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This project looks at creating a more engaging environment which would inspire creativity and consequently lead to better pottery outcomes.


The aim is to help users utilise their time in a more efficient way and therefore gain more usage out of their pots once it has been in the kiln. 

Designer-Sophie Hague

Skills Used-

3D Modelling


Speculative Design

Environmental Design

How do you optimise an experience through digital design?

While partaking in the pottery workshop I found a few hinderances which could affect the overall experience of the activity.  

The first hinderance was time-allocation, in the time allocated the user must, choose a pot, think of a design and execute the design. Overall, this could be a time-consuming activity starting with the endless amounts of pots to choose from. 

Another hinderance was creativity, how could the user draw inspiration from a room full of white pots? 

The final hinderance was cost, the pots are not categories in price order meaning that the user is searching through pots which can create a sense of pressure to pick something quickly that may not be in their budget. These factors could affect the user’s overall experience.  

Idea Generation

The first task was to identify which areas of the pottery workshop space had the potential to be utilised in a more innovative way.  This relates to 5 dimensions of interaction design (Silver, 2007) with physical objects and space by identifying what points in the room the user interacts with most.,

Collaborative Working spaces

Blank Pots

QR Codes available

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Prices written in pencil on the pots

Utilising the Space

Firstly I thought about the user flow and how the user navigates through the experience; this will help pinpoint any areas where creativity and imagination could be optimised, 


Areas highlighted for optimisation were: 

Optimising experience On-Arrival

To enhance the experience on-arrival, I thought of ways where the choosing the pots could be more creative and enticing. Currently, the pots on display to choose from are bare, ready for the user to paint on. 

The initial solutions to enhance creativity were to: 

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Use augmented reality to scan markings on the pots to show previous designs, object tracking will be used to scan previous objects which will then be projected onto a blank pot of the same shape.

Projection map example designs onto the blank pots to make a display This would be a form of object detection, the projector will recognise the dimensions of the pottery

Create app for the user to design their patterns which are then mapped onto a pot of their choosing 

Optimising experience On-Arrival pt.2

After careful consideration the best way to enhance the experience was to use projection mapping onto the plain pots to make a display. 

I used a rapid prototyping method to quickly draw up some sketches of how to potentially utilise the space and projection map onto the pots. 

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Potential use of plinths to display most popular items and their designs 

Great way to minimalist space taken up in a small area 

The Creation of Inspiration

To create inspiration the idea is to use plinths in between the pottery storage spaces that would hold the store’s most popular items and act as an exhibition during the pottery session. The projection would then rotate between different ideas/ projections to give customers an idea of some different designs that they could use on their own pots.  

This then helps reduce time spent deciding what to design and reduces the risk of customers creating designs that aren’t as well thought out. 

By using AR it adds a higher level of value to the experience; creating an immersive environment that encourages creativity. The aim is not for customers to directly copy the designs but draw inspiration from them. 

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Final Outcome

The final outcome showcases the improvement in layout and how the pottery projection would be conveyed in the pottery studio. By creating a pottery projection scene it creates inspiration for the user and boosts creativity which ultimately leads to a better use of the users time and money.

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