Building models in AR

How can AR interaction be a new design tool for architectural designers?

My role

AR design prototyper

I started with identifying the problem and goal, followed by conducting the contextual inquiry. Next, I sketched out the ideation and framed the scope by thinking about the potential constraints and essential functions. Moving forward, I conducted a competitive analysis and built a paper prototype and a lo-fi prototype to test out ideas.

Duration

Oct 2021 - Nov 2021 (1 mo)

Tools

Lens Studio, Museum cardboard, Laser cutter, Adobe Suite (Premiere, After Effects, Photoshop, Illustrator)

Key points

  • Conduct the problem statement, competitive analysis, and scoping of the project.

  • Ship the design from sketching, and lo-fi prototype to hi-fi prototype with takeaways that came up along.

  • Create a demo video using Lens Studio’s AR filter to deliver the design.

 

 

Demo

 

 

Problem statement and Goal

How can AR interaction be a new design tool for architectural designers?

Tools help design. While we sketch with pencils, we can color with crayons. While we create gradients with watercolor, we can create texture in oil paintings. Now, it is time to embrace the virtual world, and I believe a new tool will again facilitate, creating the next fascinating design.

The new tool I am thinking of is augmented reality. While architecture is the spatial design in the physical world, virtual reality is the spatial design in the digital world. Augmented reality can be a bridge between the physical and digital worlds, and the common thinking of space design can be implemented into the new tool to help both fields.

-> Use AR to advance the architecture design process

 

 

Ideation

  • Users can import new objects to the projected virtual model by grabbing the physical content from the world space.

  • When users use hand gestures to extrude the physical wall, AR can show the render of the result to experience.

 

 

Scope framing

Possible Constraints

  1. Hard to distinguish between physical and virtual contents

  2. Hard to create an intuitive hand gesture for both physical and virtual contents

  3. Hard to track and work on a changing scene


Essential function

  1. Import virtual contents to the projected 3D models from the physical contents

  2. Modify the physical space by hand gesture and view the render in AR

  3. Annotate on the world space in AR

 

 

Competitive analysis

HTML Table Generator
View in the world space Tools in AR Tools in VR Recognize physical contents Interact with physical contents
Morpholio Trace O X X
Arkio O O O X
magicplan X O O
 

 

Design process + Takeaways

Lo-fi paper prototype phase 1

Takeaways

  1. Too many buttons on the hand-tracking menu.

    -> Simplify the menu and enlarge the buttons

  2. Hard technically to identify physical content by framing with clicks.

    -> Select the physical item by drawing with brushes

  3. Filming with different applications and devices caused color inconsistencies.

    -> Use the same application while prototyping

Lo-fi prototype phase 2

Takeaways

  1. Hard to make the gesture right to be detected.

    -> Simplify the gesture thinking about user’s body

  2. Hard to accurately manipulate the content and add content

    -> Add more tools to support instead of only using hands

  3. Users are not sure what to do next.

    -> Add more hints and tooltips.

 

 

Core Interactions

 

 

Implementation

  1. Physical model: Museum cardboard and Laser cutting

  2. Marker: Adobe Illustrator

  3. Icons: Adobe Illustrator

  4. Video editing: Adobe premiere and after effects

  5. User interface: Adobe XD

  6. AR filter: Lens Studio

    • Image tracking - project marker-based 3D models

    • Hand tracking - hand menu and cursor

    • Object controller script - manipulate virtual contents

    • Clone - turn the physical content virtual

    • Speech recognition - voice typing

    • Behavior script - interaction

 

 

Next steps

  1. Let multiple users collaborate synchronously.

  2. Let users have more control over the virtual content.

  3. Optimize the interaction to correctly selected the object in the physical world.


Challenges and learning

At first, I thought my features might be unrealistic due to the limited techniques. However, after getting advice during office hours and browsing online, the existing sources blew my mind. Among all the sources, I found three topics especially interesting. Also, while trying these, I realized that light and the detection factor are critical.

The first topic is persistent AR, placing a digital layer on the world space, allowing developers to locate the virtual content or data in the real world. The second one is machine learning and physical object detector. Amazingly, Google has provided a machine-learning template for users to train the model and use it in Lens Studio. The third one is a clone. Fritz AI is a talented lens creator, and I found he is using AI to copy and paste 2D and 3D objects from the world space to virtual space.

I found that color is hard to detect, and we should avoid having the symmetry marker. I’ve tried a gradient color one and a big, bold M with a thick frame, but they did not work well. Another thing I realized is that when I was trying my prototype, my hand’s shadow seriously affected the detection.

All in all, I learn a lot in the prototyping process. I am glad to hone my prototyping skills and found so many sources to learn.

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