Hostname: page-component-74656f9884-j7cmm Total loading time: 0 Render date: 2026-11-07T05:54:00.352Z Has data issue: false hasContentIssue false

A tangible design tool for sketching materials in products

Published online by Cambridge University Press:  17 June 2009

Daniel Saakes
Affiliation:
ID-Studiolab, School of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands
Pieter Jan Stappers
Affiliation:
ID-Studiolab, School of Industrial Design Engineering, Delft University of Technology, Delft, The Netherlands
Rights & Permissions [Opens in a new window]

Abstract

Industrial designers make sketches and physical models to start and develop ideas and concept designs. Such representations have advantages that they support fast, intuitive, rich, sensory exploration of solutions. Although existing tools and techniques provide adequate support where the shape of the product is concerned, the exploration of surface qualities such as material and printed graphics is supported to a much lesser extent. Moreover, there are no tools that have the fluency of sketching that allow combined exploration of shape, material, and their interactions. This paper evaluates Skin, an augmented reality tool designed to solve these two shortcomings. By projecting computer-generated images onto the shape model Skin allows for a “sketchy” tangible interaction where designers can explore surface qualities on a three-dimensional physical shape model. The tool was evaluated in three design situations in the domain of ceramics design. In each case, we found that the joint exploration of shape and surface provided creative benefits in the form of new solutions; in addition, a gain in efficiency was found in at least one case. The results show that joint exploration of shape and surface can be effectively supported with tangible augmented reality techniques and suggest that this can be put to practical use in industry today.

Information

Type
Research Article
Copyright
Copyright © Cambridge University Press 2009
Figure 0

Fig. 1. Ashby's model visualizes the interactions between shape, material, (manufacturing) processes, and function in mechanical engineering. When selecting a material all of the other aspects must be taken into account.

Figure 1

Fig. 2. (Top) A collection of samples on a designers' desk. (Bottom) Two moodboards used for exploring product expression in a nonverbal way. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 2

Fig. 3. The Skin setup consists of an object table, on which objects are illuminated with computer generated light, and a material palette for browsing and mixing visual materials. Physical materials are captured in real time with a video camera. Skin is designed to support small groups of designers in exploring and generating product concepts. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 3

Fig. 4. The object table consists of a projector mounted beneath the table, and it projects computer generated light, through a mirror, on objects on the table. The surplus light around the objects is masked with a second light source, for instance, the light from an outside window, which washes out the light generated by the projector. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 4

Fig. 5. In Skin (1) the digital images are browsed and scaled with a paddle controller. (2) Physical materials are manipulated under a camera and scaled and tiled with a second paddle controller. (3) The color black is made transparent, and the captured physical images are superimposed over the digital materials. (4) The combined image is projected on the model. The model can be moved and oriented freely on the table in order to explore the interactions of shape and material. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 5

Fig. 6. Examples of “skinned” objects. (Left) An object with a digital pattern. (Center) A physical material and the object skinned with both the digital pattern and the physical material. Notice the deformation in the circle patterns. (Right) Two examples of object manipulation that alter the location and orientation of the projected pattern. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 6

Fig. 7. (Top) A large sculpture in the shape of a Roman helmet for the Dutch embassy in South Africa, skinned with a projected marble pattern. (Top right) P.v.d.N. and H.v.B. holding the paddle controller. (Bottom) P.v.d.N. (standing) and H.v.B. (sitting) and the statues: “afterwar delight” colored with an off-the-shelf painting tool using the statue as a canvas. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 7

Fig. 8. The design team working with Skin. (Top right) A photo of an augmented bowl, and (bottom) the glazed end result. (Bottom left) Contact sheets with photographs of the concepts they created during the workshop. The designs were painted and fired directly from these contact sheets. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 8

Fig. 9. (1) In the design of tailor-made Delft blue earthenware the layout and artwork is discussed in a meeting. (2) Then, based on a verbal description, a painter draws the design on a plate. (3) Several iterations between these two steps are often necessary before the design is finalized and glazed. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 9

Fig. 10. The Bluebrush panel consists of a tangible, dedicated interface for designing Delft blue earthenware. The left side of the panel houses slots for media, and the right side of the panel houses various controls to manipulate the media. Media are loaded into a layer by inserting a token (right) into the corresponding slot. There are tokens for the various media types: images captured with a webcam, texts, and collections of images, for instance, from a USB flashdrive. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 10

Fig. 11. With Bluebrush the various design decisions are now (1) visualized during the meeting and projected onto a physical plate. (2) A photograph of the augmented plate serves as a design assignment for the painter, who will transform the “sketch” into (3) a typical Delft blue style plate. [A color version of this figure can be viewed online at journals.cambridge.org/aie]