Massing
A spatial review tool that lets a client walk through a building before it is costed, let alone built.
Role
Design & development
Timeline
11 weeks
Platform
visionOS
Stack
SwiftUI · RealityKit · USDZ
The problem
Architectscanreadafloorplan;theirclientscannot,andbothpartiespolitelypretendotherwiseuntilsomethingexpensivegetschangedlate.Rendershelp,butarenderisaphotographofoneviewpointthearchitectchose.Thedisagreementsthatmatter—thiscorridorfeelsnarrow,thisceilingfeelslow—areaboutscale,andscaledoesnotsurviveascreen.
Decisions
Two scales, one gesture
Tabletop massing for orientation, one-to-one walkthrough for the felt experience. Users kept getting lost switching between them, so the transition became a single continuous zoom that keeps your focal point anchored. Building it as one gesture rather than two modes took far longer and is the reason the app is legible.
Sessions capped at twenty minutes
We designed the review flow to conclude before fatigue sets in rather than letting sessions run open-ended. That meant cutting a freeform annotation tool we liked, and structuring reviews around a fixed set of questions. Comfort is a design constraint on this platform, not a settings screen.
A build step, not an import button
Architectural models arrive from Revit at polygon counts a headset will not tolerate. Rather than a lossy in-app importer, we wrote a decimation and USDZ pipeline that runs before the model ever reaches the device. Practices hand us a file and get back something that holds frame rate.
Screens
Tabletop massing view of a building
add src to lib/case-studies.ts
One-to-one interior walkthrough
add src to lib/case-studies.ts
Annotation pinned to a wall
add src to lib/case-studies.ts
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