Araştırma Makalesi

Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development

Cilt: 10 Sayı: 1 15 Şubat 2026
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Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development

Öz

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.

Anahtar Kelimeler

Etik Beyan

Bu çalışma, tek yazarlı otoetnografik bir araştırma olarak yürütüldüğünden etik kurul onayı gerektirmemektedir. Araştırmada insan veya hayvan katılımcı yer almamış, hassas kişisel veri toplanmamıştır. Sunulan tüm yansımalar, veriler ve materyaller yalnızca yazarın kendi tasarım pratiği ve sanal ortamda gerçekleştirdiği öz gözlemlerinden elde edilmiştir.

Kaynakça

  1. Abusagr, J., & Mahamed Adan, A. (2023). Virtual Reality strategy from a product development perspective [Bachelor's Thesis]. Chalmers University of Technology. http://hdl.handle.net/20.500.12380/307198
  2. Amiri, P. (2024). Review of rendering evolution of game engines in the 3D era. [Bachelor's Thesis, Lahti University of Technology LUT]. https://lutpub.lut.fi/handle/10024/167993
  3. 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
  4. 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
  5. 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
  6. Caramida, A. A. (2022). Modeling of 2D/3D Components for Optimizing Operations in Industrial Environments. [Master's Thesis, NOVA University].
  7. 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
  8. 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)

Ayrıntılar

Birincil Dil

İngilizce

Konular

Mimarlık ve Tasarımda Bilgi Teknolojileri, Mimarlık (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

15 Şubat 2026

Gönderilme Tarihi

10 Eylül 2025

Kabul Tarihi

21 Ekim 2025

Yayımlandığı Sayı

Yıl 2026 Cilt: 10 Sayı: 1

Kaynak Göster

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. 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 (01 Şubat 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, c. 10, sy 1, ss. 13–23, Şub. 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 (01 Şubat 2026): 13-23. https://doi.org/10.54864/planarch.1781820.
JAMA
1.Özsoy HÖ. Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH. 2026;10:13–23.
MLA
Özsoy, Hüseyin Özkal. “Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development”. PLANARCH - Design and Planning Research, c. 10, sy 1, Şubat 2026, ss. 13-23, doi:10.54864/planarch.1781820.
Vancouver
1.Hüseyin Özkal Özsoy. Seeing, Deciding, Designing: Autoethnographic Reflections on Virtual Product Development. PLANARCH. 01 Şubat 2026;10(1):13-2. doi:10.54864/planarch.1781820

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