I lead the User Experience team on a consumer product in the AR space called Vaunt. In addition to managing the UX team, I was also responsible for designing the overall UI structure, behaviour and patterns for Vaunt. This included developing a custom interaction paradigm, which uniquely solved for hardware constraints.
Vaunt took a “bottoms up” approach to AR - start with something people will want to wear, then add features over time. Vaunt uses a proprietary display technology that seamlessly embeds into normal-looking eyewear. The result is a pair of glasses that doesn’t advertise technology, and users feel comfortable wearing in public.
Recon Jet is a heads-up display integrated into a sunglass form factor. Aimed at activities like cycling and running, Jet provides real-time metrics about your activity. Jet also features an on-board camera and maps, and could be paired with a smartphone to enable additional features like incoming calls and SMS.
I was the lead UX designer on Jet, responsible for the UI architecture, interaction model, and all UI visuals. Jet’s OS was designed with re-usable UI components in mind. This served as the foundation for ReconOS, the operating system that core Recon products were built on.
Snow2 is a heads-up display module designed to fit into ski goggles. Aimed at activities like skiing and snowboarding, Snow2 provides real-time metrics and maps while you’re on the mountain. Pairing a smartphone also enabled additional features, such as incoming calls, SMS, and music controls.
We also partnered with Oakley to design a special goggle for Snow2, which was released as the Oakley Airwave™.
I was the lead UX designer on Snow2, responsible for the UI architecture, interaction model, and all UI visuals. This also included designing additional 3rd party apps, such as GoPro and ReFuel.
This was a prototyping project that set out to explore alternative interactions for smart glasses that only used an accelerometer, magnetometer and gyroscope (IMU). This served as the foundation for the Gaze/Dwell paradigm Vaunt used.
I was responsible for defining the interaction patterns, UI design, and building demos. I worked closely with the engineering team on building tools that empowered the UX team, and allowed for quick iteration of prototypes.
This was a custom interaction paradigm designed specifically for Vaunt smart glasses. Based on the learnings from Project Cirrus, I set out to create an intuitive, and hands-free interaction model. Interacting with the device had to be reliable, physically comfortable, and have low “social cost”. Users can perform different actions by “looking” at buttons on screen and dwelling.
I was responsible for defining the interaction model, UI design, and motion graphics direction. The result was a delightful experience that uniquely solved for hardware constraints.
This page has a few examples of the interaction patterns I designed for the gaze/dwell paradigm.
This was a custom interaction paradigm designed specifically for Vaunt smart glasses. Based on the learnings from Project Cirrus, I set out to create an intuitive, and hands-free interaction model. Interacting with the device had to be reliable, physically comfortable, and have low “social cost”. Users can perform different actions by “looking” at buttons on screen and dwelling.
I was responsible for defining the interaction model, UI design, and motion graphics direction. The result was a delightful experience that uniquely solved for hardware constraints.
This page has a few examples of the interaction patterns I designed for the gaze/dwell paradigm.