A real-time projection mapping configurator mounted on a 1:18 scale Porsche 911 GT3 model. TouchDesigner + Blender + Xbox Kinect — gesture-driven, physically present, emotionally resonant. The digital showroom experience, collapsed back into a room you can touch.
The Porsche showroom redirects buyers to a website for configuration — a process that can be done from any couch at home. The physical presence of the car is stripped of its purpose. Meanwhile, 180+ colour options and nested configuration menus make the process feel like filing a form, not buying a dream.
The showroom redirects to a website for configuration, stripping the physical space of its unique value. A premium experience that could happen anywhere loses its edge.
With 180+ colours and hundreds of configurations, the system becomes hard to navigate and nearly impossible to visualize as a single, coherent outcome.
Instead of feeling exciting and premium, the process feels heavy and fragmented — reducing the emotional gravity of what should be one of the most significant purchases of a person's life.
"The process felt like ordering from a menu, not building something you'd dreamed about."— Core design insight from showroom observation
The problem space — showroom redirects to digital, losing physical presence
180+ colour options — cognitive overload without visual feedback
A white 1:18 scale Porsche GT3 model becomes a live canvas. A projector maps real-time colour, wheel, and calliper configurations directly onto the physical surface. An Xbox Kinect mounted overhead captures hand gestures — left hand to change body colour, right hand to switch categories, both hands raised to cycle rims and callipers.
The entire experience is orchestrated in TouchDesigner — layering the FBX car model, the Figma-designed UI panels, and the Kinect gesture data into one real-time pipeline. You're not clicking a website. You're standing over your car and shaping it with your hands.
The solution space — immersive physical showroom
Six-stage pipeline — blank surface to augmented model
The initial insight came from experiential research into automotive launches — where white car silhouettes are already used as projection surfaces to communicate design detail and engineering highlights. The idea was there. The question was how to make it interactive.
The UI interaction model came from an unexpected source: racing games. Gran Turismo, Forza, Need for Speed — they've solved the problem of real-time car customization with a bottom-tab layout, a central 3D focal point, and instant visual feedback. That pattern, transplanted into physical space, became the interaction foundation.
Projection mapping precedent — automotive launch events
Video game UI patterns — the interaction model reference
Studied automotive launch events where projection mapping onto white car models is already an established medium. This confirmed physical surfaces as valid projection canvases and gave precedent for the approach.
Video game customization UIs — particularly their bottom-tab layouts and real-time model updates — served as the direct interaction model. Games have already solved the cognitive load problem; we borrowed the pattern.
The experience has a clear physical and technical architecture. A white-scale car model sits on a tabletop. The projector maps the UI beneath and around it. Kinect captures gestures overhead. TouchDesigner orchestrates the full pipeline — blending 3D geometry, UI panels, and gesture events into a single, coherent real-time output.
Scale model on minimalist table. Projector + Kinect mounted overhead.
Interface overlaid around the physical model via top-down projection.
Unpainted white model acts as a static projection surface ready for visualization.
Kinect captures hand position. Python tracks tagged body parts in real time.
Color, wheel, and calliper changes apply instantly as projections update.
Augmented model displays the finalized spec — colour, alloys, callipers confirmed.
TouchDesigner was the central nervous system — layering the FBX Porsche model from Blender, receiving gesture data from the Kinect via Python, and compositing the Figma-designed UI panels into the final projection output.
The gesture vocabulary was designed to be intuitive and low-fatigue. Four distinct hand gestures map to four distinct customization categories — body colour, rim type, calliper colour, and category navigation. The split between left and right hand creates a natural spatial division that mirrors how humans reach and select.
Swipe left/right to cycle through body colour options
Swipe left/right to change active configuration category
Raise or lower left hand to scroll through rim designs
Raise or lower right hand to scroll calliper colour options
The projector could not beam light onto horizontal surfaces effectively — a fundamental hardware constraint that meant the projection landed on the wall surface behind the model rather than the tabletop itself. This shaped the final visual language: the UI panels projected on the vertical surface adjacent to the model, with the car remaining the tactile anchor of the experience. A constraint that became a compositional decision.
Final outcome — gesture controls mapped to configuration categories
Technology stack — TouchDesigner, Kinect, Figma, Blender
The configurator demonstrated a fully functional real-time gesture-interaction pipeline — Kinect input flowing through Python into TouchDesigner, updating projected colour and configuration options on a physical Porsche scale model. The system proved the concept: luxury car customization belongs in a room, not on a screen.
Physical artifacts can be living interfaces. The separation between "digital product" and "physical object" is a design failure, not a technical constraint. TouchDesigner is genuinely capable of holding a multi-source real-time pipeline — gesture data, 3D geometry, and UI compositing — in one coherent graph. And luxury experiences are defined by presence, not by polish.
Defined the gesture vocabulary and interaction model. Mapped the four gesture states to the four configuration categories, designing for spatial intuition and low cognitive load. Referenced racing game UI patterns as the conceptual foundation.
Built and maintained the core TD network — layering the FBX car model, Kinect gesture input, and Figma UI panels into a single real-time output. Handled the KINECT → Blender → TouchDesigner connection workflow.
Designed the configurator interface in Figma — the panel layout, colour swatches, wheel selector, and calliper picker. Built to be composited as a projection layer, not a screen interface, which shaped every spatial and scale decision.
Led the experiential research into automotive projection mapping and gaming UI patterns. Translated findings into a coherent design brief that grounded every technical decision in a clear user need: restore the emotional weight of buying a Porsche.