Journals / Bilişim Teknolojileri Dergisi / 2026 / Cilt: 19 Sayı: 2

Playable Showrooms: An Autoethnographic Study of Unreal Engine as a Medium for Interactive Product Presentation in Industrial Design

Ürün Sunumu için Bir Araç Olarak Unreal Engine: Endüstriyel Tasarımda Etkileşimli Sergileme Alanları Üzerine Otoetnografik Bir Çalışma

Hüseyin Özkal Özsoy(MİMAR SİNAN GÜZEL SANATLAR ÜNİVERSİTESİ)0000-0001-5531-3539
Pages
171–184
Publication Date
2026-04-30
DOI
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The findings contribute to a growing understanding of game engines as viable tools for presenting and contextualizing product designs in the age of downloadable fabrication.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:This study examines the use of Unreal Engine as a medium for interactive product presentation in industrial design, focusing on playable showrooms and narrative-driven 3D game environments designed to showcase digital product models.
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Key Findings & Data:These models, available as downloadable files for 3D printing, are intended for integration into users’ projects, such as remote-controlled toys, collectible artifacts, or static display objects.
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Conclusion & Impact:The findings contribute to a growing understanding of game engines as viable tools for presenting and contextualizing product designs in the age of downloadable fabrication.
🔬Design:Modeling & Simulation
📍Scope:Comprehensive Sample
⚙️Variables:Unreal Engine · oynanabilir showroom · endüstriyel tasarım

Abstract

This study examines the use of Unreal Engine as a medium for interactive product presentation in industrial design, focusing on playable showrooms and narrative-driven 3D game environments designed to showcase digital product models. These models, available as downloadable files for 3D printing, are intended for integration into users’ projects, such as remote-controlled toys, collectible artifacts, or static display objects. Using an autoethnographic and practice-based methodology, the author evaluates -through reflective, practice-based criteria rather than comparative benchmarking- design processes aimed at enhancing the appeal and communicative clarity of these digital products. The research draws on design journals, annotated visual documentation, version histories, and post-project reflections to trace the evolution of interactive presentation strategies. Three virtual environments, a steampunk aviation world, a desolate island of symbolic industrial remnants, and a functional digital showroom, serve as case studies to investigate how immersion, narrative framing, and player interaction affect product perception and buyer engagement. The study argues that embedding 3D models within purpose-built game environments enables richer forms of experiential communication, especially for solo designers marketing digital artifacts. The findings contribute to a growing understanding of game engines as viable tools for presenting and contextualizing product designs in the age of downloadable fabrication.

Özet

Bu çalışma, Unreal Motoru’nun endüstriyel tasarımda etkileşimli ürün sunumu için bir araç olarak kullanımını incelemekte ve oynanabilir showroomlara, dijital ürün modellerini sergilemek amacıyla tasarlanmış 3B oyun ortamlarına, odaklanmaktadır. İndirilebilir dosyalar olarak sunulan ürün modelleri, 3B baskı yoluyla uzaktan kumandalı oyuncaklar, koleksiyonluk nesneler ya da sabit teşhir objeleri gibi kullanıcı projelerine entegre edilmek üzere tasarlanmıştır. Otoetnografik ve uygulamaya dayalı bir metodoloji benimseyen yazar, spekülatif dünya inşasını işlevsel görselleştirme ile birleştiren bir dizi Unreal Motoru projesi üzerinden, bu dijital ürünlerin sunum gücünü ve iletişim netliğini artırmaya yönelik tasarım süreçlerini, karşılaştırmalı kıyaslama yerine yansıtıcı, uygulamaya dayalı ölçütler aracılığıyla, değerlendirmektedir. Araştırma, tasarım günlükleri, görsel belgeler üzerindeki açıklamalar, sürüm geçmişleri ve proje sonrası yansıtma notları aracılığıyla etkileşimli sunum stratejilerinin evrimini takip etmektedir. Üç sanal ortam, bir Steampunk havacılık dünyası, sembolik endüstriyel kalıntılarla dolu ıssız bir ada ve işlevsel bir dijital showroom, oyuncu etkileşimi, anlatı çerçevesi ve mekânsal bütünlük gibi unsurların ürün algısı ve kullanıcı ilgisi üzerindeki etkisini irdeleyen vaka çalışmaları olarak ele alınmaktadır. Çalışma, dijital ürünlerin amaca yönelik oyun ortamlarına yerleştirilmesinin, özellikle dijital tasarımlarını bireysel olarak pazarlayan tasarımcılar için, deneyimsel iletişimin daha zengin biçimlerini mümkün kıldığını göstermektedir. Bulgular, indirilebilir üretim çağında oyun motorlarının ürün tasarımlarını sunma ve bağlama oturtma açısından geçerli araçlar olarak kullanımına yönelik artan anlayışa katkı sunmaktadır.

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Cite This Article

Özsoy, H. Ö. (2026). Playable Showrooms: An Autoethnographic Study of Unreal Engine as a Medium for Interactive Product Presentation in Industrial Design. Bilişim Teknolojileri Dergisi, Cilt: 19 Sayı: 2, 171–184. https://ajindex.com/articles/1264789

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