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Breathe

Design an object for the ‘desk’ which should strategically point to a place where working culture is headed within the next 5 years. Incorporate how virtual reality, augmented reality, or both technologies will impact future workplaces. Research the current field (market), context (present/future) and develop potential frameworks for challenges (opportunity). In this project I performed research, created 3D CAD models and renders, ideated through sketches, and generated and tested prototypes.

 
 
 

 In 5-7 years VR will be highly adopted and widespread. Envision a future where work is accomplished collaboratively in a virtual space.

 
 
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What will the future office look like?

  • In 2020 70% of people will work away from the office as often as they worked at a desk.  - Citrix

  • Over 83% of executives told us that they plan on increasing their use of contingent, part-time, or flexible workers in the next few years.  - Forbes

 

 
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Virtual Reality Research

Researchers found that the you-person view that VR creates is so intense that it is emotionally taxing. - Wired Magazine

VR itself is not very straining on the senses - not hard on the eyes, exhausting, etc. - the primary need for taking breaks is psychological. - Oculus

 
 
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How to stay Grounded when overstimulated in VR?

When you are anxious, stressed, or in pain often the initial advice is to breath. Creating a device that tracks the biorhythms of the user and encourages them to breath more deeply when needed. Because VR is so engaging this wearable needs to be noticed through haptic feedback or other physical methods.

 
 
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A device that restricts mobility to remind the wearer to breath.

Which type of wearable is comfortable while being able to gain the attention of the user when needed?

 
 
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The wrist is the ideal location for comfort and awareness

Quick iteration leads to a wearable that uses minimal material allowing the user to be comfortable and aware of breathing patterns. 

 
 
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Final Design VR Breathe

This device tracks the biorhythms of the user and encourages them to breath more deeply when needed. Because of the intense engagement of VR this device uses fluid actuators to temporarily limit mobility and bring focus back to the users breath. 

 
 
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Design Details

 
 
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