
Spatial Experience
IoT
Co-Design
User Research
Iterative Design
Advanced Prototyping
Usability Testing
A project sponsored by

An AR dome projector, with headset-grade immersion, nothing worn.
Overview
Skills
Interaction Design
Co-Design
User Research
Iterative Design
Spatial Experience Design
Advanced Prototyping
Usability Testing
Contribution
Conducted user research, led competitor analyses, and distilled key data points into actionable insights that shaped our design direction.
Led the UX design process and engineered advanced prototypes, transforming a futuristic tech concept into a tangible, interactive experience.
Introduced the solution to stakeholders, fielded their questions, and ensured alignment on the project’s vision and potential.
Status
Presented research findings and interactive prototype to Sony’s Product Planning teams in the US and Japan, gathered cross-regional feedback informing our next iteration.
Additionally, the team compiled all key insights, design rationale, and solution details into comprehensive documentation shared with stakeholders for a clear, unified understanding of the project’s potential.
Solution Preview
Quick glance
Elena is a huge Taylor Swift fan who’s been following her music career since the beginning.
See how SonySphere helps Elena and her friends feel like they’re a part of the Eras Tour performance, even from home.
Elena’s pain point #1


Elena’s pain point #2
“As a 5-foot-tall person, I’m stuck at concerts staring at the floor or someone’s phone screen, unable to see the stage, even pushed by people. It’s frustrating to pay the same price for a ticket but get shoved around and blocked by taller people, it’s like a nightmare”
Elena often felt crushed at the concert as taller fans blocked her view, leaving her staring at the floor or phone screens instead of the stage. Despite her excitement and full ticket price, the experience fell flat, overshadowed by her height disadvantage.

Elena’s friend introduces her to SonySphere which creates unique interactive experiences for at-home audiences to augment their live music experience.
Now Elena can immerse herself in Taylor Swift’s music from the comfort of her home.

Elena’s pain point #3



research Insight #1 - Novelty

The energy and atmosphere at an in-person live music event play a large part in making the experience enjoyable and memorable.
Given that these attributes of live music events cannot necessarily be replicated in remote settings, there’s a need to determine what can make live music at home feel special in its own unique way.
💡 How it informed our design solution:
We focused our design on the AR experience of live music rather than trying to replicate the in-person live music experience at home.
This meant we honed in on creating unique augmented spectacles and interactions that complement the music for at-home audiences.
research Insight #2 - connectivity

A mock up of people using AR glasses in public transport (2021),
Sander Veenhof, LinkedIn
Although the ideal level of immersion varies according to personal preferences, there’s a shift in consumer preferences and industry trends away from complete immersion that removes users from their physical space.
As we found through our literature review and interviews, people express interest in immersive experiences that ideally do not come at the expense of sacrificing spatial awareness of their physical surroundings.
Given that most consumer-level AR/VR products of today depend on a head-mounted display (HMD), most use cases in this space are designed to be experienced alone vs. shared with other people in the same space. There may be an opportunity here to explore solutions that help fill this gap.
💡 How it informed our design solution:
Throughout our design process, we aimed to transport users via immersive music experiences while keeping them connected to their social and physical surroundings.
This finding steered us away from designing a solution that relies on wearables like head-mounted displays (HMDs) or glasses that detach users from other people and objects in their space.
research Insight #3 - Social Interactions

Lessons from building social experiences in VR, Meta
One of the biggest draws of attending live events is the opportunity to enjoy entertainment with others. People crave social entertainment experiences because of their desire to form and foster connections, feel a sense of belonging, and create a collective memory with others.
This prompted us to consider how to reimagine home entertainment experiences to create a sense of connection and shareability.
💡 How it informed our design solution:
We designed interactions that multiple people can enjoy at the same time. Furthermore, our solution relies on projections and is not wearable -dependent which enables shareability with others in the same space.


Based on feedback from earlier user testing, the team iterated on the solution to better fit users’ patterns and solve their pain points when attending live music events.
To better demonstrate the solution to stakeholders, the team crafted 3 types of deliverables.
SonySphere Companion Mobile App Interactive Prototype
SonySphere Concept Video
Experience Diagram (Requested by stakeholders)


Sketched Video Storyboard


Dave leads the prototyping process

Dave leads the video prototyping production
What is the solution



SonySphere’s companion app allows users to discover immersive live music events they wish to join and set up the projector for these events on their mobile phone.

Receive Event Notification
The SonySphere companion app notifies the user when their saved event is about to start. The user can tap on the push notification to set up their dome projector for the event.
💫
Choose Mode for Experience
The user is given the choice to select between Smart Lighting and 360 Immersion according to their preferred level of immersion for the event.

Complete set up with step-by-step guidance
After confirming their mode selection, the user is guided through a step-by-step process to optimize their experience.
Each step includes instructions and visuals for the user to reference as they prepare for the event.

👀
Review what to expect
Once the user completes setup, they are primed with information on what to expect when the event starts.
In the case of 360 immersion, they are instructed to keep an eye out for prompts that will direct them on how to interact with the projected visuals.
⌛
Waiting Room with Countdown
When the user taps “I’m ready” action button from the previous screen, they will be entering the waiting room where the system displays a countdown to the event.
When the countdown reaches zero, the user can join the event and they are instructed to set their mobile device down while the event is in progress.


360 Degree Projections
3D hologram-like visuals transform your surroundings with 360-degree projection mapping, enabling a fully immersive AR experience without the need for wearables.

Motion-Sensored Interactions
Create your own concert experience with novel interactions. Smart sensors allow you to interact with projections that respond and adapt to your movement.

Immerse yourself in the artist’s world through specially curated lighting and visuals that represent their music and vision.


made in Seattle with ❤️



