dylan beckwith
VISION is the next-generation series of wearables that immerses the user in a seamless mixed-reality experience. With VISION, you will no longer be distracted from the world around you, but immersed in its potential without the need for a handheld device or screen.
the problem
The use of mobile phones has been observed to detach and disconnect individuals from reality, leading to negative impacts on both mental and physical health. The screens of these devices act as a barrier, separating users from meaningful connections and experiences in the physical world. It is imperative that we explore ways to bridge the gap and eliminate this barrier to promote better engagement with reality and enhance overall well-being.
Goal
The objective is to encourage the adoption of a new type of mobile experience through the implementation of Nir Eyal's Hook Model. To assess the feasibility and effectiveness of incorporating immersive wearable technology, a prototype study was conducted in real-world settings. This involved the creation of simulated environments, such as a faux Instagram account and website, and a subsequent evaluation of the outcomes.
Solution
The aim of this project was to bridge the divide between the physical and digital realms, resulting in a groundbreaking series of wearable devices that minimize the disruptions caused by the digital world. VISION represents a departure from traditional mobile devices, leveraging human hand-eye coordination to create a memorable user experience. The capabilities of VISION were demonstrated through a showcase event, where it was paired with the latest mixed reality game, DOG POUND.