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Mobile vs. head-mounted AR for learning additive manufacturing and supporting design creativity

Published online by Cambridge University Press:  02 July 2026

Jinxue Cui*
Affiliation:
Arts et Métiers Institute of Technology, LCPI, France Arts et Métiers Institute of Technology, LISPEN, France
Fabrice Mantelet
Affiliation:
Arts et Métiers Institute of Technology, LCPI, France
Camille Jean
Affiliation:
Arts et Métiers Institute of Technology, LCPI, France
Ruding Lou
Affiliation:
Arts et Métiers Institute of Technology, LISPEN, France
Frédéric Segonds
Affiliation:
Arts et Métiers Institute of Technology, LCPI, France

Abstract:

This study examines how different AR platforms support learning and creativity in Additive Manufacturing (AM) education. Design students used either a smartphone- or headset-based AR app to explore virtual AM models before completing a design task and questionnaire. Expert reviews and Mann–Whitney U tests showed that headset AR users reported higher usability, better AM understanding, and produced more creative designs. The results highlight the educational value of immersive AR in enhancing technological comprehension and creative performance.

Information

Type
DESIGN EDUCATION
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2026
Figure 0

Figure 1. Figure 1 long description.The 14 AM cube models

Figure 1

Figure 2. Smartphone interface for cube exploration (a) users can browse cube models in a card-based interface with images and descriptions (b) selected model can be rotated, moved via touch interaction (c) selected model can be resized via touch interaction for detailed exploration beyond physical size limits

Figure 2

Figure 3. Quest 3 interface for AR-based cube interaction (a) opening the palm triggers a button to appear (b) users browse cube models in a card interface (c) users select a card to instantiate a cube

Figure 3

Figure 4. Figure 4 long description.Advanced interactions in the quest 3 application (a) users can grasp and manipulate virtual cubes as if they were real objects (b) two-handed grasping enables resizing of the cubes

Figure 4

Figure 5. Experimental procedure

Figure 5

Figure 6. Box plots of questionnaire dimensions comparing Quest 3 and smartphone applications. Abbreviations: INT = Interactivity; SQ = System Quality; PI = Product Informativeness; RC = Reality Congruence; IM = Immersion; CL = Cube Liking; MU = Media Usefulness; RI = Reuse Intention; PAM = Perceptions of AM. Asterisks indicate statistically significant differences (Mann–Whitney U test, p < 0.05)

Figure 6

Figure 7. Box plots of expert evaluations of creativity dimensions across AR conditions Abbreviations: ORI = Originality; PR = Paradigm Relatedness; ACC = Acceptability; IMP = Implement Ability; APP = Applicability; EFF = Effectiveness; COM = Completeness; IE = Implicational Explicitness