GENERATIVE RESEARCH

NEW 3D CAD PRODUCT FEATURE FOR INDUSTRIAL DESIGNERS

SYNOPSIS

Define new product features that would better fit an Industrial Designer’s 3D workflow

COMPANY / CLIENT

ADOBE

CROSS FUNCTIONAL TEAMS

Product Management | Software Product Development

ROLE

Lead User Researcher


BACKGROUND

Substance 3D is a suite of 3D CAD products originally designed to facilitate Video Game Designers' workflow. Video Game Designers have adopted Substance 3D specifically its ease of use in assigning color & material (texturing) to 3D models and its robust rendering engine.

Adobe is looking to expand its Substance 3D capability to attract other 3D professionals such as Industrial Designers.


PROBLEM STATEMENTS

How are Industrial Designers’ needs different than Game Designers’ and how can Substance 3D address them?

CHALLENGES

There may be pre-conceived notions regarding Industrial Designer’s 3D needs. This is especially true since Substance 3D’s original target user is Video Game Designer.
— Project Challenge Assessment

RESEARCH METHODOLOGY & COLLATERAL

QUALITATIVE INTERVIEW SETUP

Devising new product features suited for Industrial Designer will require both in-depth qualitative interviews and quantitative surveys. The resulting mix-method research plan is as follows:

PHASE 1

  1. Start with Qualitative to gain insights. Resulting in

    • Personas | User Journeys | Identification of Product Opportunities

  2. Deploy Quantitative Surveys to verify the qualitative findings

PHASE 2

  1. Follow up with conducting Usability tests on hypothetical product features

*Due to the length of the overall project, this Case Study will only focus on Phase 1 Research for now.

2 Groups of users: Game Designers & Industrial Designers

  • Game Designer is the control group, given Substance is originally designed for Video Game Designers

  • 6-8 participants (per designer group) spread across

    • Gender

    • Years of professional 3D CAD experience Novice | Mid | Experts

    • In-house design | Consultancy | Freelancers

    • Industry. Hard Goods vs. Soft Goods (Textile)


FINDINGS & ANALYSIS

FINDING 1

  • Substance Modeler’s Polygon CAD file format is not conducive to Industrial Designer’s later product manufacturing stage. Manufacturer prefer NURBS, which is better for tooling tolerance.

  • Substance Painter / Texturer is utilized less by Industrial Designer when compared to Video Game Designer.



ANALYSIS 1

  • Both the Substance Modeler Program & Texturer Program are not the best improvement opportunities for Industrial Designers.

FINDING 2

  • Stager is the Substance 3D Suite most widely used by Industrial Designers

  • Substance 3D Suite’s cost of $50/month is only 50% of the competitor’s software, Keyshot.


ANALYSIS 2

  • Improving Substance Stager Program is the best way to engage Industrial Designers into switching to Substance 3D suite.

FINDING 3

  • Stager is currently configured to allow only 1 virtual scene per file. This makes sense for Game Design since they tend to only need 1 virtual world.

  • Industrial Design tends to render the same product 3D model in various camera views and/or environments, all of which requires their own lighting setup.

  • Even Adobe Substance Community have requested this feature.

ANALYSIS 3

  • Stager should gain the ability to contain Multiple Scenes. Each Scene should have independent setups of:

    • Camera

    • Environmental Lighting


FINDING 4

  • One of Industrial Design’s biggest pain point is composing images showing Human Interaction with Products. It requires immense efforts of setup & post-editing time in Photoshop and Stager in order to composite image.

  • Neither Keyshot, the leading industry software, or any other software in current market is addressing this pain point.

ANALYSIS 4

  • Facilitating Human interaction image composition can really distinguish Substance 3D from the market. Working with the Product Manager, we identified these existing Adobe Products that can possibly be leveraged:

    • FIREFLY Generative Fill - Possibly generate human hands & interactions. 

    • AR Aero + Stager incorporation - Possibly utilize human interacting with AR CAD models to achieve the same effect.


IMPACT

NEW FEATURES IDENTIFICATION

We were able to identify 2 opportunities for new feature introduction by detailing & analyzing Industrial Designer’s Workflow.

  • Adding the ability to set up Multiple Scenes in the same Stager File.

  • Explore ways to facilitate Image Composition of Human interaction with products.


Post Phase 1 Research, I worked with the Product Manager to turn the 2 main research insights into action items for the product team. Based on the require technical effort, we separated out the action items into Near-term and Long-term goals.

ACTION ITEMS

NEAR-TERM

Human Product Interaction - Image Composition

  • Given the bigger development effort, this will be more of a long-term goal.

  • The following existing Adobe Products will be a good place to start:

    • FIREFLY Generative Fill - Possibly generate human hands & interactions. 

    • AR Aero + Stager incorporation - Possibly utilize human interacting with AR CAD models to achieve the same effect.

Usability Testing of Multiple Scene Feature

  • Will work with Product Designers to conduct usability test of different iterations of the Multiple Scene Feature.

  • The resulting user finding will help guide and eventual launch of the new feature.

  • USABILITY TESTING LINK HERE

LONG-TERM


It was hard to overcome preconceived notion that Industrial Designer’s workflow is similar to Video Game Designers. It was only after diving into nuanced details of the Industrial Designer’s workflow were we able to find the differentiation and respond with the appropriate development of the new product features.

Given multi scene feature is requested even by the General Adobe Community, this feature may be desired by user groups beyond Industrial Designers. It may be worth it to survey the general Substance 3D community to gauge interest of other user groups.

RETROSPECTIVE


Below is the project that was identified as a result of the research analysis action items.

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