XR Shopping App: Background Research

XR project
2 min readDec 12, 2023

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Environmental Research

AR technology enhances the shopping experience by enabling virtual interactions with 3D models.

  • Furniture retailers such as Ikea and TodayHouse showcase how furniture would fit in customers’ spaces, reducing the need for physical store visits.

Our team studied user behavior for browsing items in an XR environment

  • We created user flows to evaluate the detailed cause-and-problems of AR shopping services.
  • The scenario focused on checking items on XR glasses after archiving them on a mobile device.

Competitive Analysis

To identify a suitable layout for 3D environments, we analyzed competitors.

  • IKEA: Users can create a virtual showroom or scan their room using LiDar and virtually locate furniture
  • Today House: Users can see a 3D item on an XR camera, but not controllable.
  • Wayfair: Users can scan the floor and locate the items on an XR camera. They can see from different angles by physically moving.
  • Crate & Barrel: Users can see furniture on camera, but the models are photos instead of 3D models — restricted views.
  • West Elm: Users can use templates or upload a floor plan to allocate 3D items virtually. Provides light control and capturing features.

3D concept designs, such as 3D item visualization, helped brainstorm the possible options to align items in a 3D environment. We found resources on Pinterest, Behance, and Medium.

Affinity map to identify problems for XR shopping apps

(Affinity Map / 2*2 Figma File Link)

We utilized the Affinity map technique. We approached the problem statement by reframing it as questions to brainstorm study design. This method enabled us to concentrate on specific aspects of the problem statement.

2X2 Matrix

In order to study and suggest a solution for the ambiguous mental model, we utilized a relatively solid mental model of the 3D perspective in the XR environment instead of designing a whole new one.

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