Funica Furnitures

Case Study: Funica
Revolutionizing Furniture Shopping
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Introduction: In this case study, we will explore the design process of a revolutionary furniture-selling app called "Funica." The app aims to redefine the furniture shopping experience by providing users with a unique and immersive platform that combines augmented reality, community engagement, and sustainable practices. By focusing on user-centric solutions, Funica aims to create a seamless and enjoyable journey for users to discover, select, and purchase furniture.
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Research Phase: 2.1 Personas: To understand our target audience, we have developed the following personas:
Persona 1: Sophia Lewis
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Age: 27
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Occupation: Urban Nomad
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Goals: Find compact and multifunctional furniture suitable for her nomadic lifestyle.
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Pain Points: Limited space, difficulty in finding customizable furniture, concern for environmental sustainability.
Persona 2: David Carter
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Age: 40
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Occupation: Eco-conscious Homeowner
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Goals: Discover sustainable and ethically sourced furniture for his eco-friendly home.
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Pain Points: Limited knowledge about sustainable materials, lack of transparency in the furniture industry.
2.2 User Interviews: To gather insights, we conducted interviews with potential users like Sophia and David. Some key findings include:
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Users seek furniture that aligns with their unique lifestyles and values.
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They want to visualize furniture in their space and assess compatibility before purchase.
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Users appreciate the ability to customize furniture to suit their individual needs.
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They value sustainability and seek transparent information about materials and production processes.
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Users desire a sense of community and the ability to share and gather inspiration from others.
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Information Architecture: Based on our research, we have designed an information architecture that ensures an immersive and user-friendly experience:
3.1 Navigation Structure:
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Discover: Curated furniture collections, trending designs, and sustainable picks.
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Customize: Interactive tool to personalize furniture dimensions, colors, materials, and features.
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AR Visualization: Augmented reality integration for users to visualize furniture in their own space.
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Sustainable Practices: Information about eco-friendly materials, certifications, and sustainable production processes.
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Community: User profiles, sharing and discussion forums, and inspiration galleries.
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Cart: Stores selected items for purchase.
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User Profile: Personalized settings, order history, saved designs, and community engagement.
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Design Solutions: 4.1 Visual Design: Funica's visual design will embrace a clean, nature-inspired aesthetic to reflect the app's sustainable focus. Natural tones, textures, and illustrations will create a soothing and eco-friendly atmosphere. Thoughtfully captured product imagery and detailed information will provide users with an immersive and visually appealing experience.
4.2 Personalization and Customization: To meet the unique needs of users like Sophia and David, Funica will offer a robust customization feature. Users can modify furniture dimensions, choose sustainable materials, and customize colors and features, empowering them to create personalized, eco-friendly furniture solutions.
4.3 Augmented Reality (AR) Integration: Funica will leverage advanced AR technology to allow users to place furniture in their own space virtually. Users can walk around and interact with virtual furniture, visualizing how it fits and complements their existing decor. This feature will provide a realistic and engaging experience, aiding users in making informed purchase decisions.
4.4 Sustainable Practices and Community Engagement: Funica will promote sustainability by highlighting eco-friendly materials, certifications, and transparent production practices. Users will have access to detailed information about each product's environmental impact. The app will also foster a vibrant community by enabling users to share their sustainable living experiences, exchange ideas, and gather inspiration from fellow users and influencers.
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Conclusion: Through the user-centric approach of Funica, we aim to revolutionize furniture shopping by combining augmented reality, customization, sustainable practices, and community engagement. By catering to the unique needs and values of users like Sophia and David, we provide them with a platform that simplifies the furniture shopping process and promotes sustainable and mindful living. With an immersive experience, personalization options, AR visualization, and an active community, Funica creates a new standard in the furniture industry, elevating the way users interact with and select furniture for their spaces.
