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#case-study

#product-design

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#case-study

#product-design

HOLOS is a ergonomic reality headset designed for comfortability during long sessions

HOLOS is an concept XR reality headset, designed with a focus on optimizing ergonomic wearability for extended sessions. The design of HOLOS prioritizes evenly balanced weight distribution across the head, ensuring comfort even during longterm wear.


For this project, I was tasked to redesign & improve a product of choice. I chose to redesign the Meta Quest 2, as I was passionate about the new possibilities & impacts VR technology will bring to the design industry. I hoped to optimize the device for even more comfortable usage.

Contributions

Industrial Design

Visual Direction

CAD Modeling

UIUX Design

Tools

Keyshot

Rhino 8

SolidWorks

Figma

Adobe

Timeline

Spring 2022 (4 weeks)

● Project Prompt - Overview

Redesign & improve a product you own;
Designing a reality-headset for extended sessions

Redesign & improve a product you own;
Designing a reality-headset for extended sessions

After owning an Meta Quest headsets and observing multiple users during extended use, its uneven weight distribution significantly reduced comfort and often caused side effects like motion sickness. While the experience was immersive, the discomfort drastically limited overall enjoyment for many.

After owning an Meta Quest headsets and observing multiple users during extended use, its uneven weight distribution significantly reduced comfort and often caused side effects like motion sickness. While the experience was immersive, the discomfort drastically limited overall enjoyment for many.

Research

Research

● Product Analysis - Research

Product analysis and pain-point research
Meta Quest-2 (Formerly Oculus-2)

Product analysis and pain-point research
Meta Quest-2 (Formerly Oculus-2)

I analyzed the Meta Quest 2, referencing mainstream reviews and my personal experience of owning one. The Quest 2's front-heavy architecture and poor strap design reduced comfort, shortening sessions and amplifying stability-related pain-points

I analyzed the Meta Quest 2, referencing mainstream reviews and my personal experience of owning one. The Quest 2's front-heavy architecture and poor strap design reduced comfort, shortening sessions and amplifying stability-related pain-points

● Pain-Points - Research

Product analysis; Meta Quest 2's front-heavy architecture and poor strap design reduced comfort, shortening sessions and amplifying stability-related pain-points

Product analysis; Meta Quest 2's front-heavy architecture and poor strap design reduced comfort, shortening sessions and amplifying stability-related pain-points

Pain-Point 01

Uneven Weight Distribution (Root Issue)

Insight #1
Flawed Design Objectives are Due to Unconsidered Variables That are Important

Uneven Weight Distribution (Root Issue)

Quest 2 Weighs About 503g, and the current design creates a ripple effect, leading to various problems related to usability.


"It just seems so counter intuitive, aren't ergonomics basically more important than hardware? Doesn't matter if the headset has 30% more resolution if it hurts to wear."

@_Lily_Meow - r/OculusQuest

Quest 2 Weighs About 503g, and the current design creates a ripple effect, leading to various problems related to usability.It just seems so counter intuitive, aren't ergonomics basically more important than hardware? Doesn't matter if the headset has 30% more resolution if it hurts to wear.

@_Lily_Meow - r/OculusQuest

Pain-Point 02

Poor Wearability During Long Sessions

Insight #1
Flawed Design Objectives are Due to Unconsidered Variables That are Important

Due to the centralized weight of the Quest 2, users were much likely to experience discomfort when using the device for extended periods of time.


"No matter how I adjust the straps, no matter how much adjusting I do, I can only wear it for 20 minutes at a time maximum, until the pain gets too unbearable and distracting."

@Silaries - r/OculusQuest

Pain-Point 03

Motion Sickness

Insight #1
Flawed Design Objectives are Due to Unconsidered Variables That are Important

Motion Sickness

Due to the head strap design of the Oculus Quest 2, it often led to micro movements of the device, leading to motion sickness, headaches, and nausea.


"Hello, I tried using my Oculus Quest 2 after a while and I couldn't play more than 5 min because of the strap. If the strap is to loose, then the headset is not sturdy enough. If the strap is to tight, then I get headache. The physical one, because it's to tight on my forehead."

@_Keensworth - r/MetaQuestVR

Due to the head strap design of the Oculus Quest 2, it often led to micro movements of the device, leading to motion sickness, headaches, and nausea. Hello, I tried using my Oculus Quest 2 after a while and I couldn't play more than 5 min because of the strap. If the strap is to loose, then the headset is not sturdy enough. If the strap is to tight, then I get headache. The physical one, because it's to tight on my forehead. — @_Keensworth - r/MetaQuestVR

● Target Audience - Research

Target audience; Casual users and long session users

Target audience; Casual users and long session users

Longer Periods of Users (professionals, gamers, enthusiasts)

Insight #1
Flawed Design Objectives are Due to Unconsidered Variables That are Important

Longer Periods of Users (professionals, gamers, enthusiasts)

2 - 4 hours of use each session, roughly 32 hours per month


Hardcore/Enthusiast Sessions (3+ hours): Dedicated PCVR players or social VR users frequently log sessions stretching between 3 and 8 hours (with bathroom and water breaks), though this represents the top tier of active users.

2 - 4 hours of use each session, roughly 32 hours per month


Hardcore/Enthusiast Sessions (3+ hours): Dedicated PCVR players or social VR users frequently log sessions stretching between 3 and 8 hours (with bathroom and water breaks), though this represents the top tier of active users.

Light Casual Users (Majority)

Insight #1
Flawed Design Objectives are Due to Unconsidered Variables That are Important

Light Casual Users (Majority)

20 - 40 Minutes of use each session, roughly 6 hours per month


Industry research from Meta indicates that 40 minutes is the upper limit for typical daily engagement. Sessions shorter than 20 minutes don't justify the friction of setting up the device, while sessions longer than 40 minutes often lead to physical fatigue or discomfort.

20 - 40 Minutes of use each session, roughly 6 hours per month


Industry research from Meta indicates that 40 minutes is the upper limit for typical daily engagement. Sessions shorter than 20 minutes don't justify the friction of setting up the device, while sessions longer than 40 minutes often lead to physical fatigue or discomfort.

What to Solve

What to Solve

Core Design Objective;

"How can I design a reality-headset that evenly distributes weight load across the head, reducing concentrated facial pressure and micro-slippage to improve long-session wearability?"

Core Design Objective;

"How can I design a reality-headset that evenly distributes weight load across the head, reducing concentrated facial pressure and micro-slippage to improve long-session wearability?"

Process

Process

● Moodboard - Design Process

Design language; CMF, Form, and Mood

Design language; CMF, Form, and Mood

We started by researching South Korea's existing photo-booth markets. I personally visited roughly around 30-35 photo-booth stores in-person, we presented 4 rough concepts for the photo booth to the client, and we agreed to proceed with one of the design direction.

We started by researching South Korea's existing photo-booth markets. I personally visited roughly around 30-35 photo-booth stores in-person, we presented 4 rough concepts for the photo booth to the client, and we agreed to proceed with one of the design direction.

Monochromatic

Monochromatic

Monochromatic

Soft-Tech / Humane Robotics

Soft-Tech / Humane Robotics

Soft-Tech / Humane Robotics

Precision Engineering

Precision Engineering

Precision Engineering

Carefully curated selection of images when I was imaging the aesthetics of Holos.

Carefully curated selection of images when I was imaging the aesthetics of Holos.

Carefully curated selection of images when I was imaging the aesthetics of Holos.

● Form Design - Design Process

Form exploration; I studied how common head wearables distribute its weight, referencing the contact points into HOLOS’ mounting design

Form exploration; I studied how common head wearables distribute its weight, referencing the contact points into HOLOS’ mounting design

Holos took inspiration from common headwear designs such as glasses, hats, helmets and headphones.


By studying and mimicking the weight distribution of different headwear designs, I was able to develop a comfortable headwear design that optimized the weight distribution for the user's head and face, resulting in a functional and comfortable design.


From many light sketches, I selected 2 designs for in-depth exploration, imagining the ergonomics of each form. After careful consideration, I chose one final design to proceed with, combining the best elements of the previous iterations for optimal comfortability.

Holos took inspiration from common headwear designs such as glasses, hats, helmets and headphones.


By studying and mimicking the weight distribution of different headwear designs, I was able to develop a comfortable headwear design that optimized the weight distribution for the user's head and face, resulting in a functional and comfortable design.


From many light sketches, I selected 2 designs for in-depth exploration, imagining the ergonomics of each form. After careful consideration, I chose one final design to proceed with, combining the best elements of the previous iterations for optimal comfortability.

Initial sketches following the natural lines of the skull

Initial sketches following the natural lines of the skull

Initial sketches following the natural lines of the skull

● Idea - Design Process

I tested the weight distribution with a rough cardboard model, with majority of the device weight sitting on the parietal bone and frontal bone

I tested the weight distribution with a rough cardboard model, with majority of the device weight sitting on the parietal bone and frontal bone

Rough Prototype to explore weight distribution points

Rough Prototype to explore weight distribution points

Final Design Concept

Final Design Concept

● Design 01 - Final Design

HOLOS' component and specs

HOLOS' component and specs

I started by sketching out side-profiles of Carrion to explore basic silhouettes. This was followed by 14 more detailed side profile sketches to refine the concepts.

I started by sketching out side-profiles of Carrion to explore basic silhouettes. This was followed by 14 more detailed side profile sketches to refine the concepts.

● Design 02 - Final Design

The device weight sits on the parietal bone and frontal bone, stabilized by ear cushions on the temporal bone

The device weight sits on the parietal bone and frontal bone, stabilized by ear cushions on the temporal bone

By studying and mimicking the weight distribution of different headwear designs, I was able to develop a comfortable headwear design that optimized the weight distribution for the user's head and face, resulting in a functional and comfortable design.

By studying and mimicking the weight distribution of different headwear designs, I was able to develop a comfortable headwear design that optimized the weight distribution for the user's head and face, resulting in a functional and comfortable design.

By studying and mimicking the weight distribution of different headwear designs, I was able to develop a comfortable headwear design that optimized the weight distribution for the user's head and face, resulting in a functional and comfortable design.

● Design 03 - Final Design

Integrated power bank

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● Design 04 - Final Design

Foldable design for portability

Foldable design for portability

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Lorem ipsum odor amet, consectetuer adipiscing elit. Proin tempus enim adipiscing ut netus id. Libero tortor suscipit vel ridiculus tellus molestie efficitur.

Lorem ipsum odor amet, consectetuer adipiscing elit. Proin tempus enim adipiscing ut netus id. Libero tortor suscipit vel ridiculus tellus molestie efficitur.

● Design 05 - Final Design

Control through gestures

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● Design 06 - Final Design

Dedicated platform

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● Design 07 - Final Design

Color-ways

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Ceramic-White

Ceramic-White

Stone-Black

Stone-Black

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Framer

Rhino 8

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K.Lee

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Gamer

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Instagram

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Rhino 8

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Gamer