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Virtual Interior Design

Virtual Interior Design. Team Chang. Caitlin Cruickshanks Garrett Heel Ankith Konda Stephanie Zylstra. Current Problem. Furniture/appliance stores’ ( i.e IKEA) products are usually fixed Customers are unable to mix & match different products Products too big to move

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Virtual Interior Design

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  1. Virtual Interior Design Team Chang Caitlin Cruickshanks Garrett Heel AnkithKonda Stephanie Zylstra

  2. Current Problem • Furniture/appliance stores’ (i.e IKEA) products are usually fixed • Customers are unable to mix & match different products • Products too big to move • Not enough physical space • Cumbersome process • Will the products even fit in the room? • Time-consuming for staff to calculate dimensions

  3. Solution • Two steps to solving this problem: • Provide a fun/interactive tool for designing a room • Moving away from the usual mouse and keyboard • Give the user a way to experience the room they’ve designed

  4. Solution: Design • Floor plan of a room to design is displayed to the user • User chooses from a catalogue of products to add to room • Products can then be moved and rotated around the room as desired

  5. Solution: View • Once layout is completed users can view their room in 3D • Each product in the room will be to actual size • User can move around the room to get different perspectives

  6. Sketch #1: Designing the room

  7. Sketch #2: Designing the room

  8. Sketch #3: Viewing the room

  9. Justification • Why is it an advantage over what we do now? • Virtual Sims (design the room)- fun and playful • Practical – makes common activity interactive & engaging • Brings products from the entire store into one easy-to-use system • Gives a better indication of scale and space

  10. Target Audience • IKEA’s target demographic: ‘Families with children and people setting up a new home’ • People looking to renovate their house (mainly living room/bedroom/office) • Young – middle aged adults – mainly Gen Y (1970s – mid 1990s) • 18-40 • Somewhat technologically literate

  11. Scenarios • First time home buyers looking to purchase furniture for an entire room (e.g. lounge room) • Interior designer to set up a whole house based off what has been done for a previous client (e.g. using a template)

  12. Implementation • As with solution, covered in two separate parts: • Designing • Viewing

  13. Implementation: Designing • Two types of possible ideas/technologies for designing a room • Table-based • Using multi-touch technology • 2D display shrunk to scale • Floor-based • Using sensors to detect gestures • 2D projection and actual size

  14. Sketch #1 (again): Floor-Based

  15. Sketch #2 (again): Table-based

  16. Advantages/Disadvantages • Table-based • Close to where you are (Familiar interaction) • Accurate interactions • Less engaging/ not as fun • Lesssense of scale • Floor-based • Fluid/natural interaction type • 1:1 scale, user can walk around the room • Moderate learning-curve for gestures • Distance between hand and floor projections

  17. Implementation: Viewing • Technologies • Augmented Reality (AR) • 3D models of furniture • Models overlaid onto a designated floor space • User views life-size scene in real time through a camera • Allows moving around to get different perspectives

  18. Sketch #3 (again): Viewing the room

  19. Feedback/Questions?

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