The team collaborated only during the research phase of the design process. This phase included setting research questions, defining the minimum viable product (MVP), performing a competitive audit, creating and administering a survey, and conducting user interviews.
User Experience
User Interface
Patricia Istrate
Madalina H.
Laura B.
Claudia C.
Bogdan C.
January - June 2023
(5 mo.)
As time is valuable and choices are endless, making the right decisions when it comes to home furnishing can be challenging.
Our study revealed that customers often struggle to envision how new furniture will fit into their existing space, resulting in multiple store visits for measurements and details. Additionally, suppliers face the task of boosting sales and captivating customers in a competitive market.
To address these concerns, we set out to create an app that uses augmented reality (AR) technology to let users see home decorations and furniture in their own space before buying. Users can browse the app's catalog, select the items they want to try, and then point their phone's camera in their room. The app will then overlay a life-size, 3D representation of the item in the user's space. Users can move the item around, change its orientation, and see how it looks from different angles. They can also take photos of the item in their room for later reference.
In addition to letting users visualize furniture, the Nest app can also be used to compare different items side-by-side, get measurements and details about items, read reviews from other users, make a purchase directly from the app, save favorite items and collections, or share items with friends and family.
The Nest app can help customers make better decisions about their home furnishings, while also helping suppliers boost sales and compete in the market.
We used the user-centered design process to identify customer pain points and develop an AR app to address them. I interviewed customers, conducted surveys, and created prototypes to get feedback. In the end, I iterated on the designs until I created an app that helps customers visualize furniture in their own space.
RESEARCH & DEFINE
Problem statement
Research questions
User interviews & Survey
Persona
Competitive audit
MVP
IDEATE
User flow
Information architecture
Paper wireframes
DESIGN & TEST
Digital wireframes
High-fidelity prototype
Usability testing
Integrating feedback in the final design
We aim to design an app that offers an efficient solution for visualizing furniture and decorations in augmented reality (AR) before making a purchase.
Our hypothesis was that our target users fall within the age range of 25 to 50, own smartphones, and heavily rely on them for various tasks. However, we started with limited knowledge regarding their expectations and familiarity with AR technology specifically in the context of furnishing a room.
To address this gap, we conducted research using an extensive survey and face-to-face interviewing, aiming to define users' expectations, and AR familiarity, explore their online buying behavior, and delve into their decision-making process when it comes to purchasing furniture.
By gaining deeper insights into these areas, we were able to harness the information and design an app that meets the users' needs and enhances their furniture shopping experience by leveraging the power of AR visualization.
Who are our users?
How are users currently using technology to shop for furniture?
What are the common search patterns and behaviors of users when looking for furniture?
What could be their goals for using a home furnishing app?
What are their needs, pain points/ frustrations, or challenges when decorating a room/ buying furniture?
What factors do users consider when buying furniture online?
What role does online inspiration play in the purchasing process?
Are our users interested in decorating their space by themselves or getting help from designers?
How familiar are the users with AR technology?
How can an AR-based home furnishing app improve their shopping experience?
As a team, we conducted a total of 8 face-to-face structured interviews and launched a survey that was completed by 52 respondents.
The interviews were conducted with acquaintances of the project team who had either moved into a new home or remodeled their home within the past 3 years and who live in urban areas. The survey was distributed through social media to reach respondents of multiple ages and income ranges.
Structured interviews
Five (5) out of eight (8) potential users interviewed had not previously used augmented reality (AR), but during the interviews, they were able to highlight numerous advantages of utilizing AR in visualizing furniture in their own rooms.
Seven (7) out of eight (8) participants had never sought the assistance of a designer and highlighted several barriers that hindered them from doing so in the future, such as high costs or the belief that aesthetics triumph over functionality.
Over half of the interviewees (5) confessed to sharing their preferred designs within a close circle, and mostly with their life partner.
Seven (7) of them mentioned that a crucial feature that brings them closer to making a purchase is the detailed display of dimensions, while five (5) mentioned color, and four (4) mentioned material and price.
For five (5) out of eight (8) participants, the ability to complete the purchase within the application is highly important.
Additionally, five (5) out of eight (8) had previously purchased furniture online, and half of them (4) preferred to view the furniture in-store before making a purchase, especially when dealing with large-sized items for which returns could be challenging.
Survey
The respondents who most frequently used an interior design application, the augmented reality (AR) functionality and also deemed AR technology as the most suitable choice for them (when given the option between AR, virtual reality (VR), artificial intelligence (AI), and 3D planning) were individuals within the age group of 24-35 years old and with a monthly net income exceeding 7,000 RON, from urban areas.
Based on our research findings, we identified our target users as individuals between the ages of 24 and 35, with a monthly income exceeding 7,000 RON, from urban areas. They heavily rely on their smartphones for important online activities, are open to trying new app features and updates, and keep up with the latest technology trends.
They frequently engage in online shopping, actively seeking the optimal balance between price and quality. They place significant importance on both the functionality and aesthetics of a product, demonstrating a preference for actively engaging in the design process rather than relying on the expertise of a professional designer.
Struggle to envision how the furniture will look in their space.
Unable to determine if the new furniture will harmonize with the existing pieces.
The process of visiting multiple stores to explore various options is time-consuming.
Limited filtering options when searching through numerous options can hinder decision-making for a purchase.
We conducted a market analysis of augmented reality functionality in furniture apps, as well as the furniture showcase and purchase process.
Pros:
No login required
Can take a picture of a room and get suggestions for similar objects (but with no accuracy)
Products arranged by room
Search by image (similar products)
Images with pre-defined arrangements that you can buy (room set) - you could choose the items one by one and they could be placed in the room as desired
Multiple products can be put in the same room and the AR function moves easily
Cons:
The camera opens directly when entering the application; with an unintuitive menu at the bottom of the page
Does not register what is added to favorites
There were no filters/detailed search options
You cannot buy and it is difficult to find a link to the website/source of purchase of the product
Little product information (no dimensions, colors, only name and product code)
Variety of furniture, but not all can be tested with the AR function
Pros:
User-friendly
Easy to log in with Google/email
Offers ideas and before and after images right from the homepage
Furniture listing by categories
Pre-defined design ideas
Can photograph furniture pieces in your home and receive similar objects
The AR functionality is called "View in my room", so the user does not have to depend on technical jargon
Can hire contractors, decorators, or anyone to help you furnish your home from start to finish
Great community
Do it yourself - various tips
Product page - very detailed, many options, dimensions, colors
Filters and search - by size, material, color
Categories - furniture is very well organized (with many subcategories) - allows you to choose specifically or generally what you are looking for
Cons:
Cart - ambiguous options: Go to cart and checkout look similar, with no difference for the user
Delete from the cart - difficult, only through consecutive decreases to 0
Pros:
You can view the product in AR from different angles, even from underneath
The AR moves well
You can add to favorites, but only if you have an account
Useful (possibly) only for a well-known store
AR tutorials
Cons:
Opens the camera directly with no homepage
You cannot proceed to the next step until you validate that you have space to place the furniture in the room
Categories are limited
The app starts slowly because it loads the camera
You only have one picture of the product, without a price
Few furniture pieces
You cannot buy from the app
You do not have other rooms for inspiration
You cannot go back to the AR function
Categories are on a bottom bar, not intuitive to scroll
No reviews from other buyers
Pros:
The app has clear images
It is very easy to use, as is the AR function
User-friendly navigation
Cons:
The entrance is abrupt - directly into the catalog, without an intro
Minimal options, the search will return few items
Only 3 furniture styles
You don't have anything to place in the room, not enough furniture
I defined the user flow of the application, focusing on the path where the user searches for the desired decor or furniture piece, views it in their own space, and adds the item to Collections by either taking a screenshot or tapping a button.
I also organized and structured the information in the app based on the research insights and market research observations.
Presented below are the paper wireframes that have been selected for further refinement.
Homepage
Get Inspired page
Room page
The user can click on a set of objects that can be bought from the app
Item page
AR view page
Collections (favorites) page
During the research phase, it became evident that there was a requirement to clarify the AR functionality, given that numerous potential users might have encountered this technology in different contexts but were not necessarily experienced in using it within this specific domain. Consequently, we developed a tutorial to assist users when they first launched the app.
The tutorial was designed with a progress indicator placed at the top of each screen, ensuring that users are always aware of their current location. Additionally, each screen is equipped with forward and backward buttons, empowering users with complete control over the pace of their learning experience.
From this point, users have access to a range of functionalities, including the ability to search for specific furniture items, apply filters to refine their search, explore furniture options by room, and gain inspiration from pre-designed rooms
At this point, users can explore a variety of staged rooms showcasing furniture and decorations available for purchase within the app
To optimize user focus on the search results, the header minimizes as users scroll down since it occupies a significant portion of the page. This design decision ensures that users' attention is directed towards the relevant content they are exploring
On this screen, users can conveniently browse through a selection of highlighted items that are readily available for purchase within the app
At this stage, users are presented with a concise preview of their selected object. They are also provided with convenient quick actions, including the option to add the item to favorites, add it to their cart, or access comprehensive details about the selected item
This screen provides users with comprehensive information regarding a selected piece of furniture or decoration. In addition, users can easily share the product with others, visualize it in their own room, add it to their favorites, and conveniently add it to their cart
As users scroll down, they will discover essential details about the product, including delivery timelines and the return policy. Furthermore, within the Reviews tab, users can view existing reviews and contribute their own feedback
Continuing to scroll down, users will encounter a selection of similar items as well as a list of recently viewed items
At this point, users are prompted to gradually move their device within their room to initiate a scanning process and capture the spatial information
Upon completing the scanning process, the object's shape is displayed, enabling users to accurately position it in their desired location
Once the item is positioned, users can interact with it by tapping on it to access additional actions and functionalities
By tapping on the item, users unlock a range of new functionalities, including the ability to add another item, duplicate it, reposition it, and add it to their cart. Additionally, users have the option to capture a picture of the item within their room, automatically adding it to their collections
At this stage, users have the option to add the picture they captured to an existing collection or create a new collection for it
In this scenario, the picture was added to an existing collection, triggering the display of a confirmation overlay
On this screen, users have an overview of all their collections, along with the collaborators they have shared each collection with
The prototype underwent testing with five potential users, who were tasked with accomplishing the following primary objectives:
Task 1: Users were asked to go through the application tutorial and share their feedback on the learning process, including what they liked and what they would change.
Task 2: Users were asked to select the "Explore & Get Inspired" section on the homepage, and provide feedback on the ease of finding and using this feature.
Task 3: Users were asked to add a search filter for the desired room ("Livingroom") and share their thoughts on this action.
Task 4: Users were asked to select the second picture on the search results page ("Malta Livingroom") and evaluate the intuitiveness of the interaction.
Task 5: Users were asked to view the details of the largest picture (with a black dot) on the Malta Livingroom collection page and provide feedback on the usefulness of the presented information.
Task 6: Users were asked to visualize the picture in their room using Augmented Reality (AR) and place it on the wall, then share their experience with the AR visualization and the intuitiveness of the placement process.
Task 7: Users were asked to take a photo of the picture in their room, add it to the "Decorations" collection, and provide feedback on their ability to perform this action and the overall functionality of the process. They were then given the option to return to the homepage screen.
A considerable number of users found the progress bar insufficiently visible, and the next and skip buttons did not provide enough cues for the intended action
Following user testing, the progress bar and screen navigation arrows were combined, resulting in improved user navigation through the tutorial
This screen serves as the conclusion of the tutorial, encouraging users to explore and utilize the main feature of the app
Following user testing, enhancements were made to improve the visibility of the page, and an AR icon was added to ensure users can easily recognize its presence in the app
A significant portion of users expressed confusion regarding the "Explore and Get Inspired" and "DIY" sections, uncertain whether clicking on them would lead to opening a single image or a set of images for clearer viewing.
Additionally, the positioning of the "DIY" title was perplexing, resembling a button and prompting users to click on it instead of scrolling down as intended.
After conducting user testing, improvements were made to the "Explore and Get Inspired" and "DIY" sections by providing descriptions and incorporating carousels of images to clarify their purpose.
Furthermore, enhancements were made to the "Shop by Room" section, and all text was made more legible for a better user experience.
On this screen, the "Add to Cart" button was obstructing the information as it was positioned directly on top of the "Choose Color" section
Now, the button and information have been repositioned, allowing users to quickly discern the available actions on the screen without the immediate need to scroll
A considerable number of users found the "Collaborators" feature confusing, as it wasn't immediately apparent which collections it applied to, given its striking similarity to the collections displayed below it
Following user testing, the "Collaborators" section was integrated into the header under the title "All Collaborators." For specific collections, users will see the same header when entering a collection, displaying only the relevant collaborators for that particular collection
1. Terminology Tailored for User Understanding
In the course of our UI/UX project, which centered around an app using Augmented Reality (AR) to assist users in visualizing furniture and decor in their living spaces, we encountered a vital lesson in effective communication. Extensive research revealed that our potential user base often lacked familiarity with AR technology. Therefore, we recognized the importance of ensuring our app's terminology resonated with our target audience. During interviews, we observed that most users did not initially comprehend the term "AR." However, after providing a brief explanation, they grasped its functionality. In response to this insight, we opted to replace "AR" with the more intuitive phrase "view in room." This adjustment allowed users to readily understand the app's purpose without requiring prior knowledge of AR, enhancing their overall experience.
2. Flexibility in Assumptions
Another valuable lesson learned during our project was the importance of flexibility in our assumptions. Initially, we hypothesized that our target users fell within the age range of 25 to 50 years. However, our research findings challenged this assumption, leading us to reevaluate our perspective. The data compelled us to adjust our target demographic considerably, illustrating the necessity of keeping an open mind when formulating hypotheses and remaining receptive to insights gained from user research.
3. Navigating the Complexity of Statistics
Our project also illuminated the intricate nature of statistics, emphasizing the potential for misleading results based on interpretation and the chosen sample population. A notable observation arose when multiple teams conducted parallel research efforts and arrived at varying conclusions regarding our target users' preferences and needs for an AR app. One team concluded that the percentage of interested users was too low to justify pursuing the project, while our team identified distinct patterns among users who shared common income ranges. These findings underscored the significance of meticulous statistical analysis and the critical importance of considering all relevant factors, such as income when determining the app's potential user base. This experience reinforced our understanding that the interpretation of statistical data requires a nuanced approach to drawing accurate and actionable insights.
Currently, the primary focus of the app revolves around utilizing augmented reality (AR) to enable users to try out furniture in their own rooms. Looking ahead, a prospective development entails integrating artificial intelligence (AI) into the furnishing aspect. This would involve prompting users to upload pictures of their living spaces, which the app can then modify according to their desired transformations, such as painting walls, changing floors, or replacing existing furniture.
Moreover, an additional aspect worth exploring is the inclusion of professionals within the app who can directly receive job requests from users. By doing so, the app would encompass the entire process of constructing, furnishing, and decorating a home, creating a comprehensive solution for users.