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VR for Interior Designers

Interior designer and client reviewing finish selections in a virtual reality room walkthrough

Interior designers use VR to close the gap between a client approving a sample board and a client understanding the room. It is most valuable for scale, ceiling height, how much of a strong material there actually is, and how the space reads under the specified lighting. It is least reliable for exact color and material texture, which still belong to physical samples.

The recurring problem in interior work is a client who approved everything and is surprised by the result.

Used at the right point, virtual reality moves that surprise forward to a stage where changing it is cheap.

What it settles that a board cannot

Quantity. A dramatic tile that reads as a beautiful six inch square becomes an entire wall, and the client's reaction to the wall is the reaction that matters.

Scale and proportion. Ceiling height, the width of a corridor, whether the island leaves room to pass, whether the sofa the client insisted on actually fits the way they picture.

Light. A room specified for warm evening light and reviewed under office fluorescents on a printed board has been reviewed under conditions that do not exist.

What it does not settle

Exact color, sheen and texture. Headset displays vary, calibration varies, and the difference between two nearly identical warm whites is precisely the difference a screen cannot be trusted with.

Say this to clients explicitly. Approve palette, quantity and relationship in the headset; approve the specific product from the physical sample. A designer who lets a client approve a final color from a headset is accepting a risk they will personally absorb.

Timing it in your process

Too early and you are building geometry that is about to change. Too late and the client's objection arrives after purchase orders.

The productive window is after the layout is settled and the finish direction is chosen, before specific products are ordered. That is one review, and it is the one that earns its place in the schedule.

Who owns what

StepThe designer ownsRendimension owns
TimingChoosing the review point in the project scheduleDelivering to that date
Model and layoutA settled plan, ceiling heights and elevationsPrepared geometry accurate to those drawings
Finish directionThe palette and material direction to depictMaterials built to that direction, labeled where approximate
Lighting intentThe lighting design and the hours that matterThe room under those specific conditions
FurnitureWhich pieces are specified versus placeholderSpecified pieces built, placeholders labeled as such
The review sessionFraming what the client is and is not approvingA session script that states the same limits
Final color sign-offPhysical samples, in the actual space or in daylightNothing; this stays out of the headset

Handling the client who wants to change everything

A headset gives clients confidence to have opinions, which is the point and also the risk. Structure the session around specific questions rather than an open invitation. Ask whether the island leaves enough room, whether the tile quantity works, whether the evening light is right.

Open-ended sessions produce open-ended change lists, and those arrive as a scope problem you did not price.

If your layout is settled and the finish direction is chosen, send the drawings and the palette and we will build the review room.

How to start

Pick the one room where a client change would cost the most, and review that one first.

Related reading: what a VR setup requires covers hardware, tethered versus standalone VR covers device tradeoffs, VR versus 360 tours covers a lighter option, and choosing a VR company covers vendor selection.

Send us the room and the finish direction and we will scope a single client review.