
A shared digital reference that lets remote collaborators handle the same 3D form together on a video call.
The first team started from a small moment in my pandemic study. When words failed, designers grabbed whatever was near them, a mug, a pen, a box, and held it to the camera to stand in for an idea. The team asked what a purpose built version of that gesture could look like.
Their answer was ShapeOverlay, a tool that drops simple 3D shapes onto a shared video call and lets two people move, turn, and resize them together in real time. Instead of describing a form in words, collaborators in different cities could now shape it side by side.
To test whether it helped, the team ran a study with eighteen students working in nine pairs. Each pair moved through three design tasks, and each task pushed them to communicate a different quality of a product: how it works, how it behaves, how it is built. Across the tasks, they compared three ways of exploring together: gesture and talk, sketching, and their own tool.

The tool did much of what they hoped. A shared object on the screen cut down guesswork and gave each pair something concrete to point at. But the team was honest about its limits. People needed a moment to learn it, and often warmed up with a gesture or a quick sketch first. Its neat, defined shapes could even narrow thinking, where a rough gesture left more room to wander.
Their conclusion was that no single tool wins. The right support depends on the task in front of you. That is a mature thing for a student team to arrive at, and it fed straight back into my own thinking.

