Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Communications of the ACM
Interaction relabelling and extreme characters: methods for exploring aesthetic interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Illuminating clay: a 3-D tangible interface for landscape analysis
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Life-sized projector-based dioramas
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Shader Lamps: Animating Real Objects With Image-Based Illumination
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Drawing marks, acts, and reacts: Toward a computational sketching interface for architectural design
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
I/O brush: drawing with everyday objects as ink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting configurability in a mixed-media environment for design students
Personal and Ubiquitous Computing
Cabinet: merging designers’ digital and physical collections of visual materials
Personal and Ubiquitous Computing
Material light: exploring expressive materials
Personal and Ubiquitous Computing
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
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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.