A Scaffold-Based Tool for Product Design Variations in Virtual Reality
DOI: https://doi.org/10.1145/3706598.3713816
CHI '25: CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, April 2025
Product design is an iterative process involving several kinds of drawing techniques. Analytic drawing, which involves the use of guidelines or scaffolds to draw the object's shape curves, aids in achieving precision and accuracy. Freehand drawing allows designers to add details without guidance. The set of scaffold, shape, and detail curves are heavily interrelated. As a result, once a draft set of curves is completed, modifications are extremely difficult. This impedes iterative exploration.
We propose to use scaffold manipulation in virtual reality to assist designers in exploring and modifying their product designs. Our key insight is that the same scaffolds designers create for analytic drawing provide an intuitive set of handles. Given a scaffolded 3D product sketch as input, our VR-based system allows designers to directly manipulate the scaffold lines and add detail strokes in any order. Whenever scaffold lines are edited, our system solves for a scaffold line configuration that preserves inter-scaffold relationships. The shape and detail curves are then deformed to match the new scaffold lines. This allows exploratory product design in which a simple template scaffolded 3D drawing is modified and detailed—and further modified—to create a variety of designs. We validated our approach with professional product designers.
ACM Reference Format:
Xue Yu, Stephen DiVerdi, and Yotam Gingold. 2025. A Scaffold-Based Tool for Product Design Variations in Virtual Reality. In CHI Conference on Human Factors in Computing Systems (CHI '25), April 26--May 01, 2025, Yokohama, Japan. ACM, New York, NY, USA 14 Pages. https://doi.org/10.1145/3706598.3713816
1 Introduction
Sketching is widely used in the early stages of product design to quickly convey ideas. Product designers often use analytic drawing [13, 33], a standard technique taught at design schools in which scaffold lines are drawn to assist in accurately drawing the shape curves defining the object. This approach can be used for accurately drawing perspective on paper (Figure 2) or strokes in 3D [35, 38]. In contrast, freehand drawing involves drawing without guidance and is often used to add details to a sketch that do not require a high level of accuracy. Although product design is fundamentally an iterative process involving both techniques [30], editing an analytic drawing is extremely difficult due to the interrelation between scaffold, shape, and detail curves. This impedes rapid design exploration. Designers must draw a new drawing for each design variation, possibly tracing (physical) or copying (digital) parts of an existing drawing they wish to keep or can salvage.
Due to its effectiveness, this technique has garnered significant research interest [16, 17, 18, 19, 20, 35, 38], including approaches for automatically lifting 2D analytic drawings into 3D [16, 18]. The structure that scaffolds provide for accurate drawings is also useful for computation. For example, scaffold lines are often perpendicular, parallel, or equal length to each other. Shape curves often intersect scaffold lines tangentially (Figure 2 (b)).
Given a scaffolded 3D product sketch as input, we propose to let users manipulate the scaffolds for product design exploration. Because shape curves are drawn in relation to scaffolds, and detail curves are drawn in relation to shape curves, scaffolds provide an intuitive set of handles. Moreover, designers already draw scaffolds. To facilitate exploration, users can iteratively manipulate and add detail strokes in any order. As manipulating scaffold lines may break previous constraints (such as perpendicularity, parallelism, and equal length) and imply new ones, one challenge we address is in deciding which scaffold constraints to release and apply. Another is propagating the scaffold modification to the shape and detail curves. These core technical contributions are relevant regardless of the interaction modality (VR or desktop). We report on a prototype using VR controllers for direct manipulation of 3D scaffolds and drawing 3D detail curves. Our approach can also be applied to mouse-and-monitor-based 3D interfaces once 2D input is lifted or projected into 3D.
We performed an expert utility study with professional product designers. We focus on the design variation aspect of workflows, and leave integration into tools for de novo creation as future work.
Unlike existing tools for shape editing, our approach is specifically designed for creating design variations. Sketching design variations is a common practice in exploratory product design. Design sketching curricula, sketching books (e.g., [13]), and research on exploring design variations (e.g., [3], [31]) have all established the importance of this stage. Existing practice uses pencil sketching do draw variations, but is limited by the constraints of the medium: the need to re-draw many scaffolds and the inability to take advantage of deformation. Digital tools support deformation, but don't respect the constraints or affordances of analytic drawings. Our approach fills a hole in the literature for deforming (scaffold-based) analytic drawings in 3D. It allows industrial designers to combine their separate scaffold sketching and digital deformation skills in a very natural way.
2 Related Work
Our system lies at the intersection of analytic drawing, virtual reality drawing, and shape editing.
Analytic Drawing. Gryaditskaya et al. [16, 17], Hähnlein et al. [19], Hennessey et al. [20], Kim et al. [24], Schmidt et al. [35], Yu et al. [38] all explored various computational approaches to analytic drawing. Gryaditskaya et al. [17] collected a database of product design sketches and distilled a taxonomy of line types. Gryaditskaya et al. [16] and Hähnlein et al. [18] algorithmically lift pre-existing 2D analytic drawings into 3D. As an application, they show that desirable variations can be obtained by non-uniform scaling in 3D. We were inspired by this demonstration of an edit that can only be performed on a 3D sketch. Hennessey et al. [20] introduced an algorithm that automatically generates step-by-step analytic drawing tutorials for 3D objects, with a focus on helping designers draw appropriate scaffolds. Hähnlein et al. [19] introduced an inverse algorithm that synthesizes a 2D analytic drawing from a sequence of CAD commands. In the course of creating the 2D analytic drawings, these two approaches create 3D analytic drawings (scaffolds and shape curves) that can be used as input to our approach. See Camba et al. [10] for a survey on sketch-based modeling approaches for turning engineering drawings into CAD/CAM/CAE models. In combination with the previous two approaches, the surveyed approaches could potentially be used to create 3D analytic drawings as input for our system.
The most closely related works to ours are by Schmidt et al. [35] and Yu et al. [38]. Schmidt et al. [35] developed an interactive drawing tool that lifts 2D pen-based input into 3D based on the assumption that the user is drawing scaffold and shape curves in perspective. Yu et al. [38] explored analytic drawing in VR where the user directly draws scaffolds and shape curves in 3D space. These works create 3D analytic drawings that could be used as input to our system. They do not consider editing. We were inspired by these approaches to explore the editing possibilities of a 3D sketch with its scaffold lines. Similar to these works, we also detect and enforce constraints between scaffolds to optimize designs. However, our goal is not to create design sketches. Instead, our aim is to explore design variations of a given 3D design sketch consisting of scaffold lines and shape curves. Our system allows users to edit and refine shapes by manipulating scaffolds and drawing details curves in space. Detail curves are unattached to scaffolds yet still influenced by them during the design exploration process.
All of the above works assume that scaffolds are mostly straight lines, with the exception of Kim et al. [24], who introduced an approach that generates approximate 3D shapes as scaffolds from users’ hand motions in the air. The user can then use a pen to add details to the scaffold on a drawing tablet. Free-form scaffolds are unique to this approach; we do not support them. The recently introduced GestureSurface [36] allows users to draw atop primitive shapes such as flat surfaces, curved surfaces, and cylinders as scaffolds. Users create these scaffolds in VR using their non-dominant hand and then use their dominant hand to draw guided by them. We do not support these scaffolds, which are unlike the straight lines used in analytic drawing. We could explore editing with these additional scaffold types in the future.
Virtual Reality Drawing. Various VR drawing tools allow users to draw freely in space, including Quill, TiltBrush, GravitySketch, Schkolne et al. [34], Keefe et al. [23], and Jackson and Keefe [21]. See Barrera Machuca et al. [5, 7] for comprehensive surveys about devices, techniques, and evaluation methodologies for 3D sketching. However, accuracy remains a significant challenge when drawing in VR [4, 23]. Depth perception and the extra dimension make it difficult to create smooth and well-connected strokes. Many researchers have proposed techniques to address this.
Barrera Machuca et al. [6] snap curve endpoints to planes. Yu et al. [37] snap curve endpoints to grids and existing curves. Yu et al. [38] introduced a direct, 3D analog of analytic drawing; they snap scaffolds together and shape curves to scaffolds. These snapping and optimization algorithms help users create smooth and well-connected strokes. The snapped nature of curves in these approaches inspired us to use the support structures as editing handles. In our setting, we assume that a scaffolded 3D analytic drawing is given. We further allow the user to draw detail strokes which do not require a high degree of accuracy; therefore, we do not snap or otherwise correct detail strokes, other than to smooth them with a B-spline. Our focus is on how to update scaffold, shape, and detail strokes as users manipulate scaffolds in VR.
Shape editing. Many deformation operations are provided by commercial software, such as parametric CAD modeling or cage, grid, and Puppet Warp deformers in Blender and Illustrator. Inspired by parametric CAD, our approach preserves constraints in the input. However, our approach automatically discovers and breaks constraints according to user edits. There is an extensive literature on shape deformation using cage- and surface-based approaches. For example, in cage-based deformation approaches (e.g. [22, 26]), users surround the shape with a closed mesh. The user then directly manipulates the mesh vertices, which determines the deformation of the interior. We were inspired by these approaches to explore using scaffolds as the deformation handles. In our setting, the scaffold lines don't form a closed mesh and may consist of several disconnected components. Araújo et al. [1] introduced a recent 2D deformation technique for vector graphics which allows users to place and move point constraints while preserving both global and local structures. Araújo et al. [2] extended this approach to 3D surfaces. Our approach also preserves structure, but operates in 3D on curve networks and the user's control is in the form of the scaffold lines. Mitra et al. [28] surveyed methods for structure-aware processing of 3D shapes. These methods focus on shapes with surfaces, whereas our approach operates on curve networks. For example, iWires [14] introduced an approach for editing 3D meshes that analyzes the mesh for structured features to preserve like sharp edges, circles, and symmetry. Our approach operates on drawings rather than meshes, and leverages the insight that the scaffold lines created as part of the drawing process provide sufficient structure.
3 Workflow
3.1 Traditional Design Sketching
We summarize several key observations about existing practice that underpin our design. The design of our tool was inspired by previous research into product design sketching [16, 17, 19, 20, 24, 35, 38], knowledge from design textbooks [13], personal communication with industrial designers, and our previous experience as researchers in this domain. Sketching plays a crucial role in the design process. Designers create numerous design variations. The process narrows until they are iterating on a small number of specific designs [13]. The open-ended interviews we conducted with professional designers as part of our Evaluation (Section 6.2) corroborated this. Prior to introducing our tool, the interviews discussed existing product design workflows and the role of design variations. P4: “I try to create as many proposals and barrier proposals as possible just to give a very big idea of what I can do and what the possibilities of designing are. And once we already start to get into one, maybe one design path or one design identity, I try to start to reduce the amount of proposals just to get a more linear idea.” P5 described a similar process: “We start the conceptualization process in which we make the conceptual design or the analytic drawing and come up with all the ideas...After we settle on the design, we start making the non-functional 3D model and visualize our idea and analyze it and see if there is another modification...until we reach the final design.” Design sketches are often created as analytic drawings. (Designers sometimes use the terms analytical drawing, two-point perspective, or conceptualization sketch.) Analytic drawing begins with scaffolds, followed by shape curves, and then details are added (Figure 2). If the page becomes too cluttered during this process, designers may trace their drawing onto a clean sheet of paper, taking the opportunity to reduce clutter (typically by omitting some of the scaffolds). Our system is designed to facilitate design variations of an existing analytic drawing.
Motivation. Design is an iterative process, in which ideas are conceptualized (i.e., visualized as an analytic drawing), evaluated, and modified. In this non-linear process, sketches must be redrawn as they cannot easily be edited to, for example, adjust the reclining angle of a chair. We argue that the scaffolds created for an analytic drawing, which aid the designer in drawing accurately, also provide an opportunity to aid the designer when editing.
3.2 Our Interface
In analytic drawing, shape curves are drawn in relation to the scaffolds. Detail strokes are drawn in relation to shape curves. Our interface is based on the idea that the scaffolds form a natural set of handles with which to manipulate a shape and explore design variations. Our interface takes a 3D (rather than 2D) analytic drawing as input. 3D analytic drawings can be obtained automatically by lifting a 2D drawing into 3D [16, 18, 35]; drawn natively in 3D [38]; or generated automatically from segmented meshes [20] or CAD sequences [19]. This provides a fixed set of scaffold and shape curves for the design exploration. (Our system does not support adding or removing them. We focus on the design variation aspect of workflows. Integration into other tools is future work.) We implemented our interface for a Virtual Reality headset and controllers. Users interact with the shape using 3D direct manipulation.
After loading a 3D analytic drawing (Figure 1 a), users select a set of scaffolds by touching them. The selection is accompanied by haptic feedback and visual highlighting (Figure 1 b's red scaffolds). Touching a selected scaffold deselects it. (A trigger deselects all.) To move the selected scaffolds, the user holds the grip button. Users can translate, rotate, and scale the selection freely in 3D (Figure 3). Upon release, the selected scaffold lines snap to a set of aesthetic constraints.
Users can also draw detail curves freely in 3D (Figure 1 e). Shape and detail curves are automatically updated whenever scaffolds are manipulated (Figure 1 f,g). The interface provides a toggle to show and hide “clutter,” which we define as scaffold lines whose endpoints lie on other scaffold lines.
Choice of VR. We implemented our user interface in VR because VR controllers allow the user to directly manipulate scaffolds and draw detail strokes in 3D. At its core, 3D shape editing is a 6 degree-of-freedom (6DOF) input problem. 3D editing in VR avoids the need for complicated 2D-to-3D lifting or projection techniques. Some product designers have already embraced VR-related techniques in their daily lives, as evidenced by our previous collaborations and interviews with product designers (P1 from Section 6) who use GravitySketch in their routines. Additionally, we have learned from design school faculty (A1, A2 from Section 6) that their school design labs are equipped with VR headsets for student exploration. Some students use the headsets quite frequently to complete studio design work. VR allows us to create a very simple user interface based on direct manipulation. At the same time, users have many degrees of freedom in 3D and struggle with precision. Our algorithm considers user accuracy and helps reduce human input error. The benefits of VR were validated in our expert study (Section 6).
Relevance Beyond VR. Our algorithms are relevant even in non-VR scenarios. A desktop interface with hand tracking input (e.g., Leap Motion) or other 6DOF input (Omni Phantom) would have similar limitations. Even precise 2D manipulations of scaffold lines (e.g., from an interface like Blender) needs our algorithms from Section 4.1 to break irrelevant constraints and find new relevant ones. Even 2D detail strokes lifted or projected into 3D need our algorithms from Section 4.3 to deform smoothly as scaffolds are manipulated. Shape curves need our algorithms from Section 4.2 to deform.
3.3 Editing Challenges
In the course of analytic drawing, designers draw construction lines that serve as scaffolds for the later shape curves that depict the object's surface features. The scaffold lines have unambiguous relationships, e.g., coincident, perpendicular, parallel, same length. The shape curves intersect the scaffold lines, often tangentially. Our observation is that the scaffold lines offer a natural set of handles for shape editing. The relationships provide a natural set of constraints to preserve so that the shape remains aesthetic. Yet those same constraints raise challenges when editing. (1) For example, shared-endpoint, same-length, perpendicular, and parallel constraints can bind a set of scaffold lines to form a cube. These constraints lock the scaffold lines, allowing only similarity transformations (translation, rotation, and uniform scale). To allow users to manipulate scaffold lines, we must find a new set of relevant constraints. (2) Scaffold lines may be attached to points along other scaffold lines. What manipulations should we allow for such scaffold lines? (3) Some shape strokes do not intersect scaffold lines tangentially. How should they deform when the scaffolds change? (4) Detail strokes are drawn in space. How should they deform?
4 Approach
Our approach is designed to ensure that the drawing updates intuitively and remains aesthetically pleasing as the user edits. We also made algorithmic choices so that the shape curves and detail strokes update in real-time with the scaffold edits, enabling the user to see the editing results live. For efficiency, both shape and detail strokes are represented in terms of weighted combinations of scaffold lines (Sections 4.2 and 4.3).
Terminology. We store shared endpoints only once and use an index to refer to them. This ensures that edits cannot disconnect or tear the shape. Points can also lie on existing lines, and we store them as tick points on the lines. The tick points do not have position information themselves, and their position depends entirely on the line endpoints. We refer to points that have position information as “vertices” and points that are linear combinations of other points as “ticks”. If a tick point lies on several lines, we choose the most recently drawn line to place the tick on that line.
Additionally, since we have defined two types of points (vertices and ticks), scaffold lines can also be categorized into the following types: lines with both endpoints as vertices, which we call “free” lines; lines with both endpoints as ticks, which we call “constrained” lines; or lines with one endpoint as a vertex and the other endpoint as a tick, which we call “half-constrained” lines. The free and half-constrained lines are the most important ones and are usually drawn at the beginning.
4.1 Scaffold Optimization
Scaffold lines often have perpendicular, parallel, or equal length constraints. When a user makes an edit, some of these constraints will be broken, while new ones may emerge. To optimize the scaffolds, we remove the broken constraints and add the new emerging ones. This is the fundamental idea behind our scaffold optimization approach.
To begin, suppose that the user loads a square scaffold into the scene (Figure 6 (a)). These lines have the following constraints:
- Equal length: L0 = L1 = L2 = L3
- Parallel: L0∥L2, L1∥L3
- Perpendicular: L0⊥L1, L0⊥L3, L1⊥L2
If the user grabs L1 and moves it to the right, L2 and L3 will also change because the lines share endpoints. Additionally, human input error is inevitable, so even if the user wants to move L1 strictly to the right, there may be some deviation. This movement breaks some constraints:
- Length: L0 ≠ L1, L0 ≠ L3, and even L0 ≠ L2 due to the input noise
- Parallel: L1∦L3
- Perpendicular: $L_0 \not\perp L_1$, $L_0 \not\perp L_3$, $L_1 \not\perp L_2$
However, the user may only intended to move the line to the right. Some of the above constraints broken due to unintentional input noise. Therefore, we detect constraints again for the changed lines with a tolerance. For two lines with directions va and vb, we calculate the clamped angle $\theta = \cos ^{-1} \frac{| v_a \cdot v_b | }{|v_a| |v_b|}$. If θ ≤ 6°, we detect a parallel constraint. If θ ≥ 85°, we detect a perpendicular constraint. If the length ratio of two lines is within $5\%$, we detect an equal length constraint. We only detect equal length constraints between the changed lines. The thresholds were determined experimentally and can be tuned by the user.
So for the case where L1 moved to the right (Figure 6), we might detect the following new constraints:
- Equal length: L0 = L2
- Parallel: L1∥L3
- Perpendicular: L1⊥L2
The entire process can be summarized as follows:
- Initially, the scaffold lines have a set of constraints Cold, including perpendicular, parallel, and equal length.
- When the user makes an edit, some of the constraints in Cold might be broken due to input noise or intentional changes. These broken constraints are denoted as Cbroken.
- If the user moves a line, we detect the constraints again for the changed lines with tolerance to account for input noise. The detected constraints are denoted as Cnew.
- We calculate the set of constraints Copt by applying the formula Copt = Cold − Cbroken + Cnew.
- However, the constraints in Copt might conflict with each other. Therefore, we use iteratively re-weighted least squares (IRLS) to select a set of satisfiable constraints from Copt that best fits the scaffold lines [38]. The optimized scaffold lines are then determined based on the constraints in the selected set.
The user can manipulate a half-constrained scaffold line the same way as a free scaffold line. This includes translation, rotation, and scaling. The optimization process remains unchanged. However, there is a key difference for the half-constrained line: one of its endpoints is connected to a tick point on another line. Consequently, after optimization, we project this point back onto the existing line to preserve scaffold topology. Fully-constrained lines are represented as two tick points on existing lines. Users have the option to select tick points and slide them along the attached lines to make adjustments.
We also support the selection and editing of multiple scaffolds. This feature allows the user to select and edit specific parts of the scaffolded sketch more easily. For instance, if the user wants to move the face of a cube, they can select all the lines that form the face and move them simultaneously. Likewise, if the user wants to uniformly scale the entire cube, they can select all the lines and scale them together.
4.2 Shape Curves
Inspired by ScaffoldSketch [38], we use piece-wise cubic Bézier curves to represent shape curves. (Shape curves can also be straight lines.) The Bézier information is given by the first and last control points, referred to as curve key points. These lie on scaffold lines as either ticks or vertices. Another piece of information is given by the first and last control points’ tangent directions, referred to as key directions. Key directions are often, but not always, tangent to the scaffold lines they are attached to (Figure 7). Real world examples can be found in Figure 8.
Since the curve key points are already ticks or vertices, they are automatically updated whenever the scaffold lines are edited. However, this is not sufficient as we also need to update the tangent directions to ensure that the curve looks smooth and natural. If the tangent directions are not updated accordingly, the resulting curve may appear distorted or unnatural. See Figure 9 for an example.
When the tangent direction of a curve is aligned with the direction of the scaffold line it is attached to, it is natural for the direction to follow the changes in the scaffold line direction. However, this approach does not address the case when the tangent is not aligned with the scaffold lines. In such cases, we need to consider how nearby lines can influence the direction of the non-aligned curve.
Suppose we have a curve key point p with key tangent direction dp, and the scaffold has n lines with directions d1, d2, ⋅⋅⋅, dn. Note that di = ±dj could happen. We can write dp as a linear combination of the scaffold directions:
To identify the basis for direction dp, we first perform a global sort on all scaffold lines and then iterate over them in sorted order. Once we successfully identify a basis, we stop iterating. Otherwise, we select the next line as a candidate and continue. If the candidate line direction is redundant (i.e., it can be spanned by the current chosen lines), we discard it. We also discard candidate lines that are almost parallel (< 15°) to the currently chosen lines.
We use two sorting criteria for the scaffold lines to ensure they are close to both point p and the curve c that p lies on. First, we calculate the Euclidean distance between all the scaffold lines and the point p, and sort the lines based on this distance. We break ties with a secondary criterion, the point-point distance between a scaffold line's points and points on the curve c. This secondary criterion prefers scaffold lines that are closer to the curve c.
A concrete example can be seen in Figure 10. This BFS-like algorithm allows us to express any curve key direction as a sparse linear combination of nearby line directions. Now, if the user makes an edit, the positions of vertices and ticks will be updated, and consequently, the scaffold lines, which are represented by indices of points, will also be updated, along with their directions. Shape curves will be updated accordingly, and move along with the scaffolds. To ensure that shape curves remain fair, we optimize shape curves’ tangent magnitudes to minimize variation of curvature [38].
4.3 Detail Strokes
Detail strokes, such as small buttons, seams, or electric cords, do not require high accuracy and therefore do not need scaffolds. Some elements, such as logos, text, or texture-like elements, may be difficult or even impossible to scaffold. However, these strokes are an important part of design exploration.
To enable detail strokes to move along with the scaffolds and shape curves, we represent them as weighted combinations of scaffold endpoints. Given a new detail stroke, we first fit a cubic B-spline representation to smooth out any input noise and discontinuities in the soon-to-be-computed weights (Figure 11). Similar in spirit to expressing the shape curve tangents as a linear combination of scaffold lines, we express the B-spline control points as a linear combination of scaffold points as follows.
Given a single control point q, and n scaffold points p1, p2, ⋅⋅⋅, pn, we can write q = ∑iwipi subject to ∑iwi = 1, where wi is the weight controlling how much the control point moves when the scaffold point pi moves. This is a type of generalized Barycentric coordinate system. Control points, unlike directions, require that the chosen weights sum to one. This equation is trivially solvable if any four of the n points form a non-degenerate tetrahedron in 3D, which is always true for non-planar scaffolds.
To choose intuitive weights from among the infinite solutions, we desire nearby scaffold points to have higher influence. Additionally, we prefer to represent a control point with relatively few scaffold points, meaning that most scaffold points should have zero influence (weights). An example can be seen in Figure 12. Unlike shape curve tangents (Section 4.2), detail curves are not attached to scaffolds.
We minimize the following objective to obtain detail curve weights:
(1)
This approach finds a relevant set of scaffold points and weights. When moving the scaffolds, the control points move accordingly, and the detail strokes along with them (Figure 13).
5 Prototype Implementation
Our tool allows users to explore product design variations by manipulating scaffold lines and drawing detail strokes. In our VR interface, users load a scaffolded 3D product sketch and then interleave scaffold manipulation and draw stroke drawing. Our tool automatically releases and applies constraints between scaffolds as appropriate, aesthetically updating other scaffolds, shape, and detail curves.
Implementation. We implemented the user interface on a Meta Quest 2 VR headset using Unity/C#. The interface communicates via a WebSocket with a server, a 2021 Apple MacBook Pro with an M1 Pro, that runs our numerical optimization routines written in Python/SciPy.
Time Complexity. Scaffold optimization time depends on the complexity of the model, the number of scaffold lines selected, and how the selected scaffolds are manipulated. In real-world examples, scaffold optimization time can vary from 0.074 seconds (e.g., the chair in Figure 16) to 2.7 seconds (e.g., the truck in Figure 15). Shape curve weights are precomputed when loading the model. When scaffolds change, shape curve optimization takes 0.02 seconds (occasionally as long as 0.04 seconds). Detail stroke weights are calculated once whenever a new detail stroke is drawn. This takes between 0.01 and 0.04 seconds (0.016 on average). Updating detail strokes is trivial. Network latency and other factors, including Unity redrawing, typically adds no more than 0.06 seconds. For our most complicated example, the lengthiest updates take a total of approximately 3 seconds. We provide visual cues in VR to inform the user that the optimization is in process. When users manipulate scaffolds, the scaffolds themselves move in real-time with no lag. They snap to their final position once optimization completes.
Examples.
Figures 14, 15, and 16 show example design variations we created using our system. In each of these examples, a single design template serves as the basis for numerous design variations. The shape and detail strokes are deformed intuitively, even when the detail strokes protrude outside the scaffolds (e.g., the shoe in Figure 14). See the supplemental materials for additional examples.
The same objects can be constructed with different scaffolds, giving designers additional control when desired. Consider the bottles shown in Figure 17 (a), (b). Although the shape curves are similar, the bottle in (a) was constructed with an additional scaffold under the lid. The same movement of the square scaffold at the top of both bottles result in differently-shaped necks ((c) and (d)).
5.1 Comparison to ALUP
The As-Locally-Uniform-As-Possible (ALUP) approach was recently demonstrated for structure-aware editing of 2D illustrations [1]. Their algorithm is based on the idea that edits should try to uniformly scale and avoid rotating shape features. Although our algorithms are entirely different, and 2D illustrations lack user scaffolds, our scaffold-based editing approach provides similar functionality in 3D, resulting in intuitive, shape-preserving edits. The additional scaffold under the bottle's lid in Figure 17(c) provides more precise control over the neck. This is similar to ALUP's $w_i^d$ parameter (Figure 12 in [1]). In addition, our system supports 3D shapes, whereas ALUP is limited to 2D.
6 Expert Study
Our tool was designed to help explore product design variations. Our evaluation goals were to assess whether the tool can integrate well into designers’ workflows, whether it provides appropriate functionality, and whether it produces high-quality output. Because our tool has a specific target expert audience, this affected our evaluation sample size and study design Section 6.4.
We collected feedback from 3 different groups. (1) We gathered preliminary feedback from product designers with whom we have collaborated for years (Section 6.1). (2) We recruited product designers online from around the world to participate in walkthrough demonstrations and open-ended interviews (Section 6.2). (3) We successfully recruited a remote product designer with VR experience to use our system (Section 6.3). Feedback from these 3 groups validated the usefulness of our tool and suggested directions for future research. Demographic information for participants can be found in Table 1.
| Designer | Education | Professional Design Experience | Location | VR Experience |
|---|---|---|---|---|
| A1 | School of Planning and Architecture, New Delhi | 27 years | US, India | Intermediate |
| A2 | Iowa State University | 12 years | US | Minimal |
| A3 | Virginia Tech | 1 year | US | Expert |
| P1 | Istituto Europeo di Design | 4–5 years | Spain | Expert |
| P2 | Academie Libanaise des Beaux-Arts | 3 years | Lebanon | Minimal |
| P3 | German University in Cairo | 8 years | Egypt | Minimal |
| P4 | Universidad de Buenos Aires | 3 years | Argentina | Minimal |
| P5 | Suez University | 3 years | Egypt | Minimal |
| U1 | University of Cincinnati | 18 years | US | Expert |
6.1 Preliminary Feedback
We received initial feedback on our tool from three product designers with whom we have collaborated in the past. (Full comments can be seen in our supplementary materials.) A1 and A2 are both professors in industrial design departments, A1 having more than 25 years of teaching design and design-related experience, and A2 with more than 10 years of design experience. A3 recently graduated with an industrial design degree.
They viewed a video walkthrough demonstration of our tool. All three were enthusiastic about the tool and believe it could be used in teaching product design as well as in their everyday workflow. A1’s initial response was, “I can see it being so useful. Can I integrate it into my design studio curriculum? Can I share this with my [colleagues]?” Both A1 and A2 suggested that the tool could be employed for form study, enabling the creation of different variants from a base form. A1 remarked, “The system works in a very similar manner to the way an industrial designer would think about constructing and then modulating form. It feels very natural and more importantly provides results that are anticipated and expected rather than the software throwing a curve ball at you. It can be a powerful tool for teaching students the basics of form modulation as well and I feel it will result in students graduating the class with a much better understanding of form development.” A2 commented, “What really excites me initially is the manipulation of the scaffolding/construction lines that directly translate to the form lines. This would be great for quickly doing form studies and iteration based upon scale, and could allow users to really understand what a form study actually is without redrawing things over and over.” A3 commented on how our tool could be integrated into his workflow. “I can definitely see this being used for quick ideations and creating multiple ideation ideas from one idea. I can also see this being helpful for understanding how to prototype your ideas after you are done with ideation.”
A2 suggested an direction for future work: “I wonder if you make a shift for the detail lines and shape curves to include more construction lines—more like a mesh or grid that can be tuned by the user depending on the desired outcome.” We expand upon the idea of automatically adding scaffold lines in Section 7, where we discuss implications for design and future work.
6.2 In-Depth Feedback
Following guidelines and best practices [15, 25, 32], we conducted a walkthrough demonstration and open-ended interview [25]. We believe this shifts the focus away from training participants to use the software but in favor of determining the utility or value of our tool.
We recruited 5 professional product designers (P1–P5) from the UpWork platform. They were globally distributed and had 3–8 (average 4.3) years of post-education professional design experience (Table 1). Interviews were conducted remotely and lasted between 22 and 38 minutes (average 27). During the interviews, designers sometimes demonstrated their workflows via screen sharing. The protocol was approved by our university ethics board. The interview script and full transcripts can be found in the supplemental materials.
After discussing traditional design workflows and the role of design variations (Section 3.1), we performed a walkthrough demonstration of our tool via a pre-recorded video and allowed designers to view and rotate a gallery of 3D analytic drawings and edited results created with our tool. We then asked a series of questions about the design space supported by our tool, whether the tool can be incorporated into their design processes, and features or ideas they wish our tool had.
Once the interviews were complete, we conducted a thematic analysis [9, 27] on the interview scripts. We discuss the resulting themes below. Where appropriate, we also mention the preliminary and hands-on users’ agreement with these themes.
Design Variations & Iterations. Overall, P1–P5 expressed similar views and attitudes to A1–A3 from our preliminary feedback. Because the nature of the design process includes making variations and iterations, they agreed that our tool would benefit their workflow. P1: “This is a great tool for iterations like quick line iterations”. P2: “It's more of a fluid approach to design...It removes that step [redrawing multiple times] and we can go faster.” P4: “You could definitely use the software...to refine the the basic lines of the product.”
Detail Strokes. Designers (P2, P3, U1) appreciated the ability to add detail strokes as a way to perform small, low-friction updates on a design. This validated our motivation for this functionality. P2: “Even when you're in a meeting with the client, you can easily just adjust some details, and it would be clear for both persons.” P3: “The details part can help me create variants that would be really useful...It's easier for me to have the shell of the shoe here, with the analytic design of it, and add rough details, using the sketching tool and seeing what different variations I can create out of them and having them in front of me in 3D in such an easy manner would be such time saving for such a project.”
Simple User Interface. Designers (P2, P3, P5, U1) appreciated the simplicity (focus and directness) of our tool's user interface, which allows grabbing and drawing directly in 3D. This was validated by our hands-on feedback user, who learned to smoothly use the system in minutes. P2: “Do not over-complicate it and over-add commands and options like other software. It's nice to have software that just has one function. And that's it.” P3: “The interface is such a simple and easy interface that won't be hard for any new users or experienced users in the analytical design.” P5: “Just move your hand to do the variations....It is an awesome idea.”
Time Saving & Tracing. Designers (P2, P3, P4, U1) appreciated the time-saving potential of our tool by eliminating the need to redraw (similar to A2’s observation). P2: “It takes a part that is redrawing multiple times, it removes those steps, and we can go faster...You also remove that pain to draw and draw and draw.” P3: “It won't take you any time at all to do this [with your tool], and it will be much easier than creating an analytical design and then trying to create another one.” P4 drew an analogy with traditional tracing practice. “It's like, if we were working with this transparent paper...and you will be working over the same sketch all the time....I draw this basic design, and I want to recreate some small iterations....[Your tool] would be much faster than actually working or sketching the 3 or 10 or 20 proposals...over a sketch.”
Snapping. P1 has extensive experience with VR sketching using GravitySketch. He appreciated that our optimization helps eliminate human input errors, “because moving things with [one's] hands is completely random.”
Topology. Some designers (P1, P3, P5) appreciated that the scaffold manipulation maintained the topology of the drawings. P1: “That would be super useful to have a clean topology...and that's missing in GravitySketch.” (P1 was referring to maintaining the planarity of curves.) P3: “The handles are segmented for each part making it really easy and detailed for you to control each line and manipulate it in the way that you want.” P5: “All the variations follow the same restrictions you made in the template.” Although not discussed by designers, the topology maintenance limits the edits that can be performed (Section 7).
6.3 Hands-On Feedback
We validated the methods in Section 6.2 and investigated its usability (e.g., whether the software functionality is discoverable and consistent) by recruiting a remote product designer (U1) with VR experience to use our interface. We modified the protocol to have the user run our software. The user was first guided through the software's functionality and then allowed time for open-ended exploration on a number of template models. The session lasted 1 hour. The user edited a bowl, chair, shoe, and car model. (The VR interface connected to our compute server over the Internet; there was no noticeable delay.) Variations created by U1 can be seen in Figure 18.
U1’s feedback was generally in agreement with the walkthrough demonstration participants (A1–A3 and P1–P5) regarding workflow suitability and the beneficial role our system could play: “I'm doing something right now that would really benefit from this.” As a user, U1 also provided experiential feedback. U1 was generally pleased with the deformations of the shape and detail strokes in response to their scaffold deformations. U1 appreciated that detail strokes followed scaffold drags in real-time, a feature enabled by our linear blend weights (Section 4.3): “That's pretty cool. I like how it travels with [the scaffolds].” U1 was comfortable in our system after 2 to 3 minutes: “The idea of the interface works really well, like being able to move individual handles or scale or move them in conjunction is really smart.”
U1 remarked that it would be useful to have the ability to fork a model and display variations side-by-side or in layers. U1 described this functionality in terms of bookmarking, copying, and detail stroke layers that can be toggled on and off.
U1 also commented on usability issues to address in the future. First, U1 was in a constrained physical space, and so desired functionality to reposition the shape without physically moving around the space. Second, U1 struggled to make small edits due to fixed thresholds. Since the parameters were determined experimentally and are related to the scale of the model, we believe this can be alleviated by introducing a “zoom” feature with egocentric thresholds, similar to the approach in ScaffoldSketch [38]. Finally, U1 had suggestions to avoid accidentally selecting scaffolds.
6.4 Evaluation Limitation
Product design is a highly specialized discipline which greatly reduces the size of potential participants versus the general population. In our study recruitment efforts, we were unable to locate professionals within several hours of our geographic location. Product designers with VR experience or equipment are even rarer. We considered a remote study with experts. However, due to the client-server structure of our tool, setting up a remote environment is extremely challenging. Users need to be product design experts, have a Meta Quest in developer mode, have a Meta developer account, have Android APK-related knowledge to install the software, and command line knowledge to run the server. These factors made a hands-on expert study challenging for us to perform. Our evaluation goals and these expert population constraints suggested a utility study [15, 25, 32] as our primary evaluation modality. We leave a more extensive evaluation, including hands on testing with more professional designers, as important future work.
7 Discussion, Future Work, and Implications for Design
Our technique, Bézier curves, generalized barycentric coordinates, and linear blend skinning are all based on linear blending (e.g., of scaffolds or control points or handle transformations). In general, the weights are not linear along the geometry, so the deformations are not linear along the geometry. One limitation of these approaches is that properties like volume preservation are difficult to achieve [8]. The shape variations our algorithm generates from scaffold manipulations are “anticipated and expected” (A1), which validates our algorithmic choices for snapping scaffold lines (adding and relaxing constraints), updating shape strokes that minimize variation of curvature, and the choice of weights for updating detail strokes. Direct manipulation with interactive feedback means that designers see exactly how the scaffold lines and detail strokes will change, modulo snapping.
Designers appreciated our simple, focused user interface and noted its time saving potential. We believe this is a benefit of using VR, allowing users to use their hands for direct manipulation. The implication is that (a) making design variations is a self-contained yet tedious task and (b) our tool successfully encapsulates and improves this part of the design process. Future researchers studying tools for product design should consider encapsulation as a design desiderata. In the future, we would like to integrate our tool as a mode in a complete drawing system (e.g. [38]). Inspired by U1’s forking suggestion, we would like to explore history editing [29] and approaches to visualize shape differences [11, 12]. Designers also pointed out limitations in our approach, suggesting directions for future work.
Topology. Although topology preservation was seen as a benefit by some designers, it is also a limitation. The space of allowable deformations is dependent on the initial 3D drawing. Scaffolds cannot be added or removed, only manipulated. Shape curves cannot be erased or redrawn (P1). Different people may draw the same design in different ways (i.e., with different scaffolds) and therefore obtain different editing handles (Figure 17). This can be seen as either a feature or a limitation. P1 and P5 wished to move beyond 3D drawings by adding surface patches and volume. Although not strictly topology related, P2 and P3 wished to explore color variations for different sections and materials.
We believe that automatic scaffolding, as suggested by A2, could be a promising direction for future work. Two works in the literature can generate scaffolds from CAD sequences [19] or segmented meshes Hennessey et al. [20]. They would allow importing such data into our tool for creating design variations. Our tool, in which scaffolds provide affordances for shape manipulation, would benefit from allowing the user to dynamically request scaffolds appropriate for the level of detail of their adjustment, or only in areas where the user intends to make changes.
Input Requirements. Our system requires scaffolded 3D input. Although analytic drawing is widely used, most designers sketch in 2D (e.g., on pen and paper). Although there have been recent advancements in automatically lifting 2D analytic drawings to 3D [16, 18], the output of these algorithms is still too cluttered and noisy for our system to take as input. Addressing cluttered and noisy input is a direction for future work.
Scalability. We anticipate that our approach would scale well for substantially more complex input. Standard interfaces for managing complex 2D drawings could be used: zooming for more precise selection, locking lines or curves to prevent undesirable selection or modification, grouping or layering to isolate interactions or hide portions of the drawings to reduce clutter. Scaffold optimization is the only lengthy computation. It is written in unoptimized Python. The same interface modifications that reduce clutter would also limit the number of active scaffold lines under consideration by the optimization.
2D Adaptation. Applying our approach to 2D sketches of 3D objects could be done by first inferring 3D positions and relationships. Several such techniques have been proposed in the literature [16, 18, 35]. For a 2D interface, we could then use standard 3D interaction techniques to manipulate the inferred 3D handles. (We believe it would be straightforward to adapt our approach to the simpler scenario of 2D sketches of 2D objects.)
8 Conclusion
Our study demonstrates that the scaffolds created by designers during the analytic drawing process can serve as intuitive handles for exploring design variations. Our work contributes to the literature by addressing the lack of methods for deforming shapes created with scaffold-based sketching in 3D. Our tool lets industrial designers combine their separate scaffold sketching and digital deformation skills in a very natural way. Our work was validated through a utility study and user study with professional designers, revealing its potential benefits, adoptability, and directions for future work.
Acknowledgments
We are grateful to our reviewers and study participants whose time and thoughtfulness improved our work. We are grateful to Akshay Sharma for feedback and inspiration. Authors Yu and Gingold were supported in part by the United States National Science Foundation (IIS-2402893) and a gift from Adobe Systems Inc.
References
- Chrystiano Araújo, Nicholas Vining, Enrique Rosales, Giorgio Gori, and Alla Sheffer. 2022. As-Locally-Uniform-as-Possible Reshaping of Vector Clip-Art. ACM Trans. Graph. 41, 4, Article 160 (jul 2022), 10 pages. https://doi.org/10.1145/3528223.3530098
- Chrystiano Araújo, Nicholas Vining, Silver Burla, Manuel Ruivo De Oliveira, Enrique Rosales, and Alla Sheffer. 2023. Slippage-Preserving Reshaping of Human-Made 3D Content. ACM Transactions on Graphics 42, 6 (Dec. 2023), 1–18. https://doi.org/10.1145/3618391
- Rahul Arora, Ishan Darolia, Vinay P. Namboodiri, Karan Singh, and Adrien Bousseau. 2017. SketchSoup: Exploratory Ideation Using Design Sketches. Computer Graphics Forum (2017). http://www-sop.inria.fr/reves/Basilic/2017/ADNBS17
- Rahul Arora, Rubaiat Habib Kazi, Fraser Anderson, Tovi Grossman, Karan Singh, and George W Fitzmaurice. 2017. Experimental Evaluation of Sketching on Surfaces in VR.. In CHI, Vol. 17. 5643–5654.
- Mayra Donaji Barrera Machuca, Rahul Arora, Philip Wacker, Daniel Keefe, and Johann Habakuk Israel. 2023. Interaction Devices and Techniques for 3D Sketching. In Interactive Sketch-based Interfaces and Modelling for Design. River Publishers.
- Mayra Donaji Barrera Machuca, Paul Asente, Wolfgang Stuerzlinger, Jingwan Lu, and Byungmoon Kim. 2018. Multiplanes: Assisted freehand VR sketching. In Proceedings of the Symposium on Spatial User Interaction. 36–47.
- Mayra Donaji Barrera Machuca, Johann Habakuk Israel, Daniel F. Keefe, and Wolfgang Stuerzlinger. 2023. Toward More Comprehensive Evaluations of 3D Immersive Sketching, Drawing, and Painting. IEEE Transactions on Visualization and Computer Graphics (2023), 1–18. https://doi.org/10.1109/TVCG.2023.3276291
- Mario Botsch and Olga Sorkine. 2007. On linear variational surface deformation methods. IEEE transactions on visualization and computer graphics 14, 1 (2007), 213–230.
- Virginia Braun and Victoria Clarke. 2006. Using Thematic Analysis in Psychology. Qualitative Research in Psychology 3, 2 (2006), 77–101. https://doi.org/10.1191/1478088706qp063oa
- Jorge D. Camba, Pedro Company, and Ferran Naya. 2022. Sketch-Based Modeling in Mechanical Engineering Design: Current Status and Opportunities. Computer-Aided Design 150 (2022), 103283. https://doi.org/10.1016/j.cad.2022.103283
- Jonathan D. Denning and Fabio Pellacini. 2013. MeshGit: diffing and merging meshes for polygonal modeling. ACM Transactions on Graphics 32, 4 (July 2013), 1–10. https://doi.org/10.1145/2461912.2461942
- Jozef Doboš and Anthony Steed. 2012. 3D Diff: an interactive approach to mesh differencing and conflict resolution. In SIGGRAPH Asia 2012 Technical Briefs(SA ’12). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/2407746.2407766 event-place: Singapore, Singapore.
- Koos Eissen and Roselien Steur. 2012. Sketching: basics. Stiebner Verlag GmbH.
- Ran Gal, Olga Sorkine, Niloy Mitra, and Daniel Cohen-Or. 2009. IWIRES: An analyze-and-edit approach to shape manipulation. ACM Trans. Graph. 28 (Aug. 2009). https://doi.org/10.1145/1576246.1531339
- Saul Greenberg and Bill Buxton. 2008. Usability Evaluation Considered Harmful (Some of the Time). In ACM Conference on Human Factors in Computing Systems (CHI) (Florence, Italy) (CHI ’08). Association for Computing Machinery, New York, NY, USA, 111–120. https://doi.org/10.1145/1357054.1357074
- Yulia Gryaditskaya, Felix Hähnlein, Chenxi Liu, Alla Sheffer, and Adrien Bousseau. 2020. Lifting freehand concept sketches into 3D. ACM Transactions on Graphics 39, 6 (Nov. 2020), 1–16. https://doi.org/10.1145/3414685.3417851
- Yulia Gryaditskaya, Mark Sypesteyn, Jan Willem Hoftijzer, Sylvia Pont, Fredo Durand, and Adrien Bousseau. 2019. OpenSketch: A richly-annotated dataset of product design sketches. ACM Transactions on Graphics (TOG) 38, 6 (2019), 232.
- Felix Hähnlein, Yulia Gryaditskaya, Alla Sheffer, and Adrien Bousseau. 2022. Symmetry-driven 3D Reconstruction from Concept Sketches. In Special Interest Group on Computer Graphics and Interactive Techniques Conference Proceedings. ACM, Vancouver BC Canada, 1–8. https://doi.org/10.1145/3528233.3530723
- Felix Hähnlein, Changjian Li, Niloy J. Mitra, and Adrien Bousseau. 2022. CAD2Sketch: Generating Concept Sketches from CAD Sequences. ACM Trans. Graph. 41, 6, Article 279 (nov 2022), 18 pages. https://doi.org/10.1145/3550454.3555488
- James W. Hennessey, Han Liu, Holger Winnemöller, Mira Dontcheva, and Niloy J. Mitra. 2017. How2Sketch: generating easy-to-follow tutorials for sketching 3D objects. In Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D ’17). ACM Press, San Francisco, California, 1–11. https://doi.org/10.1145/3023368.3023371
- Bret Jackson and Daniel F. Keefe. 2016. Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR. IEEE Transactions on Visualization and Computer Graphics 22, 4 (apr 2016), 1442–1451. https://doi.org/10.1109/TVCG.2016.2518099
- Tao Ju, Scott Schaefer, and Joe Warren. 2005. Mean Value Coordinates for Closed Triangular Meshes. ACM Trans. Graph. 24, 3 (jul 2005), 561–566. https://doi.org/10.1145/1073204.1073229
- Daniel Keefe, Robert Zeleznik, and David Laidlaw. 2007. Drawing on Air: Input Techniques for Controlled 3D Line Illustration. IEEE Transactions on Visualization and Computer Graphics 13, 5 (Sept. 2007), 1067–1081. https://doi.org/10.1109/TVCG.2007.1060
- Yongkwan Kim, Sang-Gyun An, Joon Hyub Lee, and Seok-Hyung Bae. 2018. Agile 3D Sketching with Air Scaffolding. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, 1–12. https://doi.org/10.1145/3173574.3173812
- David Ledo, Steven Houben, Jo Vermeulen, Nicolai Marquardt, Lora Oehlberg, and Saul Greenberg. 2018. Evaluation Strategies for HCI Toolkit Research. In ACM Conference on Human Factors in Computing Systems (CHI) (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–17. https://doi.org/10.1145/3173574.3173610
- Yaron Lipman, David Levin, and Daniel Cohen-Or. 2008. Green Coordinates. ACM Trans. Graph. 27, 3 (aug 2008), 1–10. https://doi.org/10.1145/1360612.1360677
- Nora McDonald, Sarita Schoenebeck, and Andrea Forte. 2019. Reliability and Inter-rater Reliability in Qualitative Research: Norms and Guidelines for CSCW and HCI Practice. Proc. ACM Hum.-Comput. Interact. 3, CSCW, Article 72 (Nov. 2019), 23 pages. https://doi.org/10.1145/3359174
- Niloy Mitra, Michael Wand, Hao (Richard) Zhang, Daniel Cohen-Or, Vladimir Kim, and Qi-Xing Huang. 2013. Structure-Aware Shape Processing. In SIGGRAPH Asia 2013 Courses (Hong Kong, Hong Kong) (SA ’13). Association for Computing Machinery, Article 1, 20 pages. https://doi.org/10.1145/2542266.2542267
- Mathieu Nancel and Andy Cockburn. 2014. Causality: A Conceptual Model of Interaction History. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 1777–1786.
- Damien Newman. 2002. The Process of Design Squiggle. https://thedesignsquiggle.com/
- Karran Pandey, Fanny Chevalier, and Karan Singh. 2023. Juxtaform: Interactive Visual Summarization for Exploratory Shape Design. ACM Trans. Graph. 42, 4, Article 52 (jul 2023), 14 pages. https://doi.org/10.1145/3592436
- Christian Remy, Lindsay MacDonald Vermeulen, Jonas Frich, Michael Mose Biskjaer, and Peter Dalsgaard. 2020. Evaluating Creativity Support Tools in HCI Research. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (Eindhoven, Netherlands) (DIS ’20). Association for Computing Machinery, New York, NY, USA, 457–476. https://doi.org/10.1145/3357236.3395474
- Scott Robertson and Thomas Bertling. 2013. How to draw: drawing and sketching objects and environments from your imagination (first edition ed.). Design Studio Press, Los Angeles, CA.
- Steven Schkolne, Michael Pruett, and Peter Schröder. 2001. Surface drawing: creating organic 3D shapes with the hand and tangible tools. In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI ’01). ACM Press, Seattle, Washington, United States, 261–268. https://doi.org/10.1145/365024.365114
- Ryan Schmidt, Azam Khan, Karan Singh, and Gord Kurtenbach. 2009. Analytic drawing of 3D scaffolds. In ACM SIGGRAPH Asia 2009 papers. 1–10.
- Xinchi Xu, Yang Zhou, Bingchan Shao, Guihuan Feng, and Chun Yu. 2023. GestureSurface: VR Sketching through Assembling Scaffold Surface with Non-Dominant Hand. IEEE Transactions on Visualization and Computer Graphics 29, 5 (2023), 2499–2507. https://doi.org/10.1109/TVCG.2023.3247059
- Emilie Yu, Rahul Arora, Tibor Stanko, J. Andreas Bærentzen, Karan Singh, and Adrien Bousseau. 2021. CASSIE: Curve and Surface Sketching in Immersive Environments. In ACM Conference on Human Factors in Computing Systems (CHI). http://www-sop.inria.fr/reves/Basilic/2021/YASBS21
- Xue Yu, Stephen DiVerdi, Akshay Sharma, and Yotam Gingold. 2021. ScaffoldSketch: Accurate Industrial Design Drawing in VR. In ACM Symposium on User Interface Software and Technology(UIST ’21). Association for Computing Machinery, 372–384. https://doi.org/10.1145/3472749.3474756
This work is licensed under a Creative Commons Attribution 4.0 International License.
CHI '25, Yokohama, Japan
© 2025 Copyright held by the owner/author(s).
ACM ISBN 979-8-4007-1394-1/25/04.
DOI: https://doi.org/10.1145/3706598.3713816