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Natural VR modeling: a viable alternative to freehand sketching for preliminary design?

Published online by Cambridge University Press:  03 March 2025

Jakob Harlan*
Affiliation:
Engineering Design, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
Stefan Goetz
Affiliation:
Engineering Design, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
Sandro Wartzack
Affiliation:
Engineering Design, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
*
Corresponding author J. Harlan harlan@mfk.fau.de
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Abstract

The ideating phase of product design is critical, as decisions made here influence the rest of the product’s lifecycle. Usually, early preliminary designs in engineering are created with pen and paper, which are incompatible with the subsequent digital design process. In an effort to find a modeling tool for early designs that provides the creative flexibility of freehand sketching but also the further processability of digital models, this research investigates natural modeling in virtual reality (VR). To do so, a VR modeling method allowing the intuitive creation of preliminary designs as simplified computer-aided design (CAD) models is presented. The main contribution is the evaluation of this natural VR modeling method against freehand sketching in an extensive user study.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Figure 1. The three basic natural gestures utilized in the immersive modeling method.

Figure 1

Figure 2. Interaction sequence to create a primitive body. From left to right, a pinching gesture with both hands shows the shape options, moving towards a shape selects it, and it can then be positioned and dimensioned as desired.

Figure 2

Figure 3. Simplified Model-View-Controller architecture of the developed immersive modeling interface prototype.

Figure 3

Figure 4. Interface prototype of the natural VR modeling: (left) Provided workspace and reference model; (center) Hand menu showing the different Boolean operations; (right) Moving a created primitive with the connection points for the grid support visible.

Figure 4

Figure 5. Design overview of the two-stage user study.

Figure 5

Table 1. Age and experience of participants and judgesMean and standard deviation of participants’ and judges’ age in years and self-reported previous experience with relevant technologies (7–point scale, 1=“None” to 7=“Expert”

Figure 6

Figure 6. Preliminary designs were created for the shop crane task. The upper half is created with VR modeling and the lower half with freehand sketching.

Figure 7

Figure 7. Preliminary designs were created for the marble transport task. The upper half is created with VR modeling and the lower half with freehand sketching.

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Figure 8. Participants’ ($ N=21 $) answers to the extended USE questionnaire on a 7-point Likert scale (1 = “Strongly disagree” to 7 = “Strongly agree,” higher is better). The first four items are the per-participant averages of the USE dimensions. The following six items are the answers to the six custom statements about the designs created. The brackets on top label significant differences, with an increasing number of asterisks indicating higher levels of significance (* : $ p\le .05 $, ** : $ p\le .01 $, *** : $ p\le .001 $).

Figure 9

Figure 9. Participants’ interface preference for different design aspects in percent. The dark-colored bars visualize how many participants preferred the VR modeling or freehand sketching. The lighter colors in turn display the percentage that preferred whatever interface they used to solve either the shop crane or the marble transport task. Hatched areas show participants who did not give an answer.

Figure 10

Figure 10. Jury assessment of the preliminary designs split by interface (color, $ N=20 $) and additionally by task (pattern, $ N=10 $) on a 5-point scale (1 = “very low” to 5 = “very high”). The brackets on top label significant differences, with an increasing number of asterisks indicating higher levels of significance (* : $ p\le .05 $, ** : $ p\le .01 $, *** : $ p\le .001 $).

Figure 11

Table 2. Pearson correlation coefficient ($ r $) and two-tailed P-value ($ p $) between stated experience and results

Figure 12

Table A.1 Tokenized free-form feedback for the VR interface