Project info

Relevant link

Timeline

Featured in

Role

Tools used

XR Blended Living Space

Graduation project

Solo project

XR prototype

3D animation

Service design

Demo video

Mar-Dec 2023

Unreal Engine

Cinema 4D

Blender

After effects

Shapes XR

BLENITI is an XR blended living space that suggests blended reality lifestyle. By 2030, as XR headsets become commonplace as part of daily life, our living environment has expanded beyond our real homes to include virtual homes. Users can seamlessly transition between virtual and real homes, and they can personalize it. Experience spatial commerce in virtual showrooms that illustrate the furniture’s concept story immersively and redeem it physically with interactive objects to bring it into the real world.

In 2030, as XR headsets have become commonplace, various activities held at home such as remote work, relaxation, and leisure extend into the virtual realm. As a result, virtual homes gain significance establishing themselves as unique platforms for self-expression in our daily lives.

Imagine what future living space could be

Introduction video

Browse product in virtual showroom

Redeem furniture to

physical world

Experience product story immersively

A virtual showroom consists of product collections chosen to match users' requirements and tastes. Simply walk closer to the enticing product to enter and view in detail in concept space for each product.

The product can be purchased for both virtual and real homes. Users can place it in the virtual environment before buying to check if it blends well with the surroundings. After placing it in the virtual home, switch to passthrough mode to assess its placement in a real home setting.

Features

Experience the mood intended to be conveyed by learning about the product's world view and design story in a spatialized concept space. Combine visuals, sound, and interaction to fully sense the product.

Service value

The virtual home that exists in VR and the real home are seamlessly connected to each other. Users can freely switch between virtual and real environments and enjoy a Blended Reality lifestyle. In the process, the AI ​​assistant, which mediates various experiences, conducts user's commands through voice recognition.

Real home

Virtual home

MR

VR

AI assistant

Seamless transition of living environment

Browse furniture in

virtual showroom

Experience furniture’s story immersively at concept space

Preview furniture at virtual home and physical home

Sophie wears XR headset and walks around the virtual showroom to browse various furniture.

She finds a furniture she likes, and gets closer to look in detail.

After arranging furniture in virtual home, Sophie places it in real home in passthrough mode.

Sophie decorates her virtual home with the help of an AI to match the overall mood with the furniture.

Sophie physically sits on a delivered chair and enjoys a blended lifestyle with interactive virtual objects.

Customize virtual home

Redeem physical furniture to real world

User scenario

User interview

8 virtual home user interview 4.12-19

It is Comprehensive Context and Storytelling that makes consumers buy a furniture.

“When I am consistently exposed to showrooms that suit my taste, I unconsciously browse there and often end up making purchases.”

“When the furniture display and styling concept are consistent and narrative, I can imagine myself using that piece.”

“If I can empathize to the story behind the furniture or the design background, such as the brand or designer, my desire to own it grows.”

Narrative story

Exposure to showroom

Display & Styling

VR heavy users are continuously requiring more

Customizing Options for virtual home.

“Although there are many possibilities, virtual home lacks playable interaction elements, so it feels superficial.”

“The current virtual home function is too limited. I want to experience the environment in an immersive way, not just see it..”

“I wish there were more home customization option. I want to create my own home by adjusting various options such as wallpaper, lighting, sound..”

Interaction elements

Experience immersively

Various customizable options

Research findings & painpoint

  1. Physical retail spaces face challenges in effectively conveying a product's narrative.

  1. Current virtual home platform lacks customizing options and interactive features.

  1. Virtual homes remain confined to the digital realm with no tangible integration.

Service goal

Provide seamless living environment that goes beyond reality to virtual which can be highly personalized.

Immersive product space

All product has its own concept space that illustrates its mood immersively. Since it is in VR environment, the users can learn product story in a spatialized concept space by experiencing the visuals, sound, haptic, and interaction to designed to help them fully sense the product in a virtual world.

  1. Immersive shopping experience

Service Journey Map

Persona

Bio

Jade, a 32-year-old fashion magazine editor, enjoys purchasing designer furniture and objects. She's a clear-cut early adopter who doesn't hesitate to spend on her hobbies and sometimes makes impulsive purchases for items she desires.

#High-end

#Collector

#Unique

Goals

  • Expressing individuality by decorating the home with a unique style

  • Collecting favorite furniture with the mindset of acquiring 'artwork'

  • A lifestyle where the virtual and real worlds are blended

Fashion magazine

cheif editor

Jade Kim (32)

Influences

  • Latest design trend

  • Hot celebrities

  • Color of the year

  • Inspirational showroom

Bio

Vicky, a 28-year-old professional, primarily works from home. In her free time, she enjoys watching movies or reading books alone. She is imaginative, occasionally has quirky thoughts, and is emotional with a strong sense of empathy.

#Imagination

#Fantasy

#Dream

Influences

Goals

  • Creating a home where everything comes to life just as imagined

  • Maximizing the mood and atmosphere to suit activities within the home

Home office worker

Vicky Bon (28)

  • Movies

  • Fiction books

  • Old memories

Interaction design process

Opening inventory

The inventory (cart) can be opened and closed with the hand gesture. In this way, users can easily use and put away inventory whenever they want. The rings for the each slots get highlighted when hovered. When user tries to put product to the slot, it automatically gets snapped into the slot, making them easy to store.

Sketch

3D map interface

Initial design of the map was flat, projected above the wrist. But taking advantage of the 3D space, the map can be more easy to understand when it is illustrated as 3D. The map includes player location indicator, label of each furnitures and a button to teleport. Users can click on each furniture to teleport to their location.

Hand menu

Since switching spaces should be dynamic, users can lift up their left hand to find quick menus. When they hover their finger on a button, the label will be appearing.

When users open the service, they will be landing at the main showroom where many recommended products are displayed. They can use hand menu to switch between virtual home(VR), and real space (MR). Product space can be entered by walking close to each product.

Spatial architecture

Landing space

Main showroom

Product space

My space

Real space (MR)

Exploration

Product placement

Open storage

Get recommendation

Register product

Interact with product

Experience

Add to cart

Open 3D map

Customize

Request delivery

Open storage

Product placement

  1. Hand interaction design

Interaction Lo-fi prototype

Opening up inventory

Card payment interaction

3D map interface

Product recommendation

Hand menu

Portal to showrooms

  1. Spatial interaction

Browsing furniture Entering product space

Upon reaching close to the product, the boundary glows to provide affordance that users can enter to that specific product space. The product space shifts automatically if the user gets within the boundary.



UX point

Showroom suggestion

Instead of the traditional method of web browsing and clicking on images of furniture placed in different spaces, three showroom doors appear in the user's home. Users can take a peek inside each showroom and physically walk through the one they choose.

UX point

Preview and place product

Taking advantage of virtual space, users can simply pinch and pull out product from the 2D image. Unlike

When the reference picture shows different inspirations, users can simply drag the product out from the picture to try it out in their virtual home.

UX point

Feedbacks

By installing the product at graduation exhibition, more than 50 people tried the experience I had built in Meta Quest Pro. I was able to collect many opinions and feedbacks towards the project.

I loved the natural interaction—taking actions in the 3D space felt as intuitive as doing them in a physical environment.

It felt like watching a movie! The furniture displayed in a virtual showroom that illustrates backstory made it much easier to immerse into the mood.

I hope this service becomes real someday… Experiencing a virtual chair in real life, alongside interactive objects, made the furniture feel alive.

Through this project, I was able to experience implementing project from conceptualization to a working prototype within 9months. It was a challenge for me to learn how to animate, render, and use blueprint in Unreal Engine, but in the end, I was able to illustrate my service's visual identity and mood as I had imagined. If I had more time,

Study on the methods to discover more ideal XR interactions and interface for each steps in user scenario.

Collect feedbacks and metrics about the interactions in XR and iterate to enhance usability.

Build MR experience for virtual objects that goes along with the real product.

Learnings

Next steps

Challenging myself to learn and utilize new tools for designing a product experience.

Planning and managing time and resources effectively throughout the 9 month process.

Learning the process of creating 3D interfaces, from bodystorming to prototyping in Shapes XR, and implementing in Unreal Engine with Blueprints.

@2025 Jiwon Park