A Mixed Reality Intervention Framework for Learning Ceramic Throwing Skills: Task Analysis, Human Factors Design Logic, and KANO-AHP Functional Priority.

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Conference Proceedings
Authors: Zhekai Cai
Abstract

Ceramic throwing is an embodied skill that demands high precision and is constrained by strict timing sequences. Novice learners commonly exhibit systematic biases in three key areas: judging the clay's state, coordinating force application with both hands, and controlling geometric shapes, leading to irreversible failures such as off-centering, uncontrolled wall thickness, and collapsed pieces. This paper focuses on ceramic skill learning as the core research subject, advancing the study in three stages: First, we systematically decompose the throwing process, clarifying key subtasks and quantifiable operational indicators. Second, from a human factors engineering perspective, we propose a design logic for MR intervention, centered around minimal visual obstruction, phased information density, and interpretable error correction feedback, forming an initial functional item pool (R1–R8). Finally, based on a small-scale user study (n=16), we employ the KANO model to identify demand types and calculate the satisfaction/dissatisfaction coefficient (CS+/CS−). Weights are determined using the Analytic Hierarchy Process (AHP) under four criteria: learning efficiency, operational quality, cognitive load, and safety (CR=0.017). By merging these two sets of results, we produce a prioritized function table with specific numerical values. The priority ranking is as follows: R1>R3>R6>R4≈R2>R5>R8>R7, which is used to define the MVP development scope for the MR prototype.

Keywords: Mixed Reality, Ceramic Throwing, Embodied Skills Learning, Task Analysis, Human Factors Design, KANO, Analytic Hierarchy Process

DOI: 10.54941/ahfe1007625

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