Project Name
[ UX — 2025 ]
A short description of the project goes here.
Featured Works
I'm a multimedia interaction designer and creative technologist based in Los Angeles, working with XR, 3D, and real-time tools. I build immersive experiences that people can move through and feel, not just look at, and I'm always exploring new tools and workflows. I'm working toward LBE pre-visualization, where storytelling and spatial design come together.
Process
I start by understanding the space I'm designing for, the users, their behaviors, and how they move through an experience, not just what they click.
I shape that into a clear direction. What the experience should feel like, what it needs to do, and how we'll know it's working.
I iterate quickly through ideas, sketching flows, prototyping in 3D or real-time tools, and testing how things actually feel in motion and space.
I hand off work that is ready to be built, with structured files, clear logic, and documentation that translates across design and engineering.
[ ← → to drive ]
R-EYE-DER helps drivers regain visual awareness through gaze-driven AR.
R-EYE-DER is a gaze-driven AR experience designed to help drivers maintain visual awareness during stressful situations. Built for Raven AR glasses at MIT Reality Hack, the system uses lightweight visual guidance to encourage drivers to scan their surroundings rather than fixating on a single hazard.
When we're scared of hitting something, why can't we look away?
Under stress, drivers can become visually fixated on a perceived hazard, narrowing their attention when situational awareness matters most.
This problem felt familiar to me. When I first got my license, I was terrified of driving on the highway. I would get so anxious that I'd stare straight ahead for too long and sometimes forget to check what was happening around me.
But designing an intervention introduced another challenge: adding more information to a driver's field of view could become another distraction.
How might we redirect a driver's attention without demanding more of it?
The problem isn't always seeing the hazard. Sometimes it's looking at it for too long.
Our research pointed to two attention behaviors that shaped the concept:
Under stress, motorists can become visually fixated on a hazard rather than redirecting their gaze toward a safer path.
During prolonged vehicle operation, fatigue can reduce active scanning and narrow visual attention.
Together, they revealed a shared opportunity:
Help users direct their attention to the right place at the right time.
Why gaze-based AR?
Rather than simply warning users about hazards, Raven's gaze tracking allowed us to explore a system that could respond to where users were already looking.
Detect → Evaluate Gaze → Redirect Attention
This created one critical constraint:
The interface couldn't become another distraction.
The interface couldn't become another hazard.
Drivers don't have time to stop and interpret an interface. Every visual element competes with information in the physical environment, so we designed around three constraints.
Information needed to be understood in moments rather than read.
Hands-FreeGuidance couldn't require physical interaction while driving.
Visually QuietAR elements needed to communicate direction without overwhelming the driver's surroundings.
Visual identity exploration
What I owned
I led UI/UX and interaction design for the experience, designing the gaze-based interaction flow and lightweight visual guidance system in Figma. I also produced the team's pitch and demo video and helped communicate the longer-term product vision.
🥇 1st Place
Best App for Raven AR Glasses
MIT Reality Hack 2026
R-EYE-DER demonstrated how gaze tracking could be used not just as an input method, but as a way for an interface to understand when a user's attention may need support.
Visit Devpost →
Pocket Tarot is a gesture-driven AR experience for Snap Spectacles that blends constellation exploration with interactive tarot card reveals. The experience places spatial visuals directly into the user's environment, allowing them to discover constellations and trigger a tarot reading through hand gestures.
Working with a collaborator who focused on tarot ritual design and content research, I led the interaction and spatial UX design, translating narrative concepts into an intuitive, hands-free AR experience. The project explores how reflective storytelling can unfold naturally in spatial computing without relying on traditional menus or screen-based UI.
Many AR experiences rely on floating menus and screen-based metaphors that interrupt immersion. For reflective experiences like tarot, this creates friction and makes interactions feel unintuitive.
Three core UX issuesI designed a spatial, gesture-driven interaction flow that guides users from constellation exploration to tarot card reveal. The experience uses pinch gestures and world-anchored prompts to reduce visual clutter and maintain immersion while still providing clear guidance.
(1) Spectacles Camera Detects Pinch Gesture
(2) Pinch Gesture Detected, Interaction Triggered
My collaborator focused on tarot ritual structure and narrative content, while I translated the experience into spatial interaction design and implemented the AR prototype.
One interface for an entire room.
I helped Samoi Tech redesign the workflow for controlling immersive video across a five-wall projection environment. Working closely with the lead engineer, I translated a complex multi-system setup into a single application for content playback, wall assignment, scheduling, and system monitoring.
The challenge was making that control accessible to non-technical operators without limiting the functionality engineers needed.
Five walls meant five opportunities for something to go wrong.
Samoi Tech's projection installations relied on multiple systems and hardware configurations to distribute content across an immersive environment. Setting up playback and mapping content to individual walls could become difficult to manage, particularly under time pressure.
01 · AssignmentWhich content is playing on which wall?
Operators lacked a clear way to understand wall assignments.
What will happen when I press play?
There was no simple way to preview the configuration before sending content live.
Is every display actually working?
The system needed clearer feedback about synchronization and device health.
Event staff and administrators needed to quickly select panoramic content and play it across the room without configuring individual displays. Their priority: get content running with as little setup as possible.
Engineers and designers needed access to individual wall assignments, scheduling, system status, and more granular playback controls. Their priority: control exactly what the system is doing.
So I stopped trying to make one workflow do everything.
Designed for straightforward panoramic playback.
Select content → Preview → Play across the environment
Designed for users who need granular control.
Assign content → Configure individual walls → Schedule playback → Monitor system
Separating these workflows allowed the default experience to remain approachable without removing the controls technical users depended on.
Everything had to have a predictable place.
As the application expanded, I organized its functionality around three primary tasks:
Find and organize media.
PlaybackConfigure what appears across the environment.
System MonitoringUnderstand whether the hardware is functioning as expected.
The Content Player screen shows exactly what's live at a glance: content source, wall assignment, playback state, and a live preview, all in one place.
Designing within a system that already existed
I worked directly with Samoi Tech's lead engineer across multiple iteration cycles, using internal feedback to understand existing workflows and technical constraints. Each round helped refine the information architecture and interaction model while keeping the designs feasible within the existing projection system.
Main Components
I led UX and interaction design for the application, including information architecture, playback workflows, content organization, system-monitoring interfaces, and iterative design in collaboration with Samoi Tech's lead engineer.
The resulting design consolidated content management, multi-wall playback, and system monitoring into a single interface while preserving different levels of control for different operators.