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Francesco’s Applications & Experimentations

Capability building made tangible. Browser-based tools for students, collaborators, and creative workshops: turn images into spatial prototypes, model in 3D, explore colour through play, and compose comic pages.

sXRetch USDZ interface prototype placed over a photograph in Keynote

Spatial prototyping

sXRetch

Convert raster images into placeable USDZ or GLB objects in the browser. Prepare images for XR reviews and classroom experiments, then export for Quick Look or Scene Viewer.

TheaXRe scene imported in Godot, with architectural image planes arranged in depth

Spatial interface review

TheaXRe

Package flat interface frames into USDZ objects for visionOS reviews. Bring UI designs into spatial context to explore their scale and placement.

XReate textured can prototype in the 3D Draft workspace

3D prototype modelling

XReate

Draw, extrude, texture, and export 3D prototypes for scene props, gameplay spaces, and XR ideas. An experimental browser tool for coders and learners, with GLB and USDZ export.

Bobin Maker Kids interface with a red bobbin and colour palette

Colour and spatial play

Waraiguma · Bobin Maker

Created for children at Il Mare come Artigiano, Museo della Moda di Napoli. Colour a 3D yarn bobbin, collect palettes, and explore it in augmented reality: a small tool for discovery through play.

Comic Tect workspace with a perspective grid, a human scale figure, and geometric objects

Spatial drawing

Comic Tect

Explore perspective and spatial construction for comic scenes. Use the browser workspace to support drawing exercises and plan the space within a panel.

Capability Building, made tangible

Francesco Perchiazzi is a Design Director, researcher, and educator: Adjunct Professor at Università di Napoli Federico II and Senior Mentor (focused on Design, Immersive Experiences, and Game Development) at the Apple Developer Academy. His practice brings together visual design, human factors, and emerging technologies, using prototyping to help people and teams turn abstract concepts into practical working methods.

What Capability Building means here

In organisational terms, capability building is the process through which people and companies develop and strengthen the skills, tools, and methodologies they need to operate autonomously and adapt to future challenges.

In this Lab, it has a very pragmatic definition: building systems, tools, and methods that allow people and organisations to keep creating and innovating long after the original collaboration ends. It is not a one-off delivery of knowledge; it is the release of a replicable method.

Why it works

  • Iterative cycle & ownership transfer. The method follows a continuous loop: frame the problem, build, review, adapt, and finally transfer full ownership of the project to the people developing it. Intervene with direction at critical moments, then step back as soon as the team gains momentum.
  • Durable tools first. Curricula and methods are designed not to end in the classroom, but to travel easily with students, colleagues, and organisations into everyday working contexts.
  • Theory meets real making. Rooted in the Basic Design tradition of the Ulm School and the study of ergonomics, complex theories are translated into tangible prototypes. Interaction, rules, and feedback (often through game design) push learners to test how things work firsthand, moving beyond frontal teaching.
  • Connection to the real world. Learning outcomes are tested by bringing team projects in front of real audiences at public events and festivals, for example Napoli Comicon, bridging education with the real dynamics of the technology industry.

Explore the work behind the tools

See the project portfolio → Back to home →