Facebook Reality Labs - Wristworn AR Input

As a member of an input technology incubation group at Facebook Reality Labs, I led both HCI and experience research for a wristworn input device. I collaborated cross-functionally among research scientists, Unity prototypers, product management, and industrial design.

AREAS

INPUT EVALUATION BENCHMARK STUDY

DATE

2019

About the project

In 2019, augmented reality glasses lacked an obvious input technology to pair with an on-the-go spatial interface. Meta Reality Labs - Research sought to solve this problem with a wrist-worn wearable input device.

I accepted a contract to join the group working on this device. This group later absorbed CTRL-Labs, acquired during my time there. In just under a year before leaving with a full-time offer to join the group, I served as the UXR lead on the project, informing both interaction and experience research.

Project results

Human-Computer Interaction Research

  • I conducted HCI benchmarking studies to evaluate input performance on typical input primitives (e.g., select, scroll, pan)
  • I also designed, specified, and oversaw the implementation of such evaluation paradigms, enabling fair comparison among device-agnostic measures of performance
  • I contributed to several subsequently published papers
  • In parallel, I advised on the fit & comfort of research transfer "productization" prototypes

Experience Research

  • Through traditional UX research methods (e.g., diary studies, interviews, surveys), I informed what a commercially viable device's vision, design principles, and use-cases should be, from a human-centered / human factors point of view
  • I met with product to help incubate their efforts to produce a device with consumer appeal, aligning UX targets, use-cases, and HW requirements.
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