Interaction Designer · Apple Vision Pro

Interaction Designer · Apple Vision Pro

Interaction Designer · Apple Vision Pro

VisionDesigner

VisionDesigner

Turning furniture placement from guesswork into certainty, on a platform no one had designed for yet.

Turning furniture placement from guesswork into certainty, on a platform no one had designed for yet.

Turning furniture placement from guesswork into certainty, on a platform no one had designed for yet.

A person in an Apple Vision Pro headset choosing between floating bedroom design options in their own room

OVERVIEW

VisionDesigner is an augmented reality furniture placement experience for Apple Vision Pro that lets people see exactly how a piece fits in their space, before committing to a purchase.

By making an irreversible decision reversible, it removes the spatial commitment anxiety at the core of every furniture choice and transforms browsing intent into buying confidence.

MY ROLE

Interaction Designer

Awards Won

6+

across The Rookies, Indigo Design Awards, and Entelechy Design Awards in multiple categories.

The Problem

Most furniture decisions happen at the intersection of hope and a measuring tape. People study 2D floor plans, drag objects through bird’s-eye apps, and ultimately guess. Returns cost retailers billions annually, but the real casualty is weeks of living in a room that was decided wrong. VisionDesigner started here: what if you could be certain before anything shipped?

The Constraint

Apple Vision Pro launched with a spatial design vocabulary that was genuinely unwritten. No established patterns for room-scale AR, no precedent for furniture at 1:1 scale, and a developer community still negotiating what ‘native’ meant on visionOS. Every decision had to be invented, not adapted.

Research

User research

70%

of homeowners feel overwhelmed by the number of design options available

65%

struggle to stay within budget when designing their space

67%

prefer 3D renderings or virtual tours before committing to a decision

That preference for visualizing before deciding wasn’t just anecdotal; the data backed it across the industry too.

Industry & market

10–15%

reduction in design costs when AR/VR helps clients visualize before deciding

52%

of consumers more likely to engage with a project if it includes AR or VR

$134B

global home décor market in 2024, growing ~4% annually, with the US the largest market

Key Decision

Platform choice: commit to Vision Pro only

Platform choice: commit to Vision Pro only

Platform choice: commit to Vision Pro only

Building exclusively for Apple Vision Pro meant giving up broad reach in exchange for the only context where the core problem could actually be solved. A phone camera can’t give you real depth. A tablet can’t give you scale. The tradeoffs were real and deliberate.

Apple Vision Pro headset showing the Vision Pro wordmark, worn against a black background

Gave up

Cross-platform reach: iOS and Android left behind

Familiar 2D UI conventions users already know

Broad accessibility across everyday devices

Fast onboarding, no new hardware to learn

Gained

True 1:1 spatial presence and precise depth perception

Gaze-driven, hands-free interaction model

Real-scale object placement in a live, physical space

The only context where certainty is actually possible

Research Insight

Twelve interviews across renter and homeowner profiles surfaced something unexpected: the anxiety wasn’t about taste. People were confident in their aesthetic preferences. The anxiety was about commitment: sinking money into something that might not work spatially. AR was compelling not because it was novel but because it removed the irreversibility of the decision.

Twelve interviews across renter and homeowner profiles surfaced something unexpected: the anxiety wasn’t about taste. People were confident in their aesthetic preferences. The anxiety was about commitment: sinking money into something that might not work spatially. AR was compelling not because it was novel but because it removed the irreversibility of the decision.

People don’t just want to design a room. They want to stop worrying about whether they made the right call.

People don’t just want to design a room. They want to stop worrying about whether they made the right call.

People don’t just want to design a room. They want to stop worrying about whether they made the right call.

Testing

Moderated testing with 10 participants surfaced four KPIs spanning user experience, efficiency, and engagement. Each metric below pairs the before/after result with the design change that moved it.

KPI 01 · User Experience · Task Completion

55%

88%

Task completion rate on the primary flow

Key features must be visually prioritized; buried tools go unnoticed. Surfacing them lifted completion from 55% to 88% post-redesign.

KPI 02 · Efficiency · Time to Locate Controls

27s → 10s

Average time to find primary navigation

Navigation was buried three levels deep. Moving primary controls to a persistent spatial toolbar anchored to the user’s field of view made them instantly reachable.

KPI 03 · User Experience · Setup Success

4/10

1/10

Room-scale calibration failures

Calibration failed for 4 of 10 users. Adding a guided measurement step with clear interactive affordances cut failures to 1 of 10.

KPI 04 · Engagement · Onboarding Completion

+34%

Style quiz completion in onboarding

A visible progress indicator plus onboarding cues for shared avatar features lifted quiz completion by 34%; contextual wayfinding aids like tooltips kept users oriented.

Solution

Step 01 · Onboard

Style Quiz Onboarding

A five-question style quiz that generates a curated moodboard as your spatial starting point, with no blank-slate anxiety.

INTERACTIVE PROTOTYPE

View the working prototype

View the working prototype

View the working prototype

→

Outcome Metrics

VisionDesigner benefits screen in visionOS with Personalize, Consult, Collaborate, and Track panels, a designer profile, and project milestones

88%

88%

Task completion rate in final usability round

4x

4x

Faster placement than 2D floor-planning tool benchmarks

12m

12m

Average session length in final round


Reflection

Challenges

The hardest problem wasn’t interaction; it was confidence. People could visualize furniture; they just didn’t trust their own visualization enough to commit. Designing for that hesitation, rather than for a missing skill, kept challenging my assumptions at every step.

My learnings

Every design decision was ultimately in service of building trust: real measurements, real lighting, the user’s actual room. The result wasn’t a product that taught people to design; it was one that stopped them from second-guessing themselves.

Where is VisionDesigner now?

Awards & recognition

VisionDesigner won 6 international design awards and gained recognition from designers on social media, with many saying they’d love to use it, especially college students.

Taking it further

If I were to take it further, I’d develop it more and launch it as an MVP to test with a wider user group.

DESIGNED BY MAITHILEE NATU

DESIGNED BY MAITHILEE NATU