We present MoodRoom, an accessible tool for designing digital spaces through an immersive Moodboard-Inspired Configurator. By integrating (i) real-time ambient control, (ii) playful configuration functions (color paint brush, throwable Texture Orbs, foot-based pavement material changer), and (iii) 3D teleporting navigation, it also fosters non-expert designers’ creative flow, emotional exploration, and decision-making. We propose an interior design case study, comparing with a N = 32 within-subjects user test in VR setups-MoodRoom to a Default 2D GUI configurator as baseline. We assessed the emotional responses using PANAS metric. Results based on user feedback indicate that MoodRoom significantly increases creative flow and positive affect. This work succeeds in inspiring the development of more accessible, creative and engaging tools for immersive worlds authoring for the emerging metaverse and retail platforms, where non-expert users can also become digital content creators or simply to better configure their own spaces and products.

MoodRoom, Design of digital environments inspired by immersive Moodboard: a case study in interior design / Musolino, Francesco; Dastan, Mine; Yazdanichamzini, Azar; Bakaev, Maxim; Fiorentino, Michele - In: 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)[s.l], 2025.

MoodRoom, Design of digital environments inspired by immersive Moodboard: a case study in interior design

Francesco Musolino
Writing – Original Draft Preparation
;
Mine Dastan
Conceptualization
;
Azar Yazdanichamzini
Methodology
;
Maxim Bakaev
Writing – Review & Editing
;
Michele Fiorentino
Writing – Review & Editing
2025

Abstract

We present MoodRoom, an accessible tool for designing digital spaces through an immersive Moodboard-Inspired Configurator. By integrating (i) real-time ambient control, (ii) playful configuration functions (color paint brush, throwable Texture Orbs, foot-based pavement material changer), and (iii) 3D teleporting navigation, it also fosters non-expert designers’ creative flow, emotional exploration, and decision-making. We propose an interior design case study, comparing with a N = 32 within-subjects user test in VR setups-MoodRoom to a Default 2D GUI configurator as baseline. We assessed the emotional responses using PANAS metric. Results based on user feedback indicate that MoodRoom significantly increases creative flow and positive affect. This work succeeds in inspiring the development of more accessible, creative and engaging tools for immersive worlds authoring for the emerging metaverse and retail platforms, where non-expert users can also become digital content creators or simply to better configure their own spaces and products.
2025
2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
MoodRoom, Design of digital environments inspired by immersive Moodboard: a case study in interior design / Musolino, Francesco; Dastan, Mine; Yazdanichamzini, Azar; Bakaev, Maxim; Fiorentino, Michele - In: 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)[s.l], 2025.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11589/295726
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