We address the problem of shaping deformable plastic materials using non-prehensile actions. Shaping plastic objects is challenging, since they are difficult to model and to track visually. We study this problem, by using kinetic sand, a plastic toy material which mimics the physical properties of wet sand. Inspired by a pilot study where humans shape kinetic sand, we define two types of actions: pushing the material from the sides and tapping from above. The chosen actions are executed with a robotic arm using image-based visual servoing. From the current and desired view of the material, we define states based on visual features such as the outer contour shape and the pixel luminosity values. These are mapped to actions, which are repeated iteratively to reduce the image error until convergence is reached. For pushing, we propose three methods for mapping the visual state to an action. These include heuristic methods and a neural network, trained from human actions. We show that it is possible to obtain simple shapes with the kinetic sand, without explicitly modeling the material. Our approach is limited in the types of shapes it can achieve. A richer set of action types and multi-step reasoning is needed to achieve more sophisticated shapes. Figure 2. Human plastic material shaping study. Left: setup for the user study: an RGB-D camera (RealSense) is fixed above the sandbox, where participants mold the kinetic sand into a desired shape; first with one, then with two hands and third, using one of two provided tools. Center: four different shapes formed by the participants of our user study. Right: eight images (top: RGB, bottom: depth) acquired while a user is shaping the kinetic sand using both hands.