time playing in them. The media decision, of course, will have to be made
by each designer who best knows the available resources and whether the cli-
ents are willing to pay for VR presentations.
5 Summary of findings
This article presented two studies on the following questions: (a) which phys-
ical properties of environments influence impressions of spaciousness? and (b)
does it make a difference whether the environments are shown as static images
or as dynamic virtual reality models? Study 1 indicated that, for the factors of
floor area, occlusion, and light, impressions of spaciousness could indeed be
modified without recourse to making larger spaces. Study 2 indicated that,
with appropriate choice of viewpoints, findings regarding spaciousness ob-
tained from static simulations corresponded highly with findings obtained
from virtual reality models.