Questionnaire Analysis

As I distributed the questionnaire mainly on social media platform, I am expecting to collect more results from people aged between 18 to 30. People from this age range are generally more exposed to new gadgets and technology comparing to people who are above the age range. Hence, I am able to receive a more constructive and effective results from distributing the questionnaire to social media platform.

As a consequence, the participants are largely made up of students. However, due to my keen to discover more opinion from the industry, I have given out my survey in an architecture forum namely, Archinect.com. Therefore, the results shows that 18% of the participants are major in architecture and design industry while 68% of them are students.

To discover the awareness of the public towards immersive multimedia and AR technology, I have developed a question to examine the knowledge of the participant about it. Knowing emerging trend of Immersive Multimedia among the society, I included the term Immersive Multimedia into the question. The result is much predictable as the technology is currently still in development.

By investigating the source that people get their AR related information from, I got that besides from the "others" option, most people get their information on websites and Facebook. As Facebook allows users to share and post information on their platform easily, it is expected to see that large amount of people would get the information on Facebook. On the other side, with the widely usage of Google nowadays, it is no surprise to see people receiving AR information from any websites. However, there are 38% of participants has chosen "others" where their sources of AR information are in wide range, including friends, exhibitions they came across and their previous academic researches. From what the result shown, it is certain that with the advance of information sharing approach, people could possibly getting particular information from anywhere. Hence, the result has proven that the issue of publicizing AR technology can be solve with ease of effort.

In conjunction on getting the source of AR information, I tend to develop it further by investigating which particular sector is the information related to. From the result, I am able to define where AR is most widely applied in and discover the reason behind its application. The result happens to be expected as gaming industry is the most popular of AR application among others. This is mainly due to the ability of giving an immersive experience to the users by AR which is rapidly accepted by the users because of the cutting-edge features. In another way, the result shows that architecture and education being follow up positions. This result has proven that the implementation of AR into both sectors are initially effective.
To collect a more in depth primary data and information, I have developed long answer question for the survey. In terms of investigating public opinion regarding to the impact of AR application in architecture and design, the results shows that majority of the respondents are having a positive attitude towards the subject. It can be said that AR is much feasible for the architecture and design industry especially on developing understanding of projects with the client. The result successfully proves that with AR technology, the client could further understand the ideas of the designers although they do not have any particular knowledge in architecture and design.
Questiuonnaire
Analysis