IKEA Klippbok

IKEA Australia wanted to create a utility that IKEA customers could regularly use to help inspire them in their home. So they created an iPad app called Klippbok (Swedish for “scrapbook”) that gave users access to IKEA products all year round. With easy-to-use design functionality, users were able to mix and match IKEA products and create collages, swatchbooks (material and color sample sets), roomsets (simple room mockups) and more.

Making inspiration feel hands-on, not aspirational

The mechanism is straightforward. You drag IKEA products into a blank canvas, experiment with combinations, and build a visual “plan” you can refine over time. It takes the part people enjoy most in-store, imagining how it could look at home, and makes it repeatable on a device. Because the output is something you can revisit and refine, the interaction is more likely to earn repeat use.

In retail marketing, the strongest “always-on” utilities are the ones that turn browsing into making.

By “always-on utility”, I mean a tool customers can use between campaigns, not a one-off catalogue drop.

Why the scrapbook metaphor is the right UX

Calling it a scrapbook is not just a name. It sets expectations. This is playful, remixable, and personal. That framing lowers the pressure of “designing a room” and replaces it with “trying ideas”, which is a much easier behavior to sustain. This framing choice is the right move when the goal is repeatable inspiration, not a single perfect plan.

Extractable takeaway: If your tool makes “show someone” the natural next step, build sharing into the flow, because that social loop turns a private utility into a brand platform.

Business intent: stay present between store visits

Klippbok’s real job is frequency. Instead of only showing up when a catalogue drops or when someone is already planning a store run, the app gives IKEA a year-round touchpoint that keeps products in consideration while customers are still forming preferences.

The real question is whether your utility gives customers a reason to return when they are not yet in buy mode.

Reported outcomes and craft credits

The app was created by The Monkeys and built by Nomad. In industry reporting around the work, Klippbok is credited with roughly 53,000 downloads across 100+ countries and reaching number two in the Australian iTunes Lifestyle category.

What to steal if you want customers to return regularly

  • Turn your range into a creative system. Let people assemble, not just browse.
  • Design for quick wins. Fast collages beat perfect room planners for repeat usage.
  • Make sharing a native next step. If “show someone” is easy, your users do your distribution.
  • Build for year-round relevance. Inspiration tools age better than campaign landing pages.

A few fast answers before you act

What is Klippbok, in plain terms?

Klippbok is an IKEA iPad app that lets people create mood boards, collages, swatchbooks, and roomsets using IKEA products, so they can plan and experiment with home ideas.

Why does an inspiration app matter for a retailer like IKEA?

Because the purchase journey is rarely one session. If you can keep customers playing with ideas between store visits, you stay in the consideration set longer and influence what ends up on the shopping list.

What is the key mechanism that drives engagement?

Drag-and-drop creation. The user is making something of their own, not consuming content, which increases time spent and makes sharing more likely.

What is the biggest mistake with “catalogue as app” launches?

Copying print into a screen. The app has to behave like a tool, not a PDF, or it will not earn repeat use.

How do you measure whether an inspiration app is working?

Return frequency, creation rate, share rate, and the percentage of users who save or revisit projects. If you can connect it, track downstream indicators like store visits or product adds-to-list after app sessions.

AR in 2013: Three Retail-Ready Examples

Augmented Reality in 2013: when the real world becomes the interface

With smartphones and tablets becoming part of our everyday life, we also see more augmented reality apps mixing the virtual and the real world in 2013. Here are some examples from ARworks that recently caught my eye.

Audi Singapore Showroom app

For the opening of their biggest showroom in South-East Asia, Audi created AR experiences that allowed visitors to fly around the showroom building without actually boarding a plane, or drive the Audi R18 race car around Singapore at full speed without the risk of getting a ticket. What’s more, they even allowed visitors to personalize their individual license plates and then take photos with the car.

Dakar race in a shopping mall

A real Dakar desert racecourse was built for the new Opel Mokka on a 4mtrs long table that was placed in a shopping mall. Visitors could use the provided iPads to race against time and each other. The results were then shared on Facebook, and the weekly and overall winners received various prizes.

Christmas Ornament Sling

Deutsche Telekom, for their Christmas promotion, developed an iPad app where visitors could throw virtual Christmas ornaments containing their personal message onto a huge Christmas tree erected in a mall. A successful hit to one of the real ornaments on the tree lit it up through an integrated server application.

The pattern across all three: AR turns “watching” into doing

None of these examples treat AR as a gimmick. Each one uses the device as a bridge between curiosity and action. You explore a building. You race a course. You aim a message at a real tree. The screen stops being a place to consume. It becomes a tool to participate.

In retail and shopper environments, augmented reality works best when it turns a physical setup into a simple, repeatable action loop for the visitor.

The real question is whether your AR layer gives the visitor a simple verb and a payoff worth repeating.

Why retail is the natural habitat for AR

Retail already has the ingredients. Footfall, dwell time, and physical objects that can anchor the experience. AR simply adds a layer of viewer control. The visitor decides where to look, what to try, and what to share. This works because the physical anchor keeps the choice set small, so the device can turn curiosity into a low-friction action with an immediate outcome.

Extractable takeaway: AR earns its keep when the physical setup stays simple and the device turns it into a repeatable action that produces a visible outcome worth sharing.

What’s really being built here

These are not “apps.” They are engagement machines, meaning they turn a physical setup into an interaction loop with a reward and an easy share path. Each one creates a clear reason to interact, a clear reward for completing the action, and a clear path to share or repeat. That is how you turn novelty into behavior.

Four retail-ready AR mechanics to copy

  • Anchor it physically. Anchor the experience to a physical object people can gather around. A showroom, a tabletop course, a tree.
  • Give the visitor a simple verb. Fly, drive, race, sling. Actions beat features.
  • Design a tangible payoff. A photo, a score, a lit ornament. Make the outcome tangible.
  • Make sharing a by-product. Make sharing a natural by-product of the activity, not a forced button at the end.

A few fast answers before you act

What makes these 2013 AR examples feel “ready” for real audiences?

They are built around clear actions and clear rewards. The device is used to do something in the physical environment, not just view an overlay.

Which devices are central to these activations?

Tablets and phones are the delivery mechanism. The examples explicitly reference iPads and handheld devices for the AR interaction.

What role does sharing play in these concepts?

Sharing is tied to the activity. Photos with the car, results shared on Facebook, and personal messages sent as virtual ornaments.

What is the common mechanic across the three examples?

The camera-enabled device acts like a controller that links a real-world setup to a virtual experience, giving the viewer control over exploration and interaction.

How do you keep AR from feeling like a gimmick?

Make the overlay serve a real action and a visible outcome. If the visitor can do something concrete and see a result that is worth showing, the experience stops being novelty and starts being behavior.

Renault Espace: iPad 360° View

The Renault Espace is a large MPV from French car-maker Renault. With a new iPad app, Renault gives users an onboard view of the Espace like never before.

The application is a 360 degree interactive video. All you need to do is tilt your iPad and explore different angles as if you were right there.

A virtual showroom that behaves like your head

The mechanism is refreshingly direct. The app uses the iPad’s motion sensors to map physical movement to viewpoint changes inside the car. Instead of tapping through static photos, you “look around” by moving the device. It is a smart use of motion sensing because it keeps the interface invisible and the focus on the cabin.

In automotive consideration journeys, anything that increases spatial understanding of the interior helps bridge the gap between online browsing and a test drive.

Why it lands

Interior experience is one of the hardest things to communicate in standard car marketing. This solves that by letting the user control perspective. It also creates a calmer kind of interactivity. No menus, no instructions, no friction. Just tilt and explore.

Extractable takeaway: When your product has a strong spatial component, give people viewer control over perspective. It builds confidence faster than adding more copy.

What Renault is really trying to achieve

The real question is whether this kind of “tilt to explore” experience reduces uncertainty enough to make a showroom visit feel worth it.

This is a digital test-sit, a lightweight simulation of sitting in the cabin so you can judge layout and comfort before a showroom visit. It is designed to make the Espace feel accessible before a showroom visit, and to reduce uncertainty about cabin layout, visibility, and perceived comfort. Done well, it also keeps attention longer than a typical brochure flow.

Steal this for spatial product demos

  • Use motion as navigation. If the device supports it, motion control can feel more natural than UI controls.
  • Keep the interaction single-mode. One behaviour. Tilt to look. That simplicity is the feature.
  • Prioritise the interior. For family vehicles, cabin experience often sells more than exterior styling.
  • Let curiosity drive. Give users freedom to explore, rather than forcing a predetermined tour.
  • Make it fast to load. Interactive video dies when buffering becomes the dominant experience.

A few fast answers before you act

What is this Renault Espace iPad app in one sentence?

It is an iPad experience that uses a 360 degree interactive onboard video so users can tilt the device to explore the Espace interior from different angles.

Why use 360 video instead of a standard photo gallery?

Because it communicates space and layout more effectively. Users can look where they want, which reduces uncertainty faster than scrolling images.

What makes “tilt to explore” feel intuitive?

It mirrors how people look around in real life. Physical movement maps directly to viewpoint changes, so interaction feels natural.

What is the main execution risk?

Performance. If motion tracking feels laggy, or the video quality is poor, users will abandon quickly and the experience will feel like a gimmick.

What should you measure if you ship this type of experience?

Time spent, percentage of users who explore multiple viewpoints, completion rate, repeat sessions, and whether it correlates with test-drive requests or dealer inquiries.