Experience Your Future Dorm Room

2014

 
 

The Ask

Virtual Reality is definitely a hot topic in the past two years. Although still in it’s early stage, the technology is already trying very heard to prove itself in areas other than gaming. And retail is one of the potential area that could be heavily re-shaped by VR.

What good would VR at this stage bring to our clients and their users? Are there any use cases under the realm of our business?

 
 

Exploration

 

First approach 

 

We started with a use case that ties to our client’s traditional Back to School campaign for a boost of sales: decorating a small dorm room. It's very important but hard to buy only the right stuffs and make sure them all fit together. We initially thought this would be a perfect space for VR to come in.

 
 
 

  • Partnership with universities, ship Google Cardboard to freshman before they move into their dorms.
  • Follow the instruction on the cardboard to download the app.
  • View your virtual dorm room with basic furnitures.
  • Decorate the room with items available from Target.
  • One tap purchase and have them shipped to your dorm.
     
 
 
Room-Interaction.gif
 

Q: How interaction would happen with such limited input (head movement and magnet button)?
A: Utilize snap to grid. In the virtual room, User can move in between the footprint markers on the floor by selecting these markers.
Q: How to eliminate motion sickness?
A: Don't allow movement.
Q: How to display menu and product catalog?
A: Think space, not canvas. Create a parallel space for product catalog.

On the right is a short video of how a catalog would look like when a user is browsing in VR.

 

The design of the grid for displaying product:

 

Below is a short video showing how to navigate to another category of product.

 

Below is a short video showing what happen when a product is selected.

 


Second Approach


Test experiences with different amount of interaction required.
Take a step back to review the necessity of making it in VR, test the same experience via head mounted display, big screen and mobile device to understand how each form factor play its role in immersive experience.
 

 

Handheld: 

  • Portable, on-the-go experience
  • Utility driven, get it done and move on rather than killing time with it.
  • Engage for a short time.
  • Better to adopt the current mature mobile UI.

 

Big screen:

  • An at-home experience.
  • Social, use with friends and families.
  • Prefer less interactions.
  • Engage for a long time.
  • Barrier: require to have a controller.

Goggle:

  • The most immersive experience.
  • Very natural to perform the action of “looking around”.
  • A solitary experience, do it alone.
  • Engage for a short time.
  • Barrier: Feel dizzy, require to have Google Cardboard or some kind of goggle.