中文

Reshaping Craft Learning: Insights from Designing an AI-Augmented MR System for Wheel-Throwing

Design Technology Research

Project Source

ACM Designing Interactive Systems Conference 2025

Collaborators

Steve Peiyu Hu, Dina El-Zanfaly

Project Year

2024-2025

The growth of media technologies and maker culture has expanded craft learning from instructor-guided models to diverse self-directed approaches. However, mastering crafts such as ceramics remains challenging due to their embodied nature and the difficulty of tacit knowledge transfer. While Mixed Reality (MR) and Artificial Intelligence (AI) have supported embodied task learning, their application in craft remains underexplored. We present an AI-augmented MR ceramic guiding system to investigate the interplay between these technologies and craft practices, including how they influence instruction design, shape user perception, and transform learning contexts. Our system provides immersive multimedia instruction and real-time shape-based feedback using computer vision and large language models (LLMs) to guide learners in wheel-throwing on a pottery wheel. Through a Research-through-Design process, we co-designed and evaluated the system with twenty novices and experienced ceramic practitioners. We offer design insights for AI-MR craft learning systems and identify opportunities to extend their application to creative, collaborative, and broader craft-making scenarios.
The projects overview

BACKGROUND

Craft learning has expanded from traditional in-person instruction to various forms of remote and self-directed learning and practice, allowing a broader audience to explore craft at different skill levels.

However, achieving mastery remains difficult due to the challenge of acquiring tacit knowledge:

  • complex and nuanced coordination of body, material, and tools (somatic);
  • reflection on ”critical incidents” in complex craft processes characterized by “workmanship of risk” (relational);
  • the social dynamics of instructor-learner models in studio environments (collective).
Our solution.

RESEARCH QUESTIONS

What does the interplay between AI-augmented Mixed Reality systems and embodied craft practices reveal about the evolving roles of systems, learners, and practitioners?

  • (RQ 1) How does the interplay between AI-augmented MR technology and the embodied nature of craft learning influence the design of instructions?
  • (RQ 2) How do novice and experienced ceramicists perceive the system’s ability to support craft learning, and how do they envision its role in future practice?
  • (RQ 3) What broader impacts emerge as AI-MR systems and craft practices co-evolve to challenge existing roles and processes in craft practice?

METHOD

Research-through-Design.

To explore our research questions, we adopted a Research-through-Design approach comprising three phases: formative study, system design, and user study.

Formative Study

On-site study of the ceramic learning process.

On-site study of the ceramic learning process: (a) Outcomes from our immersive ceramic learning in the studio; (b) Interaction between learners and instructors during an ethnographic study session.

Schematic diagram of each step in wheel-throwing.

Schematic diagram of each step in wheel-throwing: The entire process is divided into the following steps: (1) Setup: Anchoring the clay. (2) Centering: Ensuring the clay is balanced on the wheel. (3) Opening: Creating the initial cavity. (4) Pulling Up: Raising the walls to the desired height. (5) Shaping: Creating specific shapes, such as the neck for vases. (6) Finishing: Removing the completed piece from the wheel.

Overview of the system design process across three phases.

Overview of the system design process across three phases: identifying research gaps through a literature review and formative study, defining design goals, and developing the system.

System Design

The ceramics guiding system comprises two main components.

The ceramics guiding system comprises two main components: hardware and application. The hardware includes a pottery wheel, a webcam, and a Quest 3 headset as the display device. The software modules consist of a Python script for processing the detected shape and generating instructions via the OpenAI API, a piggybacked XRHand package for gesture recognition and guidance, and C# scripts for managing the learning process, including backend logic and the frontend user interface.

Novice system’s UI and functionality.

Novice system’s UI and functionality. Left: UI diagram for novices: (1) Instruction panel displaying all text-based instructions for the current step. (2) Hand and clay holograms for reference and imitation. (3) A progress bar to track learning progress. (4-6) Optional panels for video playback, tips, and voice command listings. Right: In-situ demonstration of system functionality in headset: (a) Gesture imitation with text-based instructions. (b) Video and tips-based guidance. (c) Rule-based correction using hands and tools. (d) Summary with scores and suggestions for the next session.

Experienced system’s UI and functionality.

Experienced system’s UI and functionality. Left: UI diagram for experienced users: (1) Instruction panel displaying all text-based instructions. (2) Optional hand and shape holograms for skill refreshment. (3) Optional shape comparison panel to track the current clay shape. (4) Optional shape score bar indicating progress. (5) Optional panel displaying all available voice commands. Right: In-situ demonstration of system functionality in headset: (a) Practice goal and reference panels; (b) Recalled gesture hologram for skill review; (c) Multimodal suggestions with text, audio, and holograms; (d) Color-coded shape guidance.

FINDINGS

ThemeSub-themeDescription

Tensions Between Virtual Instruction and Physical Environment

Video and Hologram as a Compound View for Embodied Craft Learning in MR

  • Gesture holograms supported understanding of hand actions.
  • Shape holograms helped with goal identification and progress tracking.
  • Holograms lacked detail and felt overly mechanical.
  • Videos provided richer detail and tacit cues for novices and skill refresh for experienced users.
  • Cross-referencing videos and holograms supported spatial understanding and error correction.
MR as Both Assistance and Obstacle in Physical Environments
  • MR enabled direct engagement with materials beyond screen-based instruction.
  • Novices felt urged to interact with holograms, sometimes damaging in-progress work.
  • Participants struggled to perform precise actions while interpreting spatial instructions.

System Workflow’s Impact on Craft Knowledge Transfer

Immersion Is Beneficial but Constrained by Skill Discrepancies

  • Step-by-step workflow was immersive but fragile to real-world mismatches.
  • Fixed prompts and criteria were difficult to adapt to individual progress.
Autonomy for Craft Knowledge Acquisition
  • Autonomy allowed participants to customize progress.
  • Novices gained freedom for trial and error but risked skipping critical steps.

Need for In-Situ and Personalized Instructions Beyond Shape-Based Feedback

  • Instructions lacked personalization and contextual grounding.
  • Feedback focused too narrowly on shape-based evaluation.
  • Participants desired more proactive guidance.

Perception on System’s Roles and Use Scenarios in Craft Learning

When and How to Use the System
  • Valuable for early-stage learning and skill development.
  • Well suited for hybrid learning and post-instruction practice.
  • Enabled scalable, personalized instruction for instructors.
  • Acted as a mediator between learners and instructors.
  • Potential uses include social activities, professional training, and production assistance.
Comparison Between the System and Human Instructors
  • Excelled as a knowledge repository supporting asynchronous instruction.
  • Lacked ability to convey tacit knowledge, physical intervention, emotional support, and adaptive responses.

Improvisation Is Limited by the Nature of Wheel Throwing and Skill Levels

  • System offered limited space for improvisation across skill levels.
  • Novices improvised unconsciously when struggling with steps.
  • Experienced users felt constrained by task rigidity, habits, perfectionism, and physical limits.

DISCUSSION AND IMPLICATIONS

ThemeSub-themeDescription

Insights from System Design: Effective Strategies and Opportunities for Refinement

Designing for Craft Learning with Immersion in MR: Restoration, Reconstruction, and Augmentation

  • Restoration: Interprets and organizes real-world instructions.
  • Reconstruction: Supports user-controlled replay.
  • Augmentation: Enables compound views and gamification.

Designing Instructions in MR: Detail and Hierarchy

  • Provide detailed, context-aware instructions.
  • Organize instructions hierarchically, drawing on active and passive studio workflows.
  • Opportunities include real-time feedback at critical moments, metric visualizations, collaborative learner input, and intent-based adaptive AI support.

Designing More Effective Communication Features in AI-MR: Modalities and Emotion Support

  • Use metaphor-based language, coherent multimodal guidance, and emotional feedback.
  • Opportunities include AI-generated context-specific instructions, diverse gesture datasets, and systematic evaluation of emotional feedback in AI-MR interactions.

Insights Beyond Design Expectations: Emerging Patterns and Implications for Future Design

Designing Spatial and Motor Experience in MR: Instruction Distribution and Body Engagement

  • Hologram placement interfered with practice, while limited field of view and physical constraints hindered instruction.

  • Integrate haptic feedback and structured spatial design to support crafts involving full-body movement.

Designing for Personalized Craft Learning in AI-MR: Bridging Skill Differences and Growth

  • Balance adaptive personalization with standardized processes.
  • Leverage AI to address horizontal skill gaps and support vertical development in tacit knowledge and design judgment.

AI-MR Systems Beyond Learning: Creation and Collaboration in Craft Making

Towards a Creative Craft Support System

  • Support the shift from unconscious to conscious improvisation to foster practitioner growth.

  • Use AI to detect and encourage meaningful deviations as guided experimentation for creation.

Evolving Roles and Speculative Applications of AI-MR in Craft Practice

  • Shift from human–human instruction to human–agent collaboration as AI empowers MR systems with greater agency.

  • Position the system as a collaborator with variable agency across educational, professional, and leisure contexts.

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