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MARIMEKKO
Buying the Perfect Life: Lifestyle Shopping in the Metaverse
WHAT I DID
3D Animation
3D Modeling
VR/UI
Strategy
TOOLS
Blender 3.0
After Effects
JUMP TO
PROJECT TYPE
Partnership
Jay Do
Process
Fashion Takes The Lead
Finnish design house, Marimekko, has over 3,500 patterned-prints that expand across
mediums like fashion, accessories, and housewares.
The Metaverse Suited For Lifestyle Brands That Go Beyond Fashion.
- Lifestyle brands that look beyond just fashion products can reach more touchpoints of a user’s life on the metaverse.
- While many associate Marimekko with fashion, its consistently expanding inventory means that the company is not just fashion-forward, it’s lifestyle-forward.
CHALLENGE
How can we showcase Marimekko's brand as lifestyle-forward?
SOLUTION
Envision a new shopping experience within the "Metaverse".
Approach
At this early stage, most common VR user-interface designs simply utilize 2D screens within a 3D environment, wasting the potential of an immersive experience. Our experience integrates the comfortability of 2D screens with responsive 3D interactions, creating a shopping experience that gives users the ability to explore the environment around them.
Fundamentals
Before we design for a VR experience, we need to take a look at how design principles translate into this space.
94
FIELD OF VIEW
This is the normal angle a user sees
within a headset.
77
HEAD ROTATION (RIGHT)
This is the typical angle a person
can rotate their head comfortably.
15
COMFORTABLE VERTICAL
50
77
HEAD ROTATION (LEFT)
This is the typical angle a person can rotate their head comfortably.
10m
20m
NO CONTENT ZONE
Any permanent visual interface should
not be closer than .5 meters.
MAIN CONTENT ZONE
Visuals at this distance is typically
the most perceptive for a user
TOO FAR ZONE
Anything beyond 20 meters will typically
be perceived as flat.
.5m
INFORMATION HIERARCHY
Source: VR Interface Design Pre-Visualisation Methods
Takeaway
Ergonomically, we should consider zones of comfort. Main content should be approximately within 77° horizontal, between 15° and 50° vertical, and between .5m and 20m distance.
Design-wise, the goal is to always communicate information in a way that feels natural. Consider how we can use unique design elements of VR to enhance users’ experience. Don’t reinvent UI patterns.
Hierarchy of
importance
1. BROWSING
2. EXPLORE FEED
3. SHOPPING CART
4. NAVIGATION
3. FAVORITES
Replacing shopping cart with a new favorites feature to allow users to continue to explore the brand.
Shopping cart will be moved to navigation bar
Slide Gallery
Target User
Careful Explorer
This person sees browsing as a period of careful exploration, taking a likeness to both familiar and new products that relate to them. While they enjoy a wide variety of things, they are careful in the selection of goods and services for purchase.
They value trialing products (testing the functionality of a good or free trial of a service) before making purchases so they can have confidence that a good or service fits into their lifestyle.
Values
PERSONIFICATION
VARIETY
TRIABILITY
Showroom Environment
Users can filter between item categories. Each item category has a unique display case. Users watch the environment around them shift to show them what they want to see.
Experience
Trail Environment
Shoppers can trial items within their own metaverse space so they can see how Marimekko can fit into their metaverse lifestyle.
Designer
Rooms
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