Role
Date
February 2017 - May 2021
While at
Samsung Research America, Mobile Platform Solutions Lab
With
My coworkers in XR Design Group (XRDG)
A precursor to Galaxy XR. Explored the opportunities and constraints of spatial glasses across OS, apps, and interactions which informed efforts across Samsung and with external partners. Led an AR/VR design and development group. Regularly met with executives, partners, and visiting dignitaries. Created and managed our design process and hiring process. Designed and built prototypes and user studies, de-risking explorations. Submitted 10+ patents with 9 granted.
Make spatial computing work for real humans in an environment with rapidly changing constraints.
At the time, Samsung was figuring out what kinds of products could exist. Many teams were focused on semi-isolated technical problems.
My group focused on finding real value and validating that with prototypes, across interactions, apps, and the operating system.
Our work shaped the trajectory of Samsung’s spatial products, a precursor to Galaxy XR.
A new “responsive design” where spatial content is responsive to a user’s distance and the user’s context.
How to cohesively unite interaction and representation systems like:
Extensible/flexible designs that adapt to hardware and OS capabilities. “The device” was actually a slew of potential devices, internally and with external partners.
Spatial design systems that are cohesive, opinionated, and extensible. For instance, we may define a default behavior at the OS that can be modified by an app or user settings. This becomes more complex when the computing environment is also the user’s real world, expected to have multiple apps running at once.
And generally, finding the details that must be solved for true everyday use, not just the surface level work seen in marketing. What can we only do with spatial computers?
And more…
I can’t show my designs, demos, systems…
but, I can show the patents that came out of our work
10+ submitted. 9 granted.
Notification system that takes into account the user's current context. Context may be determined from visual or audio data, directly or via inference. Notifications may be filtered or delayed to prioritize user focus, reduce distractions, and increase safety.
Interactions and rendering techniques for smoother synchronous AR experiences.
Interactions around embodied "video calls" in AR, from a system that can support headsets and phones.
Dynamically blend between depth video and an avatar in a AR-HMD and depth capture enabled phone system, based on if the user is within the capture volume.
In an AR-HMD and depth-capture-enabled phone system, decrease the depth data that needs to be encoded by using dynamic min-max culling.
Interactions for an avatar-based AR chat app.
Utilizing head or body movement as a discrete or continuous input. Useful in limited contexts for non-primary input.
Novel interactions to manage multiple open apps/windows, especially for foldable devices.
Rendering and organization of virtual objects based on priority levels in AR.
Increased legibility and contextual controls based on user distance from UI. Additional system to prevent rapid toggling when user stands on boundary line. Akin to model LODs, but for interfaces.
I was a Team Lead and Senior Designer in the XR Design Group (XRDG), a cross-functional team of designers and engineers figuring out what would make spatial AR glasses compelling.
To support the work, I used all sorts of tools from Unity, Blender, volumetric capture (Depthkit, Meshroom, Polycam), AR/VR design tools (Maquette, Tvori, Tilt Brush, Blocks, Quill), and 2D design tools (Sketch, Adobe Creative Suite, Procreate).
One of my largest contributions was creating a new rapid iteration process that let us experiment both wide and deep, as part of our partnership with a group in HQ and external partners.
It had three goals
Depending on the timeline and problem we were addressing, we could shift time between components.
1. Early research
User, design, tech, and market research to understand opportunities and constraints in a space.
2. Product concept
Renders and high level documentation to sell the idea internally and to guide the team.
3. Scoping
Define our MVP while aligning the team. What can be made real? What should be faked? What needs to be tested?
4. Design & prototyping
Exploration, definition, and then refinement – each stage with mockups and prototypes, in/validated with user studies.
5. Presentation
When sharing our work across the company, we create polished decks and demo videos of our prototypes.
6. Iteration
We learn something new. Requirements or goals change. We pivot to the next thing.
With spatial displays and the proper imaging pipeline, sonograms could look like x-rays. (Personal work that is representitive of early concepting I would do at Samsung.)
Patent imagry is adapted from working apps, prototypes.
Flexible user representation in a volumetric call based on device capabilities: flat 2D screen, cutout 2D screen, volumetric projection.
Part of the flow for 2D users sharing content in a mixed-device spatial call. We made it feel simple with contextual and scoped interactions.
Async messaging app exploring volumetric content and interactions, like grabbing a friend's tiny avatar to start a new chat.
Headset users can move around 3D content easily. To support the same for 2D users, we created a "model inspector" view.
In a volumetric call, 2D users can change their 3D viewing perspective.
Unified sharing space for mixed-device calls. Headset user is pointing to shared "wall" while mobile user can see the wall in a volumetric view or as a 2D region on their screen.
High five with tiny avatars in an async messaging system.
Volumetric volume slider exploration.
Exploration for a memory palace. (Personal)
Look development for various materials. (Personal)
Siteless is a book full of abstract architectural forms. I use it for modeling inspiration. (Personal)
Hardware VR project for independently controlled eyes, like in Pan's Labyrinth. (Personal)
When a project needed a tent model and I happened to be learning photogrammetry, I captured and processed my tent for use.
XD Immersive presentation: From 2D to 3D product design. What changes and what stays the same in a spatial context? (~25min)
For other examples of my spatial computing work, you can look at Humane Virtuality and Moral Decisions & Haptics in VR as well as my sporadic YouTube uploads.