Carnegie Mellon University · Bachelor of Design 2021–2022

Physicalization of AR/XR Experiences

Physical prototyping tools for augmented reality

Testing — Augmented Reality Tools for Design Prototyping title card
Overview

Project overview

For my Bachelor of Design capstone, I investigated how physical materials and forms affect augmented reality. My first experience prototype exposed tracking, lighting, and alignment problems.

I shifted from designing one complete experience to testing the mechanics it depended on.

I designed and fabricated six tools, connecting physical objects and sensors to digital behaviors in Unity.

Program
BDes · Hybrid Environments
Role
Designer & Researcher
Tools
Unity · Arduino · ESP32 · Fabrication
Final system

The toolkit

The toolkit contains six prototypes for exploring image tracking, occlusion, visual effects, and physical input.

All six prototyping tools laid out on a cutting mat
Physical forms, image targets, sensor modules, Arduino components, and AR test objects.

The set combines fabricated forms, image targets, and sensor-driven interactions.

In motion

Prototype demonstrations

The demonstrations show the behavior each tool was built to investigate.

01 Image Mapping

Single Image Mapping

Compares image tracking across surface finishes and printed patterns. Matte targets tracked more consistently than reflective or low-contrast surfaces in these tests.

02 3D Masking

3D Masking

Uses a physical form to hide and reveal virtual content. Small mismatches between the object and its model disrupted the alignment.

03 Image Mapping

Multiple Image Mapping

Explores multiple targets within one camera view. Target spacing, size, and angle affected the continuity of the virtual content.

04 Processing Effects

Processing Effects: Glass

Applies a glass-like shader to the live camera feed, altering the appearance of the scene without changing the physical form.

05 Physical Input

Reactive Lighting: Light Sensor

Connects a light sensor to a virtual lamp, allowing changes in ambient light to control a digital response.

06 Physical Input

Physical Control: Potentiometer

Maps a physical dial to the speed of a virtual fan, providing continuous control of the digital response.

Problem

Material and environmental constraints

The prototypes depended on several physical conditions: sufficient target contrast, alignment between objects and models, and lighting that supported tracking.

Static designs did not reveal how those conditions would affect the experience through a camera.

During testing, reflective surfaces lost tracking, misaligned geometry disrupted masking, and lighting changes affected consistency between sessions.

I needed a way to examine these constraints before building a complete experience.

Constraints

Design constraints

Key constraints
Tracking

Surface quality and contrast determine stability.

Occlusion

Geometry must align precisely with digital models.

Environment

Lighting conditions affect consistency.

Direction

Project direction

The initial concept was a narrative AR experience built around physical objects. Its first prototype showed that tracking and alignment needed further investigation before I could develop the experience.

I separated those mechanics into individual tools so I could vary their physical conditions and observe the results.

Project shift
01
Initial approach

Design a full AR experience.

02
Finding

Core issues came from system behavior.

03
New direction

Build tools to test individual mechanics.

The early concept, physical forms, and masking setup below document that change in direction.

Early 3D concept render
Original narrative AR concept.
Early cardboard cube prototypes
Early physical cube prototypes.
Unity editor with early AR prototype
Early AR masking test setup.
System

Prototype architecture

I organized the toolkit around individual behaviors. This let me compare materials, forms, and inputs without rebuilding the complete experience for each test.

01
Image Mapping

Tracking across surface types.

02
3D Masking

Occlusion using geometry.

03
Multiple Targets

Multi-marker stability.

04
Shaders

Camera-based effects.

05
Light Sensor

Environmental input.

06
Physical Input

Analog control mapping.

Tool details

System diagrams

The diagrams show each tool’s physical construction and its connection to the digital behavior.

Isometric diagram of all six prototyping tools
Overview diagram of the six tool system.
Component diagrams for tool 01 and tool 02
Image mapping and 3D masking details.
Component diagrams for tool 03 and tool 04
Multiple targets and shader effect details.
Component diagrams for tool 05 and tool 06
Sensor input and physical control details.
What this enabled

Using the toolkit

The toolkit gave me a way to examine tracking, masking, and physical input while developing the design.

I could compare surface finishes and physical alignment through the camera, then use those observations to revise the forms.

Process

Fabrication and iteration

I iterated on tools that lost tracking or depended too heavily on a precise setup.

I adjusted surface treatments, marker density, and physical dimensions, then compared the behavior of the revised prototypes.

Form studies

Exploring how geometry affects occlusion and tracking stability.

Geometry and modularity
Early 3D masking model
Twelve cube form iterations
Cube cluster configuration options
Cube forms modeled for physical fabrication
Wireframe cube form variations

Material tests

Comparing surface finishes to understand their impact on tracking reliability.

Surface and tracking reliability
Range of image mapping materials
Wooden cube forms and image mapping cards
Laser etched cube forms
Full range of material finishes tested

Assembly

Integrating physical components, image targets, and electronics into working tools.

Building the tools
Assembled wooden cube cluster
Prototype iterations including 3D printed forms
Prototype tools laid out on cutting mat
Completed tools staged for testing
Close-up of prototype assembly components

In use

Testing how the system behaves across different environments and lighting conditions.

AR captures and tests
AR content visible through physical box outdoors
AR content visible through foam core box outdoors
AR 3D masking test outdoors
Animated prototype components on cutting mat
Animated AR masking test
Animated image mapping test
Learnings

Findings

01
Material affects behavior

Tracking reliability varied with surface finish and contrast in the materials I tested.

02
Testing reveals the real problem

Small geometry mismatches disrupted masking, while changes in lighting affected consistency across sessions.

03
Mechanics need isolation

Separating the behaviors helped me identify which physical conditions each mechanic relied on.

Outcome

Outcome

I completed six working research prototypes and documented their construction and behavior. The toolkit provides a basis for further testing across materials and environments.

The project established a method I use when exploring unfamiliar systems: test the underlying constraints, then develop the experience around what the prototypes demonstrate.

6
Physicalized prototyping tools covering image mapping, 3D masking, shader effects, and physical sensor inputs.
4
Disciplines bridged: visual design, physical fabrication, electronics prototyping, and real-time software development.
1
Live capstone exhibition where visitors tested each mechanic firsthand.
All six prototyping tools laid out — final physical toolkit

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