Virtual Reality and Interior Design: The opportunity and perceived value of virtual worlds for interior designers.

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The IIE

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Virtual worlds have become increasingly relevant these days, with more and more people joining in platforms such as the Metaverse, a demand for more virtual world designers can be predicted to grow. The aim of this research proposal is to outline the potential opportunities for interior designers within virtual worlds, such as the metaverse. The research starts out by understanding virtual reality and the evolution of virtual worlds, and how this could potentially apply to the field of interior design. A gap has been identified as the basis for this research study. This gap can possibly create opportunities for interior designers to design 3D virtual buildings and spaces, by using computer software and improving digital technology, designers can create real simulated buildings. Understanding this phenomenon, a comprehensive analysis into design thinking and user experience was further explored. Using applied design thinking theory as an iterative process with the outcome to seek to understand the users, challenge assumptions, redefine problems and create innovative solutions, interior designers can prototype and test solutions. By applying UX design principles as well as interaction design principles interior designers can implement a good user experience for users. The purpose of this research was to qualitatively explore the use of VR technology, understanding user experiences within virtual worlds, and how VR can be applied to interior design. The qualitative data was analysed by means of an inductive approach. The research study moves from specifics to generals and applies the findings to more abstract and broad theoretical constructs. Upon analysing the data gathered, the researcher became aware that there is indeed a perceived value for interior designers within virtual worlds. The perceived value was identified by means of sorting through the three groups, and the participants' answers were categorised into two themes. Through interpretation of the collected data, patterns emerged from participants acknowledging that there are opportunities available for interior designers within virtual worlds but user experiences are still limited in context of the identified phenomena. These patterns have been divided into two themes; (1) Virtual reality offers unique opportunities for interior designers and (2) User experiences within virtual worlds are still limited. As a qualitative researcher, numbers were not used as evidence, instead rather different criteria were used to determine the trustworthiness, or credibility of this research study. The aim of the qualitative research was to promote the understanding of the phenomenon of VR and interior design as well as a guide or starting point for future researchers looking into something similar.

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