Shaper
Shaper is a thesis project in cooperation with Scanlaser Sweden. The project explores and identifies the problems and opportunities of combining modern construction techniques such as 3D printing and precise laser modelling with the activity of designing and creating terrain parks in ski and snowboard areas.
Information was collected to be able to analyse the terrain park development process. The decision was then made to focus primarily on the tools availible to the terrain park designer in the sketching/ideation stage of the process. This was based on the research results showing that the largest amount of planing and aspects affecting the quality of the park could be improved at this stage.
Discovering the principal users and understanding their journey through the terrain park creation is vital to identify which areas could be improved upon. In this project both the users involved in creating the terrain park as those who enjoyed the finished result (the skiers and snowboarders) were involved to gain a broader understanding of the finished product and the relationship between the different actors.
The resulting concept uses the combination of an accurate handheld GPS marker and a simplified 2D sketch interface. The handheld GPS marker allows the terrain park designer to quickly mark out points on the physical terrain, collecting valuable topographical data. The 2D sketch interface can be used on existing touchscreen hardware and allows the terrain park designer to quickly and intuitivly create terrain park features aided byt the topographical data collected from the handheld GPS marker.
As the terrain park is created by the user in the 2D environment it exists in the system as a 3D modell which can later be used in construction. The model also offers immediate feedback on safety issues and the financial cost of the park.
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The Shaper concept was one of a few projects showcased in the Caught by Umeå tour.
Key reflections from this project:
The balance of user creative freedom with usabaility. One of the goals which became apparent during the project was to give the terrain park designer the ability to translate their ideas into 3D models without the need to master complicated 3D programs. The sketch interface attempts attempts to achieve this by constraining all feature creation to a 2D interface. This simplicity increases the usability of the product for the user at the cost of complete freedom in the process.
The justification for these constraints come from the research process showing that in 80-90% of cases the park designer wants to create a modified version of a standard park feature.
The situation in which people desire to convert their ideas into 3D modells for construction, simulation or enjoyment purposes, without the need to learn a fully featured CAD software will become more prevalent. As discovered in this project, finding the specific constraints which can be applied to each different creation process will be key to enabling users to adopt these tools.