CeARamics is a research project that questions traditional ceramic making methods (i.e. pinching, coil, slab, wheel) and proposes instead a system of sticks and weaved rope that act as a substructure to which clay is applied. This allows for mass customisation of components and the creation of intricate geometries of varying densities, both which are typically limited by traditional ceramic forming processes and the material itself.
The system argues for an augmented reality-assisted crafting process which is not limited to only high skilled workers. An augmented reality app is developed with two parts. Firstly, the ‘design’ part of the app is to be used specifically by designers, and secondly, the ‘make’ part of the app is dedicated to fabrication and can be used by anyone. In the ‘design’ section of the app the designer or architect can import a volume, control specific data inputs, generate clay parts, choose among weaving styles, and control the overall density. When the process is finished, a request to fabricate one’s design can be made. This initiates the ‘make’ section of the app, in which users are able to implement the clay components by following simple holographic instructions. The whole idea of the ceARamics app is based on distributed manufacturing and aims to enable users with only the use of their phones and 3d printed nodes (which are delivered to them) to fabricate without the use of expensive gadgets. The process is multidisciplinary and expands the production chain allowing for a fully democratised manufacturing process which is enabled through augmented reality technology.
A diagram explaining ceARamics process, workflow, and the distributed manufacturing system logic.
A physical prototype used to develop the process of weaving and clay application. Rope is weaved across a 3D frame and then sprayed with clay. The clay naturally shrinks as it dries, so the piece is removed and the rope is cut from the frame once it is 80% dry to allow for continued shrinking.
A series of physical model studies exploring applications of clay on rope.
A photo of a glazed 3D-weaved component.
A diagram of the correspondence of components to a wall design according to density.
A study of different combinations of the main component resulting in various meta-parts.
The series of aggregations are exactly the same but use clay parts with different weaving styles. Each effect is different as individual weaving techniques have a large influence on the overall outcome. This makes the weaving style a vital parameter in the design process.
Walls of different porosity are used according to the type of space. For public spaces, components of lower density are used whereas in private spaces only higher density components are used.
Augmented reality allows the user to virtually draw ‘weaving lines’ onto the physical model through the screen of a mobile phone. This allows the user to rapidly decide on the preferred weaving style and instantly see a digital model of it.
The app is developed to guide users step by step through the process of constructing a component, including the adjustment of the rigid framework and the weaving technique. Users select components from a catalogue and specify the number required. Afterwards, the required sticks and nodes are delivered to them, labelled by component, and the user can begin assembly using the augmented reality application.
To assist with assembly, the augmented reality simulation positions in space the outline of the component, illustrating where the sticks and nodes should be located. After assembling the frame, weaving patterns appear with lines to follow with the rope. Once components are assembled,, the users collaborate with designated ceramist workshops to apply clay and glazes. Finally, the components can be shipped to the building site.
A visualisation of the workflow for the digital platform.
Computer vision is embedded into the augmented reality platform for pattern recognition. This allows the programme to digitally transfer the ‘weaving lines’ drawn by a user on a phone screen onto the physical model.
An illustration of how pattern is implemented through the code.
A perspective view and closeups of Façade 01 developed based on the generative process.
A view of Façade 01 illuminated at night. Different densities of components create a gradient and flow that gives directionality and volume to the façade and provides areas of varying privacy and opacity.
A close-up view of the entrance of Façade 02. Here, extruded rectangles were designed to intersect on different levels and give volume to the façade.
A detail of Façade 01 and its different pattern densities.