Recruitment and Participants
As mentioned in the methodology section, our user study comprised two phases. In the first phase, we brought our system to traditional ceramic studios, conducted “quick and dirty” short-term ethnographic study with instructors and students, and reflected with them about their practice and the system on site. In the second phase, we refined the system based on observations and feedback from the first phase. We then invited ceramic makers with varying skill levels to participate in on-site prototyping sessions. Following these sessions, we conducted semi-structured interviews and surveys to collect data for analysis. To recruit participants for the first phase, we contacted local ceramic studios and schools. For the second phase, we distributed recruitment posters across our university's facilities, screening participants with different skill levels: novice learners, experienced learners, and instructors. After each session, we broadcast our study with word of mouth. To ensure diversity, we avoided recruiting from the same pool as our pilot study. Cold recruitment through posters across multiple facilities helped mitigate bias by attracting participants from different backgrounds and ensuring they had no prior exposure to the system.Ultimately, for Phase 1, we invited 2 instructors and 4 student participants, conducting two ethnographic study sessions. During each session, participants practiced the same skills three times. For Phase 2, we invited 21 participants, divided into two groups: 8 participants in the experienced group (2 instructors, 4 proficient practitioners, and 2 experienced practitioners), assigned IDs from E-P01 to E-P08, and 13 participants in the novice group, assigned IDs from A-P01 to A-P13.
Procedures
Ethnographic study and On-site reflection
(1) Consent: At the beginning of the study, we provided participants with a detailed explanation of the study’s purpose and procedures and obtained their consent. The study was approved by our local IRB under protocol # STUDY2024_00000325.
(2) Observation: The ethnographic study was conducted 1:2 at ceramic studios, with one researcher observing two participants at a time. The researcher sat alongside the participants and documented their operation with minimum interference to their learning process. Each session lasted approximately one hour.
(3) Comparison and reflection: Following the session, both instructors and students were invited to watch our demo of the system and participate in an informal discussion. The discussion aimed to explore: (1) What they did during the session and how they reflect on it; (2) Their opinion on the system’s functionality; (3) How they will use the system in their practice; and (4) Feedback on system limitations and suggestions for improvement. The complete interview questions can be found in Appendix X.
On-site Prototyping Session, Semi-Structured Interview and Survey
(1) Consent and Onboarding: At the beginning of the study, we explained the study to participants in detail and got their consent. Our local IRB approved the study under protocol # STUDY2024_00000325. After securing consent, we conducted an onboarding session to guide them familiarize with the headset, the pottery wheel and the material (air-dry clay), which takes about 5 minutes. During the period, they were free to ask questions, seek clarifications to ensure they were comfortable using the system before the study.
(2) Prototyping Session - Task: The prototyping sessions were conducted on a 1:1 basis on CMU campus for both experienced and novice groups. Each session gave 25–30 minutes to participants to complete the same task: making a vase. Participants used different modes depending on their group: For the novice group, participants chose elementary mode and followed the step-by-step tutorial. For the experienced group, participants chose advanced mode and worked independently to the given target shape. During the process, they were free to explore the function they found useful and navigate their making progress. Figure X shows some ceramic pieces made by our participants. Researchers encouraged participants to explore as many features as possible to provide comprehensive feedback but did not mandate their usage. The researcher sat nearby, observing participants’ operations and providing assistance if needed. Figure X shows examples of ceramic pieces created during the sessions. Semi-structured Interview and Survey: After the session, we conducted 20–25-minute semi-structured interview with each participant.
(3) The interview for experienced groups aimed to reflect on (1) their experience with the system; (2) their interaction dynamics with the system, including how they would use it and how it influenced their existing practices; (3) feedback on system limitations and suggestions for improvement. For the novice group, the interview sought to gather insights into (1) participants’ experience with the system; (2) potential usage scenarios. Additionally, participants completed a survey designed to complement the interviews by capturing attitudes and feedback quantitatively. Both the interview protocol and survey were designed based on the design goals in the methodology section. The complete interview questions and survey can be found in Appendix X.
Data Collection and Analysis
For qualitative analysis, during the task sessions, we took hand-written notes to document participant’s activities and reflected those notes on our interviews. We recorded the semi-structured interview and transcribed them using Otter.ai. Following Braun and Clarke’s thematic analysis approach (Clarke & Braun, 2017), we then went through the transcript, conducted interpretation sessions to extract relevant information, and created affinity diagrams to identify, refine and iterate the themes with inductive coding during weekly meetings over two months. For quantitative analysis, we collected survey answer with google form.
Results
We present our analysis results as five themes, both novice and experienced groups have common ground but also different opinions. Our findings reveal discrepancies in how skill levels influence perceptions of the system (Theme 1), uncover tensions between virtual and realities (Theme 2), reflect the impact of workflows on skill transfer (Theme 3), and demonstrate how the system redefines roles and contexts in craft-making (Theme 4). These findings indicate the system’s potential to support learning across skill levels while addressing limitations in creativity and improvisation in the craft process. (Theme 5)
Theme 1: Common Process, Different Goals: Craft Skills Across Experience Levels
At the beginning of each interview, we asked both groups to reflect on which step they found easiest and most difficult. Among novice participants, many considered centering to be the easiest step and pulling up the most challenging. (E-P01, E-P03, E-P04, E-P06). In contrast, all experienced participants had the opposite view. A-P01 explained this difference from different goals between two groups: To a novice, mastering each step is more important. Without proper practice, performing harder ones, such as pulling up, is difficult. But experienced people novices focus on mastering each step, while experienced individuals prioritize the final outcome, which is directly affected by centering. “So experienced are going to have a result oriented, novices are going to have a process oriented.” Despite their differing views on specific steps, participants agreed on several aspects of the learning process: All mentioned having a big picture is important. For example, E-P09 reflected on a past mistake: “I didn't really understand the concept of how the air bubbles might affect me later. But at the time, it didn't, that didn't click very well." It's essential to learn by making progress rather than fixing, as what A-P01 observed in her teaching: “They've been repairing the clay, breaking it and replacing it with another one.” They also agree on the importance of practice, which was universally recognized as essential for developing familiarity with the material and process. As A-P02-Pilot shared: “I was just playing with some water in some clay but doing circles and understanding like how the wheel goes both ways and how like your movement affects”, E-P04 emphasized the importance of learning through failure: “Maybe everyone needs to experience how it goes wrong before they master it.” A-P01 highlighted how positive results from practice encourage beginners: “I think it's very rewarding for beginners to be able to fine-tune the steps and then slowly pull out a shape.”
Theme 2: Tensions Between Virtual and Realities in Embodied Craft-Making
(1) Video vs Gesture: Real-world Resolution and Tacit Knowledge
The system provides both video and gesture-based guidance for learning each step. Participants generally felt that gestures effectively helped them understand what actions to perform and where to position their hands. For example, E-P04 found this very helpful: “What's most helpful was the initial gesture, like where the finger should be put on, which part of the ceramic.” However, participants noted that the gesture instructions lacked detail regarding the interaction between the hand and clay. Some were unsure about which part of the hand to use or how to apply pressure. E-P09 expressed his confusion: “It shows you where your hand should go, but it doesn't say what part of your hand is supposed to be touching the clay.” Some participants also feel the instructions for hand movement are too mechanical. A-P07 commented on the gesture recognition: “...but I have to read a lot of sentences. I don't know how to actually listen to the thing to make changes.” E-P06 feels the gesture animations are too “mathematical”: “It's (gesture) happening in a mathematical way. it's just going up in a very equal way and it doesn't seem like it's real.” In contrast, participants found videos more helpful because they provided richer details with real-world resolution and tacit knowledge. Videos allowed participants to observe hand gestures, clay shape changes, and the mutual effects more intuitively. E-P08 mentioned her experience when referring to the video: “I saw the video and I tried to make the same thing, and I saw mine, I know it's not perfect, but okay, I think I can move on.” Through video, participants could also infer additional details such as the amount of water required, appropriate speed, and the pressure needed. E-P02 noted: “I can see movement and also the texture of the clay. Sometimes I can judge if I need more water or not.” For some experienced practitioners, video recalled their expertise better than the gesture: A-P07 said: “The system has the hand over the clay, and it does have instructions, but when I watched the video, I could kind of see her, feeling the clay and, shaping it, so that was helpful.”
(2) View and touch in 3D learning: View Angle and Overlay Placement
Participants felt the combination of gesture/shape holograms, videos and tips can help them observe the instruction from different view angles, thus acquiring a better understanding of its spatial shape. E-P04 appreciated this feature, stating: “Just as I feel like it did it well by seeing how it's three dimensional. It’s hollow inside. So it's kind of you get what it is like in a brief structural way.” Besides, the multisource triangulation helped participants avoid cognitive error when following the gestures. E-P02-Pilot reflected on her practice: “because I was trying to follow the video and video is a mirror image, I think I did it the wrong way because I didn't pay enough attention to the hand hologram” Regarding the location of the hologram, participants shared mixed feedback. Some participants feel the shape hologram could help them identify the goal and use them as reference to the current progress. A-P01 said: “... you're able to put the shapes in here (the pottery wheel by the system) so that I can see and compare them, and I think that that is very helpful in terms of practicing..” but some express their concern. On the one hand, the overlay may obstruct the view, thus affecting the precision of wheel-throwing. On the other hand, novices feel they have the urge to practice on the hologram, thus sometimes destroying their progress with incomplete skills. E-P09 explained: “Because once you do it on clay, it is very hard to correct on clay… As soon as my hands were in place, I was already touching the clay.”
(3) Body extension limitation: Navigating Virtual and Physical Information
The system changed the layers of reality during embodied craft practice. While the headset extends the body’s ability to perceive virtual information, it also introduces a conflict between virtual instructions and the physical demands of wheel-throwing. Participants feel they need to constantly move their body to receive the spatially organized information, which sometimes harm the precision requirement for wheel-throwing. A-P07 highlighted this challenge: “So if I came too close to my part, I cannot see instructions. So I might just stay a physical distance away from my pottery to make sure I can read all of it. But that means I cannot look very closely at the pottery, the details.” E-P04 shared a similar concern: “I have to move a lot actively in order to see everything, which is also another layer of inconvenience.” The elimination of real instructors also adds a new layer of communication complexity, thus disturbing the hierarchy in information exchange. Participants felt that interacting with the system disrupted the natural hierarchy of information exchange, leading to information overload and a sense of disorientation. E-P02 expressed frustration with the abundance of simultaneous instructions: “There's a lot of things that just go automatically. There's instruction verbally, and then also with sound, with text. And then there's a gesture. And then there's a countdown.”
Theme 3: System Workflow’s Impact on Embodied Skill Transfer
(1) Immersion and Streamlining: Benefits and Limitations
Participants acknowledged the workflow in the system is immersive and restores real-world experiences to some extent. E-P01-Pilot appreciated how the system engaged learners: “I feel like it will stick more to the learners compared to a person telling you what you need to do… your voice command is not conversational in a sense, but kind of helps me to orient myself in the learning process.” Similarly, E-P08 thought of the system like a video game, expressing enthusiasm for the system: “I play video games. I was very excited to use something like that in video games. It was very nice to use it because I felt like I was playing a video game.” A-P01 noted: “It can't completely replace reality, but it basically reproduces what's in the scene.” Despite its immersive qualities, the workflow introduced certain challenges. The streamline workflow made participants feel compelled to continue even if things went wrong. E-P04 expressed her unease: “The step seems to be very streamlined, but if there is any chance there is an unexpected something there kind of freaked me out.“ Participants also struggled with the lack of big picture. The system provides text prompts for step goals and exit conditions, it did not adequately triangulate these with an overarching view of the process. E-P09 explained a mistake he made due to this limitation: “it said the base should be four to five millimeters thick. so I was aiming for the base of the wall, and it hit me later when I realized my thumb's going really far down here.” Also, due to the same reason, participants are arguing about the timing for using specific functions and transitioning between steps. A-P08 gave some suggestions: “I think checking is good if it reassures that I am ready to move to the next step. But I also wonder if it should tell me that I'm ready to move to the next step without me having to express that”
(2) Autonomy: Empowerment and Challenges in Knowledge Acquisition
Many participants appreciated the autonomy offered by the system, which stood out compared to traditional education and other learning mediums. This autonomy allowed users to customize their progress while engaged in physical activities. E-P09 expressed his preference for the system: “Even if I had like a video playing, showing me how to do it, this (system) is much better than that because if I'm in the middle of doing it, I can't just pause the video and restart or look for Google tips on what I've done wrong very easily. So that helped a lot.” A-P01-Pilot also held the same opinion: “I like how much autonomy you give the user. Like you can skip certain parts. You can decide. You can basically override the system.” Participants also felt the autonomy from the freedom of trial and error without the pressure of instructors. E-P06 said: “The good thing is you can keep asking again and again, and not have to worry about teacher fatigue or patience. You just keep asking for the same instruction so that's very beneficial” But some participants also point out the downsides of autonomy. The system’s flexibility might lead to users skipping critical steps, resulting in gaps in understanding essential knowledge. A-P02-Pilot indicated: “...because you cannot see anyone else, so if you cannot understand that, you cannot even go past that, and even if you just skip it, still you're missing the technique, the theory behind it, so you cannot actually learn it.”
Theme 4: Shifting Roles and Contexts Through System Intervention
(1) Usage Scenarios: When and How to Use the System
Participants viewed the system as a mediator “in between videos and in-person.”, as E-P02 described. They agree this system could be used as a bridge between instructors and learners. A-P02-Pilot emphasized this potential: “It could be cool to bounce back with a real professor because if a professor can give you some input but you're not that good yet you can try and improve that particular skill with the tool.” Participants believe they can use the system to learn different skills, as E-P02 suggested: “Maybe I'll be able to follow different tutorials to make different shapes. That would be kind of nice.” They can get basic guidance, such as A-P07 noted its usefulness for trying new techniques: “If I'm going to learn a new technique, I might use it and then try it one or twice.” and E-P07 stated: “In the early stages, instead of you alone practicing, you can practice with the AI.” They can practice them before seeing instructors, E-P07 highlighted its value for early practice: “...it can be complemented with ceramic classes if I ever take them, so I can use once a week teacher and twice a week this, because it's no use seeing the teacher again and again if you don't practice.” Participants saw potential for the system to shift the paradigm of craft education by offering personalized and scalable learning. A-P08 observed: “Instead of the human having to teach everything, it's more personalized and nuanced, more contextual of what the student is lacking.” They envisioned batch education, where the system helps establish fundamental skills for all learners, freeing instructors to provide personalized assistance only when necessary. A-P08 explained: “Maybe if it's in a class setting, everyone uses the VR headset at the same time to establish the same understanding. And then for parts that they're struggling with, the human can come in.” Participants also imagined the system being used in diverse contexts beyond education such as hobby, production and dating. A-P01 described the system as ideal for amateurs aiming to learn professionally: “I think it's a hobbyist's aid, it's more for the amateurs who want to learn something, to be able to learn it relatively professionally, and learn it to a very good status.” While recognizing that production requires specialization, participants saw potential for the system to assist in specific steps. A-P01 noted: “a production aid needs to be very specialized, it's a very complicated thing to make, and it (the system) may be an aid to some of the steps.” E-P02-Pilot mentioned its popularity as a creative activity for socializing: “It's a common It's quite a popular dating idea”
(2) Impact on Usage Scenarios: Comparing System with Instructors
The system's functionality shapes participants' attitudes and assumptions about its intended usage scenarios, particularly when compared to its alternative: real instructors. Thus, we guided them to reflect on the function and do comparison. Participants identified several benefits of learning from real instructors: (1) Real instructors have the ability to provide physical guidance and correction, as E-P04 stated: ”The teacher will be able to directly do it for me, correct it so that I can use a relatively perfect shape. I can have it done before I move on to the next step, but here I have to go with whatever I have.” (2) Real instructors can provide emotional support, E-P02 expressed her wish from the system: “I wish it was asking me ’Are you ready?’ And I'd be like, ‘oh yeah, I'm ready.’ to be more interactive.” (3) Real instructors can provide customized tacit knowledge, such as from E-P02-Pilot: “... a person can understand how much knowledge you have, and also where you are in the process from the start to the beginning.” E-P09 shared: “They would have had experience like, I remember I screwed this up before. And this is how I didn't do that anymore”, and E-P09 added: “They could see if it's too wet or not wet enough, or you need to slow it down and that helped a lot.” (4) Real instructors are more mobile and sensitive. E-P05 mentioned the ability to ask about specific questions like wheel speed: ”you could ask about the speed of the wheel for real-time, get real-time feedback, asking to check, and then getting the feedback.” E-P03-Pilot mentioned instructors' ability to intervene preemptively: “an in-person teacher can intervene before the user even knows to ask for instruction.” E-P03 reflected on the system’s limitations in clarifying doubts: “It gives you certain instructions, but it can't really elaborate on certain things, or you can't ask it any questions”. Participants also acknowledged the system’s unique benefits: (1) providing a knowledge repository of different practices and context, A-P01 Suggested: “I think we can give them more choices, for example, for beginners, which is the easiest way to pull higher and more stable without destroying the center.” (2) Working as recording tools to provide remote asynchronous instruction, A-P01 proposed: “If you have a problem, the teacher can upload the video to the system when he/she is demonstrating”
Theme 5: Improvisation and Creativity: Constraints from craft nature and skill levels
Improvisation and creativity, while closely related, have a nuanced and sometimes conflicting relationship in the context of craft. During the study, most participants felt they were following instructions, leaving no room for creativity. However, the experienced group provided deeper insights: The nature of wheel-throwing as a craft pursuing perfection, which left little space for creativity. A-P02-Pilot said: “a bad thing because sometimes precision doesn't let you be creative” ItsIts circular form also limits the creative possibilities. A-P01-Pilot gave an extensive explanation: “Because everything has to be circular. And you only have creativity in this one dimension.” For ceramic making, most creativities happen after this stage. A-P02-Pilot added “People will do a very creative drawing on it, and they will do other decorations on the piece, or they will glaze it in a certain way.”
The skill level has a very interesting effect on improvisation. Beginners tend to follow the tutorials closely, but when their practice doesn’t work as expected, or as they forget the step due to skill proficiency, they passively improvise to seek a solution. E-P08 described her improvisation: “ Because I tried to cut it, but I think it was not so good, so I tried to shape it a little more.” As they get more skilled, they master the skills and tools to improvise but the pursuit of perfect shape and reliance on past experience confines improvisation. A-P01 reflected on this: “but if I’m an experienced person, and my goal is clear, make this shape, then I don't have this creative process, I only have the process of following the steps to finish it.” Similarly, A-P02-Pilot commented on the comfort of working within known techniques: “And I feel comfortable with the ones that I do know, rather than the ones that you're showing us.”