Exploring the usability and creativity enhancement of augmented reality in additive manufacturing-based product design

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Jinxue Cui , Fabrice Mantelet , Camille Jean , Ruding Lou , Frédéric Segonds
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Abstract

Augmented Reality (AR), a technology that overlays digital content onto the physical environment, holds promise for enhancing creativity and usability in product design education. However, despite the advantages of Additive Manufacturing (AM) in enabling complex and customizable designs, designers often struggle to grasp its abstract principles. Grounded in theories of immersive learning and multimodal visualization, this study investigates whether integrating AR visualization can facilitate better understanding and stimulate creativity in AM education. A controlled experiment was conducted with 34 master's students in product design, randomly assigned to either an AR-based learning group or a traditional card-based learning group. Participants engaged with AM principles through either an interactive AR application featuring manipulable 3D cube models or static information cards. Usability perceptions and creativity of design outputs were assessed respectively through structured questionnaires and expert evaluations by five domain specialists. Mann–Whitney U tests, appropriate for non-normally distributed data, revealed that the AR group reported significantly higher usability ratings and produced more original design outcomes compared to the card-based group. These findings demonstrate that AR-based educational tools can directly improve the usability and creative engagement of students in learning AM principles. This study contributes to advancing the understanding of how immersive technologies can be effectively integrated into design education to foster both practical skills and innovative thinking.
探索增强现实在基于增材制造的产品设计中的可用性和创造力增强
增强现实(AR)是一种将数字内容覆盖到物理环境上的技术,有望提高产品设计教育的创造力和可用性。然而,尽管增材制造(AM)在实现复杂和可定制设计方面具有优势,但设计师往往难以掌握其抽象原理。在沉浸式学习和多模态可视化理论的基础上,本研究探讨了在AM教育中整合AR可视化是否能促进更好的理解和激发创造力。我们对34名产品设计专业的硕士生进行了一项对照实验,他们被随机分配到基于ar的学习组和传统的基于卡片的学习组。参与者通过具有可操作的3D立方体模型或静态信息卡的交互式AR应用程序参与AM原则。通过结构化问卷和五位领域专家的专家评估,分别评估了设计产出的可用性感知和创造力。适用于非正态分布数据的Mann-Whitney U测试显示,与基于卡片的组相比,AR组报告了更高的可用性评级,并产生了更多的原创设计成果。这些发现表明,基于ar的教育工具可以直接提高学生在学习AM原则方面的可用性和创造性参与。这项研究有助于促进对沉浸式技术如何有效地融入设计教育的理解,以培养实践技能和创新思维。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
7.80
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