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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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● 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
