XR-penter was developed over my 12-week internship at the University of Tokyo as an NSF-IRES fellow. I joined the Computational Carpentry group within the IGARASHI UI Lab, and designed and implemented XR-penter under the guidance of Dr. Doğa Doğan (Adobe), Dr. Maria Larsson and Dr. Takeo Igarashi (both UTokyo). XR-penter is a material-aware, in-situ design interface for scrap wood assemblies. We aim to enable a situated and improvisational design experience grounded by physical constraints. In addition to developing the system, I conducted a series of formative interviews with DIY woodworkers, collaborated with Geoffrey Hazard to fabricate scrap furniture designed in the software, and did user testing with 8 additional woodworkers.
update- This work has been accepted as a full paper into CHI 2025! read the pre-print.
Video Figure




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MASSIVE thanks to woodworker Geoffrey Hazard for his time, skill and feedback during the case study.
Unity, Meta XR SDK, ProBuilder API