Interview Questions › Product Design

Design the core interaction model and spatial OS for everyday AR smart glasses

Design the spatial user interface, interaction paradigm (eye tracking + micro-gestures + voice), and notification glanceability for lightweight, all-day wearable Augmented Reality (AR) glasses.

Context

Heavy VR UI concepts (giant floating 2D windows, reach-and-grab hand waving) cause arm fatigue ("gorilla arm"), social embarrassment in public, and obscure real-world peripheral vision.

Clarifying questions to ask first

How to approach it

  1. Design Principles for All-Day Wearable AR: "Glanceable & Ephemeral", "Zero Social Embarrassment in Public", "Zero Occlusion of Real-World Safety Hazards", "Minimal Battery & Thermal Footprint"
  2. Design Multi-Modal Spatial Interaction Paradigm:
  3. 1. "Micro-Hand Gestures via EMG Wristband" (Subtle finger taps in pocket or by hip: index-to-thumb tap selects, thumb-swipe scrolls with zero arm raising)
  4. 2. "Eye-Gaze Intention Detection with Dwell Suppression"
  5. 3. "Contextual Peripheral UI Anchoring" (Notifications appear subtly in upper peripheral vision and dismiss automatically when looking away)
  6. 4. "World-Anchored Spatial Holograms" (Turn-by-turn walking arrows painted onto physical pavement; translations pinned directly over foreign signs)

Framework: Spatial Wearable Constraints -> Multi-Modal Input Hierarchy (EMG Micro-Gestures + Gaze + Voice) -> Glanceable UI State Machine -> Environmental World-Anchoring -> Public Usability Metrics

Sample answer

  1. MVP: Gaze + EMG finger-pinch micro-interaction, glanceable heads-up notifications, world-locked pedestrian AR navigation arrows, and live optical sign translation

Executive design: A discreet spatial operating system for AR glasses powered by eye-gaze targeting, imperceptible EMG finger micro-gestures, and context-aware ephemeral holograms.

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