Role:
UX Designer
Project Type:
Independent Design Exercise
Platform:
Desktop, Mobile
Timeline:
1 week
Tools:
Figma
This project began as a design assessment exploring improvements to an existing room visualization experience.
The challenge combined two objectives:
Refine and improve the existing desktop experience while translating it to mobile using reusable patterns.
Introduce two new features:
A way for users to view products currently applied in their room
A method for launching a modular “Virtual Samples” experience directly from within the visualizer
The assignment emphasized discoverability, scalability, interaction design, and visual consistency.
This project was completed independently as a concept exploration and was not implemented in production.
Room visualization tools often balance three competing needs:
Product discovery
Product configuration
Immersive visualization
As additional features are introduced, interfaces can become crowded and difficult to navigate.
The challenge was to improve clarity and hierarchy while creating space for future extensibility.
Improve visual hierarchy
Reduce interface competition with the visualizer
Create reusable interaction patterns
Preserve access to important actions
Introduce a scalable “selected products” pattern
Integrate Virtual Samples naturally into the browsing workflow
Support both desktop and mobile experiences
I reorganized the experience around three layers of interaction:
Global Actions
Persistent actions placed in the top navigation:
Upload
Design Assistant
Virtual Samples
Download
Share
Cart
Product Discovery
A dedicated browsing panel supporting:
Search
Filters
Browse Products
Items in Room
Favorites
Contextual Actions
Actions that only appear when relevant:
Move
Rotate
Remove
This reduced persistent UI and helped preserve focus on the room visualization itself.
Rather than anchoring controls directly to edges, I introduced floating containers.
This created:
Stronger visual hierarchy
Better separation of interaction layers
More visual emphasis on the room itself
I separated configuration from manipulation.
Product configuration remained tied to product information:
Size
Color
Cart
Object manipulation remained contextual:
Move
Rotate
Remove
This prevented visual overload and reduced duplicated controls.
Rather than shrinking the desktop experience, I redesigned the interaction model.
Replaced the side panel with bottom sheets
Simplified onboarding
Reduced persistent controls
Preserved product context
Mobile introduced a dedicated onboarding state:
Upload room
Use demo room
This delayed browsing until a room existed and reduced cognitive load.
Research context suggested users wanted easier access to products already applied to their space.
I introduced a dedicated browsing section:
Items in Your Room
This allowed users to:
Review active products
Return to previously configured items
Separate exploration from active room decisions
The pattern was designed to scale across categories.
The second challenge was introducing a modular Virtual Samples experience.
My goal was to make it feel connected to product exploration without competing with the visualizer.
Virtual Samples became a contextual action.
Users launch it:
Product → Product Details → Virtual Samples
Once launched:
Room interaction pauses
Visual focus shifts to the sample
Product actions are replaced with sample controls
The experience supports:
Lighting conditions
Lighting type selection
Rotation
Return to room visualization
I treated night mode as a global lighting condition based on available assets, while expecting expanded lighting permutations in a production implementation.
Introduced a bottom sheet pattern on mobile to replace the desktop side panel, simplifying navigation and prioritizing touch interactions
Prioritized contextual actions by surfacing object controls and Virtual Samples only when relevant
Integrated Virtual Samples as a product action rather than a primary entry point
Simplified onboarding to focus users on entering the experience before browsing
Treated lighting states as scalable system behavior rather than fixed screens
If expanded further, I would explore:
Filtering products that support Virtual Samples
Persistent comparison between room view and sample view
Multi-product room summaries
Deeper product management flows
This project challenged me to design inside an existing system while balancing hierarchy, scalability, and immersion.
The most valuable takeaway was learning where to remove UI rather than add more of it.
I also spent significant time defining interaction ownership, ensuring that browsing, configuration, and visualization each had a clear role within the experience.