co-ideationacross time

The table: a pale wooden frame on aluminium legs around a black 50-inch screen, with the abacus, lighthouse, supermarket shelf, piano, bookshelf and Macintosh standing on it

brainstorm with ai mentors
you can hold.

  • mit media labtangible media group
  • devinci instituteof technology, paris
  • 2025–26tangible co-ideation
try the canvas

01why

chat is not a neutral interface. it puts ideas in a queue, and people stop thinking while they wait for the next answer.

Designers reach for a whiteboard, not a word processor, when a problem gets hard. On a wall, ideas sit side by side without hierarchy, connections appear through proximity, and the whole picture stays in view. A chat with an LLM does the opposite: earlier branches scroll away, alternatives are never visible at once, and research on chat-based systems finds users skimming, disengaging and losing the thread of their own thinking.

Tangible Co-Ideation is a spatial canvas paired with objects you hold. Instead of typing prompts, you place, turn, rotate and tip things on a table. A figurine brings in a mentor's point of view, a lighthouse searches related work, a shelf judges an idea. Every move is a physical act your partner can see, and every idea stays on the table.

creativity alternates between opening up and narrowing down. each object on the table belongs to one side of that cycle.

02the set

a table, a canvas, seven objects.

A 50-inch screen lies flat under an infrared touch frame. Every object stands on three legs, and the frame reads each one by the triangle its legs make.

Two people reach across the table from either side, one placing the lighthouse on the screen, the other the piano
  1. 4ai mentorsabacus · piano · macintosh · mona lisa
  2. 1lighthousesearches related work
  3. 2goal shelvespublishability · commercialization
  4. 50″displaywith a 10-point infrared touch frame

03the canvas

move a mentor, move the thinking.

A working model of the table. The idea in the room is the one from the study's walkthrough: a video game controller. Drag a mentor into the room to branch three ideas. Then bring it up against an idea: the side you approach from decides whether it converges or diverges. Drag ideas onto each other to merge them, or into the bin to prune.

vocabulary

branch
0
step
0
merge
0
prune
0

mentors

  1. the room holds one idea: “i want to make a video game controller.”

best on a larger screen. On a phone, the log under the canvas reads out every move.

pre-written model. On the real table, mentors generate every idea live from their knowledge base, and the third side, talk, takes your own typed or sketched request. The first two branches quote the study's example outputs.

04ai mentors

four mentors, four value systems.

Design education runs on critique: a mentor responds to work in progress with questions, redirections and advocacy. Each mentor here argues from one point of view, and is represented not by a likeness but by an object its perspective is known for.

  • A curved abacus with wooden beads on a black three-legged base

    mentor_01 · abacus

    the hci researcher

    Modelled on Prof. Hiroshi Ishii's research side. He often cites the abacus as the embodiment of his research vision: computation you can touch.

  • A black grand piano with a small reading lamp, on a black base

    mentor_02 · piano

    a second hci voice

    A persona built from another HCI researcher's published work: a second academic lens, so two researchers can disagree.

  • A beige Macintosh computer with keyboard and mouse on a black base

    mentor_03 · macintosh

    the entrepreneur

    A Steve Jobs persona with an entrepreneurial lens: who it's for, why it matters, and what to leave out.

  • A framed relief of the Mona Lisa on a black base

    mentor_04 · mona lisa

    the engineer

    A Leonardo da Vinci persona: mechanisms, materials, and how a thing would actually be built.

perspectives, not people. A mentor is a slice of a value system, never a digital twin. The two living researchers consented to the use of their published work; the historical figures are built from public material.

05how a mentor is made

a knowledge base for every mind.

Each mentor is a retrieval-augmented model, combined with supervised fine-tuning and prompt engineering, so its answers stay grounded in the person's own material and speak in their voice.

  1. src_01publicationsPapers and books as PDFs: the foundation of the expert's knowledge.
  2. src_02talks + interviewsRecorded and transcribed, to tune alignment and tone.
  3. src_03sketchesIn-progress thinking. OCR and image analysis, then clustering and manual tagging, linked to documents for cross-modal retrieval.
  4. src_04conversation logsHow the person talks. Cleaned with a custom tool that removes personal exchanges, under human supervision.

unified, indexed knowledge base

rag + fine-tuning + prompts

Defined expertise, background and communication style. Prompts tested and refined for grounding and fidelity.

  • textideas · converge · diverge · talk
  • imagesketches on the canvasgenerated with Nano Banana

06debate mode

turn them to face each other.

Put two mentor figurines face to face and they start to argue about the nearest idea. Their orientation is the prompt: facing means build on each other, turned away means disagree, and one of each means one tries to convince while the other refuses. Gestures change the tone mid-argument.

The abacus and the Macintosh on the dark screen, each casting a coloured gaze beam toward the other

on the table: “a controller with swappable haptic modules”

stance: facing · agree and build

    illustrative persona lines, not real quotes.

    07lighthouse

    a beam through the related work.

    Brainstorming, you rarely know what already exists around you. Place the lighthouse on a room and black smoke covers the canvas. An LLM sorts the idea's neighbourhood into three clusters (main themes, adjacent contexts, technical foundations) and fills each with at least five papers from Semantic Scholar, arXiv and Crossref. Rotate the tower and its 90° beam reveals one cluster at a time, so there is less to take in at once.

    A hand rotating the black lighthouse on the dark screen; its beam lights up a fan of paper cards

    rotate the beam

    drag across the dark, or use ← →

      titles from the study walkthrough. The table lists five papers per cluster.

      08goal shelves

      tip the shelf, flip the verdict.

      Mentors advocate; shelves judge. Place one on an idea to sharpen every mentor's view to a single criterion. A bookshelf reads it as research, a supermarket shelf as a product. Reports come as a notepad or a receipt, always four sections of three bullets. Tip the shelf over and the same idea is judged harshly.

      The bookshelf: a black shelf of red and white books on three legs

      idea under review: “a video game controller with swappable haptic modules”

      illustrative report. Two lines are quoted from the study walkthrough: “the controller sells once; modules sell forever” and “friction at the moment of peak intent”.

      09process

      rethink, remake, redesign.

      The objects, the sensing and the software were built in parallel, then rebuilt once they met. The biggest lesson: software designed without the objects in mind, and objects designed without the screen, break each other.

      a form: finding the figurine

      1. A small humanoid figure with glasses, printed in black and white
        a person.Humanoid first. Black conductive filament only, so a second colour made it friendlier.
      2. A black spiky figure on three thin legs
        legs.Lifting the body off the glass frees the screen beneath for a digital shadow.
      3. An abstract black block with a sphere on top
        too abstract.Pure geometry lost the playful feeling that makes brainstorming fun.
      4. A hand holding a teal and yellow Play-Doh shape on a black three-legged base
        made to hold.Shapes modelled in Play-Doh to invite a grip, within the limits of capacitive sensing.
      5. A triangular black abacus with white beads
        an abacus.Moving beads, easy to grasp, with the three contact points hidden in the frame.
      6. The final curved abacus with wooden beads
        a symbol.Final form: an object the person stands for, not a portrait of them.

      b sensing: how the table knows

      1. v1markers + cameraTwo grey seated figurines with printed ArUco markers on top of their headsArUco markers tracked by an overhead camera: reliable identity, height and 3D orientation. But the top of every object had to stay visible, which fights expressive handling.
      2. v2conductive feetA black triangular base with three round conductive padsThree conductive contact points per base, read by an ordinary capacitive screen. The distances between them encode identity and orientation. Ten footprints were generated and tested. Ten touch points means three objects at once.
      3. v3infrared frameA 50-inch infrared touch frame over a 50-inch display. Each object is a unique three-leg footprint, so the screen beneath stays free for shadows and gaze beams.

      c software: from threads to a vocabulary

      1. it_01rooms + threadsFirst interface: chat threads inside rooms with mentor avatarsRectangular rooms held text, images and sketches. Mentors joined a room; you could open several conversations and merge their context by hand.
      2. it_02bubbles, lens, backpackSecond interface: a round room with idea bubbles and mentor facesA mentor in a room produced three idea bubbles; a lens showed live sketches; a backpack carried threads across the canvas. Too many functions: it was hard to know where to focus.
      3. finalfour moves, four modesRound rooms and bubbles, four moves (branch, step, merge, prune), and one job per object: ideate, debate, search, evaluate.

      learned when the two halves met

      1. Moving interface elements fight objects that sit still.
      2. Every object needs a visible tie to the screen, like a digital shadow.
      3. Legs that seem to rise out of the screen hide less of it than a flat base.
      4. Objects must be easy to grab and stable, for the sensing as much as the hand.

      10the study

      16 pairs, two tables, one question.

      Does holding the AI change how people think with it? Thirty-two participants brainstormed in pairs, each pair once with the objects and once screen-only, where every mentor and tool was a draggable icon of the same size.

      intro5
      onboarding15
      task 120
      break5
      task 220
      interview15

      80 minutes per pair · condition and task order counterbalanced · tasks: “a physical tool for future programmers” and “a physical tool to talk with your younger self” · 8 pairs of friends, 8 of strangers

      show as a table
      measure (median per pair)screen-onlytangiblep
      ideation actions per minute8.3610.72.045
      pause between actions (s)2.852.41.009
      burst index0.2710.345.009
      human-authored ideas01.034
      all ideas9.007.19.216 (n.s.)
      speaking turns59.570.5.032
      speaking time (min)19.020.5.008

      paired Wilcoxon signed-rank tests, 16 pairs.

      the rhythm changed.

      With the objects, actions came in bursts with longer pauses between them, and the pauses were filled with talk: which mentor to place, which idea to chase. Screen-only, pairs fell into steady, continuous prompting.

      screen-only
      tangible

      illustration of the pattern, not session data · 20 minutes

      • The dexterity allows you to think harder than just, you know, a quick type.p3
      • I think the objects keep you in this connection-making mode for longer.p6b
      • I love kind of offloading some of my mental processes in the space and organizing them.p4a
      • We're playing with action figures, which was just fun. What is brainstorming without fun?p15a

      13 of 16 pairs called the objects satisfying, characterful or playful, and saw the AI less as an all-knowing tool and more as a collaborator with limited, specific knowledge.

      AI abundance doesn't have to mean passive consumption. When generated material is spatial, partial, physically actionable and socially negotiated, it can generate freely without becoming the author.

      first encounters, 20 minutes per condition. The tangible condition bundles material, form, persistence and play, and the study doesn't separate them. Idea quality wasn't measured.

      12specifications

      tangible co-ideation.

      type
      tangible interface for AI-assisted, collaborative ideation
      display
      50-inch screen, laid flat · 50-inch infrared touch frame, 10 touch points
      objects
      7 phicons in multi-colour PLA: 4 mentors, a lighthouse with a semi-transparent lantern, 2 goal shelves · unique three-leg footprints
      mentors
      retrieval-augmented generation + supervised fine-tuning + prompt engineering, over papers, talks, sketches and conversation logs
      sketches
      generated with Nano Banana
      lighthouse
      GPT-5.4 topic clustering · Semantic Scholar, arXiv and Crossref search
      canvas
      rooms and idea bubbles · branch, step, merge, prune · ideate, debate, search and evaluate modes
      study
      32 participants in 16 pairs · tangible vs. screen-only, within-subject
      year
      2025–26
      lab
      MIT Media Lab, Tangible Media Group · DeVinci Institute of Technology, Paris
      team
      Yuqing Lucy Li*, Quincy Kuang*, Paul-Peter Arslan*, Yuhan Wang*, Xiao Xiao, Hiroshi Ishii
      * equal contribution