Will Jennings
Learning a new reality

HoloLens & Mixed Reality: original studies

2015 · HoloLens Academy

Augmented Reality

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Experience 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

EXPLORATIONS WITH PM

My PM and I worked together on two learning lesson concepts one small and large.

For buy in: Storyboarding out the flow of the application and breaking it into “core lessons” surface recognition, voice, gesture, 3D audio, etc.
For buy in: Storyboarding out the flow of the application and breaking it into “core lessons” surface recognition, voice, gesture, 3D audio, etc.

Original animation

Storytelling: Having a WOW moment at the end where the user broke through the ground and was “looking into another world” was to to leave an impression on them.
CONCEPTS: STORY OR ABSTRACT
Six 3D environment studies under “True scale” and “Story”: four arrangements of balls, ramps and holes, plus icy and desert floating islands. LooksLikeFun

Hey! Look at this!

Many users (developers and press) had a great time and learned best practices of interaction design in the process.

2018 · Windows Mixed Reality Learning

Windows Mixed Reality Learning

ShoreView.pngSelect an image to view full size.

What: A learning app designed to teach you the basics of interaction and comfort in VR. I worked with PM, Marketing and Engineering to create a cohesive experience.

You may download the case study here.

EXPLORATIONS WITH PM and technical DESIGN

Working with research and my PM we worked to ensure we were teaching the users just enough to get by (voice, select, locomotion and orientation) while giving them a memorable introduction to their new virtual home. This effort was led by data of customer pain points and well documented VR usability issues (text size, text position, motion sickness, etc.).

Game Design: To communicate to partners it was necessary to build prototype maps, walk throughs, voice overs and experiment with interactions in and out of the headset.
Game Design: To communicate to partners it was necessary to build prototype maps, walk throughs, voice overs and experiment with interactions in and out of the headset.
Design Language: Working from the inspiration of HoloLens V1 story we built on the “Holographic Design Language” of glass, gems and rich purple, pink and blues.
Design Language: Working from the inspiration of HoloLens V1 story we built on the “Holographic Design Language” of glass, gems and rich purple, pink and blues.

CONCEPTS: IN THE HOLOGRAPHIC WORLD OR A DIGITAL LANDSCAPE

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DESIGN LANGUAGE: A GEM TO UNIFY THE ENVIRONMENT (OUR COLOR WHEEL)

Gem_Explorations_01.png