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This paper argues that 3D printing and other personal fabrication tools remain stuck in a utilitarian, engineer-oriented phase, and proposes a research agenda called "Playful Fabrication" that prioritizes expressiveness, play, and communication over practicality. The authors draw an explicit analogy to the early history of personal computing, in which the shift from calculation to creative and playful use, driven partly by games, helped move computers into homes and classrooms. They contend that personal fabrication needs comparable catalysts, such as accessible interfaces and entertaining applications, before it can reach a broad consumer market.
The paper's central claim is that current fabrication workflows, including the tools used to create and send instructions to printers, still demand substantial engineering expertise. Its examples of use are largely confined to one-off parts, repairs, and rapid prototyping in business and design settings. The authors observe that no equivalent yet exists for fabrication of what desktop publishing and computer gaming were for personal computing, and they position this gap as a significant opportunity for creative and educational applications.
To demonstrate this direction, the paper presents Terraform, a work-in-progress networked game inspired by civilization simulations and idle games. Players act as an AI advisor setting social, technological, and scientific priorities for simulated colonists, while the colony independently decides what to build and fabricates the resulting structures on a 3D printer's build plate. The authors also outline more speculative future scenarios that current technology cannot yet support. The contribution is primarily conceptual and prototype-driven rather than empirical, and the paper offers no quantitative survey or user data to validate its claims.
PocketGamer.biz · 2023