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Furniture decisions are difficult because people are not only choosing a product — they are choosing how that product will change a space.


A floor plan can show dimensions, while a 3D model can show the design, but neither always helps a client understand what the final space will actually feel like.

Role

Product Designer

Platform

Meta Quest 3 · iPad

Focus

Spatial UX · Interaction Design · User Research

Impact

It bridges the gap between design visualization and real-world spatial understanding.

Transformed furniture visualization into an immersive spatial experience

Enabled clients to explore furniture at real-world scale before making decisions.

Designed a connected experience across MR and iPad

Allow interior designers to guide furniture selections while clients explore designs in an immersive environment.

Improved usability through intuitive spatial interactions

Simplified navigation, reduced visual distractions to help first-time MR users interact with confidence.

Understand the workflow

I wanted to understand not only what designers do, but where communication breaks down between the designer and the client.

Following the team discussion, we refined the user flow to create a more intuitive and seamless MR experience.

Prioritize

There were many possibilities for a mixed reality furniture experience, from changing materials and lighting to moving furniture and creating complete room layouts.

Define

Unlike a mouse or touchscreen, VR interactions rely on controller inputs, each with a different level of precision and intent. Defining clear button mappings and documenting their behavior was essential to creating a consistent user experience.

Three principles guided the design

Designing for MR required a different way of thinking about interaction.


On a screen, the interface controls the user’s attention. In MR, the user is moving through a physical environment while interacting with digital objects.

Scale

Virtual objects need to feel connected to the real environment.

Awareness

The interface should not make users lose awareness of their surroundings.

Simplicity

Interactions should be easy to learn, especially for first-time MR users.

Design Change 01

Reduce visual clutter

Changed the background to a solid colour to improve focus and reduce motion distraction.

Design Change 02

Make navigation easier

Users needed to understand what they could do without having to experiment with every control.

I replaced hidden hover-based actions with visible labels and clearer navigation.

Companion iPad Experience

The MR experience was designed alongside an iPad interface for interior designers.


This separation allowed each device to focus on what it does best instead of forcing every task into the MR environment.

Test

We conducted user testing to validate the usability of the MR experience and identify areas for improvement. The sessions revealed two key insights:

Improved onboarding

Improved onboarding and contextual instructions helped users understand controls faster.

Increased confidence

Users found that viewing furniture in their own environment helped them better understand scale and layout, reducing uncertainty.

Reflection

This project changed how I think about designing interfaces.


In a traditional interface, the screen is the environment. In MR, the environment becomes part of the interface.


That meant I had to think beyond screens and consider movement, scale, physical space, attention, and discoverability.

Good spatial design is making the technology feel natural enough that people can focus on what they are trying to accomplish.