Duration: October 2017 - 2 days of work
Role: Designer
Tools: Unity (built-in renderer), HoloLens
The audio design agency Listen approached me to help pitch an interactive installation piece to Brian Eno where users wear a HoloLens and create tones which are visualized as floating holographic orbs, essentially a 3D version of Brian Eno's well known "Bloom" iPhone app but 3D and in mixed reality.
My role was in creating a prototype on the HoloLens that could be demonstrated to Peter Chilvers and Brian Eno to convey the idea and demonstrate a proof of concept.
The prototype was a success, and a full multi-user experience has been built out by We Are Listen for the public to experience at The Transformatorhuis in Amsterdam http://bloomopenspace.com/
Below is a video of the prototype I built (the sounds were created by Listen):
The prototype explored these areas:
Visualizing the tone of the sound (shader, animation and FX look development)
How you create the sound producing orbs
Placing the orb on the location of the user's hand
Placing the orb in front of the users gaze. (in both cases the air tap gesture is used to initiate the action of creating an orb)
What is the best input method for the hardware's limitations?
Spatial sound design
UX
How many orbs can be active at once?
How do we ensure a seamless experience if sounds must be capped at a certain number?
How do we map input to the different pitches of sounds? How do we help the user discover how this mapping works?