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Mixed Reality [AR/VR]


I’ve been at the center of all aspects of product design: Multi-modal input, end-to-end UX, Embodied Agents, Research, Service Design, and guiding prototyping to envision and ship multiple iterations of the Mixed Reality platform.


Select Projects

[Due to the nature of disclosure, only publicly released work is presented from the many initiatives with which I have been involved.]


Responsible Metaverse: Mesh for Teams

Image created with Midjourney

ROLE: Lead UX & Service Designer for Embodied Safety, NFT Management, Personas

Identified needs for greater privacy, safety, and inclusion in social metaverse experiences, including entitlements, personas, onboarding, radical disclosure, and world design.

  • Creative Briefs, end-to-end UX, and spatial design specs.

  • User studies, journey maps, flows, and service blueprints.

  • Collaborate with and creative direction for the feature team.

  • 📄 Co-authored internal design research paper.

 

Mesh: Shared Mixed Reality

ROLE: UX Designer and Concept Generator

Established design concepts and mental models, spatial design specifications,
and developer-ready components for the Mesh shared reality platform:

  • End-to-end UX model, flows, and story development.

  • Spatial design concepts, UX architecture, user requirements.

  • Rapid in-HMD prototypes to demonstrate and validate design.

  • 🏆 Patents include, “Remote Collaborations with Volumetric Space…

Below, 3D design, in-device sketch, UX Architecture, and the final design for the ‘Mesh for HoloLens’ Centerpiece.

 

HoloLens I: In-device First Experience

ROLE: End-to-end Designer

‘First Experience’ launches when the HoloLens is powered on for the first time, guiding us through the multi-modal input model, device fit, eye calibration, and connecting to WiFi.

With Cortana as their guide, people learn by doing, following a simple pattern repeated throughout the gated experience: Watch. Try. Practice.

  • Research in embodied cognition, task analysis, and ergonomics.

  • Exhaustive usability testing resulted in a gated approach to learning.

  • Established future interaction patterns, design, and spatial guidelines.

  • 🏆 Patents include, “Determining Inter-Pupillary Distance”.

 

Microsoft Immersive (VR): In-device First Experience

ROLE: Lead End-to-end Designer

As the final step of the First Experience, we learn about VR and how to get around in a virtual space, in situ, accommodating for a variety of inputs, including game-pads, 6DoF controllers, and voice.

  • Led world design, story, visual, and interaction design.

  • Drafted voice-over scripts for ‘Cortana as guide.’

  • Created design prototypes and final shipping specifications.

 

Semantic Environment Understanding

ROLE: Lead Designer & Story Development

Identified a multitude of scenarios, created interaction flows, concept illustrations, and presentations to communicate the value of environment understanding to the larger team and leadership. Focused on natural communications to interact with and integrate holograms into the physical world.

 

HoloLens: Instinctual Interactions

ROLE: Interaction Designer & Researcher

Established interaction approaches that reduce the communication barrier between humans and spatial systems and content. Looking beyond multi-modal into multi-fusion, where multiple inputs are considered simultaneously to determine human intent.

  • Gesture-based interactions in spatial computing.

  • Designed dialog trees and voice-first interactions.

  • Foundational HoloLens 2 interaction model.

  • 🏆 Patents include, “Dynamically Adaptable Virtual Lists.


Thanks!

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