Trezi — Immersive Architecture Platform

Designing the UX for India's first VR-native architecture collaboration tool used by 600+ AEC firms

Year2023
TypeUX, Product
IndustryArchitecture, Real Estate
CompanyTrezi
ToolsFigma, Miro, Notion
Trezi — Immersive Architecture Platform

Trezi is India's first VR-native architecture platform, built on Unreal Engine. Architects upload a 3D model and walk through it in virtual reality — presenting to clients, collaborating across offices, or reviewing material selections at 1:1 scale. My challenge was designing UI that works in 3D space, for users who have never worn a VR headset.

600+AEC firms onboardedWithin 18 months of redesign
22 min avgSession lengthUp from 8 min pre-redesign
78%First-session successUsers completing a full walkthrough
67NPSAmong active architecture firms

Designing for 3D Space

Most UX knowledge lives in 2D. Spatial computing changes nearly everything: there's no cursor, no scrollbar, no back button. Menus that 'follow' the user feel nauseating. Text at the wrong distance is unreadable. My first three weeks were spent in the headset, systematically breaking every assumption I had brought in from web and mobile design.

📍

World-Locked vs. Head-Locked UI

Trezi's core controls are world-locked (attached to points in the room) not head-locked (floating in your field of view). This prevents the disorienting sense that your UI is 'chasing' you and lets spatial memory form.

👁️

Gaze-Based Affordances

Hoverable elements highlight when the user's gaze rests on them for 400ms — no controller required. This made the tool accessible for clients who had never used a game controller.

🎨

Material Swap Panel

A real-time material browser lets stakeholders change finishes (flooring, paint, cladding) inside the VR walkthrough. The panel uses a card grid with haptic-previewed texture samples — reducing physical sample meeting time by an average of 3 sessions per project.

🔴

In-Space Annotation

Users can drop a virtual pin anywhere in the 3D model with a voice or typed note. Pins export as a structured PDF report for the design team — bridging VR review and the existing BIM workflow.


The Onboarding Problem

VR onboarding is uniquely hard: you can't read instructions on-screen while wearing a headset, and most architecture clients are not gamers. We designed a 'spatial tutorial' — a purpose-built mini-environment where every core interaction is encountered exactly once, in context, before the user enters their first real model.

The first time I walked through my own building before it was built, and my client could see what I was seeing — I didn't need to sell VR anymore.

Principal Architect, HCP Design

Design System for VR

We built a Trezi spatial design system in Unreal Engine's UMG framework — a set of panel templates, button sizes (minimum 4cm × 4cm for reliable controller targeting), colour contrast rules for HDR displays, and motion guidelines (no rotation-based transitions, maximum 0.3s UI animation speed) that prevent motion sickness.

Jan 2023

Research & Immersion

20 architecture firm visits, 4 weeks in-headset design sprints, VR sickness protocol testing.

Mar 2023

Spatial Design System

Unreal UMG component library, world-lock / head-lock guidelines, gaze interaction patterns.

Jun 2023

Private Beta

50 AEC firms, 8 weeks of moderated sessions. Iterated on onboarding, material panel, and annotation system.

Oct 2023

Public Launch

Trezi 3.0 launch at the AEC India Summit. Featured in Architectural Digest India and Dezeen.