Handy
A touchless control app recognising ten distinct hand gestures on-device, mapping them to phone actions without a visible camera preview.
View project overview , HandyCase study · Augmented reality
A shopping app where the decisive feature is scale: furniture rendered at its true dimensions in the room it is destined for.
Published · In development
01The business situation
Buying furniture online means guessing. A photograph tells you the colour and the style, and nothing at all about whether the piece will clear the doorway or swallow the room. Our innovation team took that as the whole problem: not a prettier catalogue, but a way to see a piece at its real size, in the actual space, before committing.
Core challenge
Render 3D furniture at true physical scale in a live camera view, without the rendering cost making the app unusable.
Before
Shopping from photographs and a tape measure
After
The piece placed at true size in the real room
AR Furniture App
02The system at a glance
03Workflow 01
The app finds a surface, places the selected piece on it at its real dimensions, and lets the shopper move around it. Everything else in the product exists to make that moment convincing.
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04Workflow 02
The market offered several ways to render 3D on a phone and most of them either looked wrong or cost too much performance. The team built proofs of concept and chose on evidence rather than popularity.
assets/portfolio/ar-furniture/model-pipeline.png · 16 / 10
assets/portfolio/ar-furniture/catalogue.png · 1 / 2.04
05Engineering behind the product
Augmented reality is unforgiving: if the scale is slightly wrong, everyone notices, and the product loses its only reason to exist.
Multiple rendering frameworks were prototyped before ARCore with Sceneform UX proved best on accuracy and performance together.
Models are prepared and rendered at the real product’s measurements rather than an arbitrary scale.
Pieces are anchored to detected floors and tables so they behave like objects in the room.
Placed pieces can be moved and resized while remaining correctly grounded.
Built in Kotlin against the platform’s own AR capabilities for performance.
Models are converted into the required format at correct dimensions before being added to the catalogue.
Rendering was optimised so model quality did not come at the cost of a usable app.
06Technical architecture
Several rendering frameworks were prototyped before ARCore with Sceneform UX proved best for accuracy without a performance cost.
Android
Augmented reality
Assets
07Delivery journey
Innovation team frames the idea
Proofs of concept across options
One piece taken end to end
Catalogue and app structure
Scale accuracy and performance
More models, refined interface
Published and iterating
The app is published on the Play Store and development continues toward the next stage. Dates and durations are withheld until confirmed. Verify before publishing
08Where it stands today