A Mixed Reality Intervention Framework for Learning Ceramic Throwing Skills: Task Analysis, Human Factors Design Logic, and KANO-AHP Functional Priority.
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
Cite this paper
More from this volume
- Enhancing Immersive Machine Operator Training through Cognitive Load Management and Scenario-Based Learning
- "Starlight & Listening Fox": Design and Construction of an Inclusive AR Therapeutic IP System for Community-Based Autistic Children
- Resolving Form-Meaning Separation: Preference and Acceptance of a Somatosensory FMV Game for Intangible Martial Arts Targeting Z Generation
- Activation of the Grand Canal Cultural Heritage for Generation Z: A Design Research Based on IP Narrative and Gamified AR
- Embodied Cognition Theory-Driven AR Board Game Design: Innovative Practice of the "Five Emperors" Cultural IP in Fujian Museum
- The Book as a Pedagogical Laboratory: Experimental Editorial Practices in a Studio-Based Design Course
- Digital Interaction Design for Mianzhu New Year Painting: Enhancing Cultural Heritage Engagement through Mobile Applications
- The Impact of Visual Consistency in City Official Website Interface on City Brand: A Case Analysis of UNESCO Creative Cities of Design
- The Innovative Culture Design of Weifang Traditional Kite
- Spreading Jiangnan Tea Charm via the Grand Canal: AR Interaction and IP Design for Yangzhou Famous Tea
- Wearable Smart Accessory Design Based on Emotional Design Theory
- Designing Personalized and Situated Conversational AI in Urban Public Space


AHFE Open Access