2015 · A first encounter with HoloLens
It was my job to propose lesson concepts and develop the interaction design for HoloLens Day 01 at //BUILD 2015. I worked with art, PM, marketing and engineering for a coherent vision.
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My PM and I worked together on two learning lesson concepts, one small and large. Storyboarding broke the application into core lessons: surface recognition, voice, gesture and 3D audio.
Having a WOW moment at the end, where the user broke through the ground and was “looking into another world,” was to leave an impression on them.

Many users—developers and press—had a great time and learned best practices of interaction design in the process.
2018 · Just enough to feel at home
For Windows Mixed Reality, I worked with PM, Marketing and Engineering on a learning app designed to teach the basics of interaction and comfort in VR.
Working with research and my PM, we worked to ensure we were teaching people just enough to get by—voice, select, locomotion and orientation—while giving them a memorable introduction to their new virtual home. Customer pain points and well documented VR usability issues, including text size, text position and motion sickness, led the work.
To communicate to partners, it was necessary to build prototype maps, walkthroughs and voiceovers, and experiment with interactions in and out of the headset.
Working from the inspiration of the HoloLens V1 story, we built on the “Holographic Design Language” of glass, gems and rich purple, pink and blues.
Original accounts and design studies, including the full Mixed Reality case study. The two projects retain their original dates and distinct roles.