PALOR: Shopping,
Together

Interaction Design, UX Research, Social Experience, Spatial UI, Virtual Reality

When
October 2025
Practice
Social interaction · Immersive shopping
My contribution
Individual project
Research, design & development
PALOR — complete concept introduction

Concept illustration

What if shopping felt like spending time together?

A second opinion, a shared discovery, a spontaneous conversation: shopping can be a social ritual. PALOR explores how these qualities could inhabit a digital space.

The concept brings personal rooms, shared products, and companionship into one spatial shopping experience.

Meet your style.
Find your pal.

A shared product and a live conversation in the same virtual room.

Design the relationship as carefully as the interface

Contextual research, interview material, a persona, and a journey map helped frame the tension between convenience and companionship. The opportunity was to create a participatory encounter, with another person given a meaningful role in discovering and discussing products.

Context, interview material, persona, and journey mapping.
Research insights, problem framing, and design questions.

Discover. Make a space. Bring someone in.

The experience connects Good Pal, a personal shopping home, and brand islands. These modes provide different entries into the same social and shopping activities.

01

Good Pal

Meet a companion through shared shopping interests.

02

My Shopping Home

Build a place to explore and discuss an item.

03

Brands Island

Discover products and bring them into the shared experience.

Concept sketches, feature definitions, and the intended social experience.
Connecting companionship, a personal shopping home, and product discovery.

One room, several ways of being together

A preset 7.2 × 6.0 m room provides a consistent shell, furniture arrangement, and clear interaction zone. These are concept dimensions, rather than measurements from a completed scan.

The shared item stays central, while panels face their own user. The same room can hold a personal view and a social encounter without losing its spatial logic.

From room layout to a shared item and user-facing panels.
A reusable room anchors the six experience modes.
Panels face their wearer; the product remains a shared reference.

A journey through six spatial moments

The prototype keeps the room recognisable as the activity changes. The following scenes show room setup, personalisation, shopping, discovery, matching, and conversation.

Chat with Pals — the full spatial scene.

Does a shared space create a shared experience?

Further evaluation would examine navigation, coordination around an item, and control over social engagement.

The original portfolio

Every board, in full.
Open a board to explore the details.

View all 6 complete boards
01 — Social premise and project introduction
02 — Research, interviews, persona, and journey
03 — Synthesis and problem framing
04 — Concept sketches and feature definitions
05 — User flows and information architecture
06 — Spatial construction and experience previews