josephwu

VR for Spatial Design

Rethinking the design process and tools for architects through the lens of VR.

Year
2021
Role
UX Designer
Tags
Virtual RealityArchitectureUIUX designHCI

Architects trust VR to show space. Why won't they design in it?

VR tells space, scale, and material better than any 2D screen, yet architects only pull it out for the final presentation. VR for Spatial Design is a five-month case study on why, ending in a tool where designers sketch, inspect, and modify their designs inside the headset.

City-scale massing model in VR with modeling and simulation panels.

We started with the architect's day. Mapping demographics, psychographics, and a day-in-the-life schedule showed where the hours actually go and which pain points are worth solving.

Day-in-the-life schedule from the architect persona research.

Working through the tools architects already use exposed the pipeline itself: every stage needs multiple tools and exports, and a mistake found late sends you back to the start.

Audit of the platforms architects currently use across the design pipeline.

The journey map connected the complaints. VR editing is clumsy, every fix means another export and re-import, and simulations, the essential part of the process, don't live in VR at all. One architect summed it up: VR makes me import and export a million times if I see a mistake.

User journey map of the architecture workflow with VR pain points.

A feasibility matrix scored the candidate features. The winners shortened the pipeline and cut exports instead of rebuilding modeling features VR is bad at.

Feasibility matrix scoring candidate features by cost and impact.

The decision: don't rebuild architecture tools in VR, connect them. A two-way pipeline moves models and simulations between the headset and existing simulation software, so each side does what it is good at.

Key features: a two-way pipeline into VR, input simulations, and simulations as qualitative experience.

The new workflow keeps architects in VR through modeling, scale, and experience checks. Underneath, the system generates models from OSM and design data, runs street and amenity data through simulation, and loops the results back into Unreal Engine.

System workflow and software architecture for the two-way VR pipeline.
Information architecture of the VR spatial design tool.

Current simulation interfaces bury results in complex setup: numbers and plots you read at a desk, far from the space they describe.

Current traditional architecture simulation interfaces.

Our pipeline brings simulation results into VR with a click, at full scale, and lets you edit and re-simulate instantly instead of round-tripping between platforms.

Quantitative simulation results viewed at full scale inside VR.

Simulations also render as full-scale figures in motion, so a pedestrian study reads as how the street would feel rather than a series of numbers.

Full-scale pedestrian simulation experienced at street level in VR.

Credits

Team
Kenny Kim, Aishwarya Sreenivas, Joseph Wu
Duration
August to December 2021 (5 months)
Tools
Unreal Engine