VR Interaction Exploration
For HorizonOS, I led interaction design concepts that use light as a metaphorical layer to enhance UI feedback in Meta Quest VR. Light effects illuminate elements during hover and press states, creating intuitive visual focus that guides user attention and reinforces interactive affordances.
Problems Considered
No clear visual feedback for hover, focus, or press states
Difficulty identifying which elements are interactable vs. static
Unclear spatial relationships between UI components and hierarchy
Lack of depth perception cues for element positioning
No consistent affordances to indicate clickable areas
Ambiguous hand-object collision and grab points
Inconsistent visual language across different interaction types
Year
Team
Tools
Role
Product Designer
2023
Reality Labs Design System
Figma
Protopie
Key Takeaways
Used light to create clear contrast and focus states that adapt based on user distance
Investigated implementation costs with engineering including framerate impact and resource allocation
Designed multi-modal interactions supporting both hand tracking and controller inputs
Established visual hierarchy through light intensity to guide user attention
Created scalable lighting system that works across different interaction contexts