TR
EN
Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development
Abstract
Unreal Engine, a real-time rendering platform developed by Epic Games, has expanded beyond gaming and is used in architecture, automotive design, and the movie industry. Due to its ability to generate high-fidelity visualizations, simulate real-world interactions, and support virtual prototyping, it also has the potential to be a valuable tool for industrial designers. This study investigates its application in product design through a self-reflective practice-based approach. As the sole participant, the author conducted iterative design experiments comparing conventional methods (sketching, CAD modeling, physical mock-ups) with Unreal Engine–based workflows in the design of handheld electronic gaming devices. The author’s reflections documented workflow efficiency, visualization quality, cost reduction, and learning experience. Findings suggest that Unreal Engine significantly improves iteration speed, offers highly realistic visualizations, reduces material costs by limiting the need for physical prototypes, and enhances design decision-making. The study demonstrates that Unreal Engine can transform industrial design practice by streamlining workflows, promoting sustainability, and fostering new competencies in digital prototyping.
Keywords
Ethical Statement
This study did not require ethical committee approval because it was conducted as a single-author autoethnographic investigation. No human or animal participants were involved, and no sensitive personal data was collected. All reflections, data, and materials presented derive solely from the author’s own design practice and self-observation within a virtual environment.
References
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- Avdonina, N., & Russo, M. (2024). VR Feedback System for Product Design Service. In A. Giordano, M. Russo, & R. Spallone (Eds.), Advances in Representation: New AI- and XR-Driven Transdisciplinarity (pp. 923–935). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-62963-1_57
- Banfi, F., & Oreni, D. (2025). Unlocking the interactive potential of digital models with game engines and visual programming for inclusive VR and web-based museums, Virtual Archaeology Review. https://doi.org/10.4995/var.2024.22628
- Bordegoni, M., Carulli, M., & Spadoni, E. (2023). Prototyping: Practices and Techniques. Prototyping User eXperience in eXtended Reality (pp. 29–47). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-39683-0_3
- Caramida, A. A. (2022). Modeling of 2D/3D Components for Optimizing Operations in Industrial Environments. [Master's Thesis, NOVA University].
- Chu, E., & Zaman, L. (2021). Exploring alternatives with Unreal Engine’s Blueprints Visual Scripting System. Entertainment Computing, 36, 100388. https://doi.org/10.1016/j.entcom.2020.100388
- Convard, T. (2020, April). Toyota Vehicle Ergonomics Evaluation by Using VR. Toyota Evaluates Vehicle Ergonomics Utilizing VR and Unreal Engine. https://www.unrealengine.com/en-US/spotlights/toyota-evaluates-vehicle-ergonomics-utilizing-vr-and-unreal-engine (last access: 12.10.2025)
Details
Primary Language
English
Subjects
Information Technologies in Architecture and Design, Architecture (Other)
Journal Section
Research Article
Authors
Publication Date
February 15, 2026
Submission Date
September 10, 2025
Acceptance Date
October 21, 2025
Published in Issue
Year 2026 Volume: 10 Number: 1
APA
Özsoy, H. Ö. (2026). Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH - Design and Planning Research, 10(1), 13-23. https://doi.org/10.54864/planarch.1781820
AMA
1.Özsoy HÖ. Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH - Design and Planning Research. 2026;10(1):13-23. doi:10.54864/planarch.1781820
Chicago
Özsoy, Hüseyin Özkal. 2026. “Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development”. PLANARCH - Design and Planning Research 10 (1): 13-23. https://doi.org/10.54864/planarch.1781820.
EndNote
Özsoy HÖ (February 1, 2026) Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH - Design and Planning Research 10 1 13–23.
IEEE
[1]H. Ö. Özsoy, “Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development”, PLANARCH - Design and Planning Research, vol. 10, no. 1, pp. 13–23, Feb. 2026, doi: 10.54864/planarch.1781820.
ISNAD
Özsoy, Hüseyin Özkal. “Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development”. PLANARCH - Design and Planning Research 10/1 (February 1, 2026): 13-23. https://doi.org/10.54864/planarch.1781820.
JAMA
1.Özsoy HÖ. Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH - Design and Planning Research. 2026;10:13–23.
MLA
Özsoy, Hüseyin Özkal. “Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development”. PLANARCH - Design and Planning Research, vol. 10, no. 1, Feb. 2026, pp. 13-23, doi:10.54864/planarch.1781820.
Vancouver
1.Hüseyin Özkal Özsoy. Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH - Design and Planning Research. 2026 Feb. 1;10(1):13-2. doi:10.54864/planarch.1781820