Adobe · Spatial research · 2024

Designing for the body

Hands-on research on how the body shapes spatial video editing: five headsets, a market benchmark, a team alignment exercise and accessibility work.

Role
XR domain expert
When
Summer 2024, Adobe
Tested with
Five headsets, led by Apple Vision Pro
For
The Project Pulsar team

Gucci app on Apple Vision Pro, shown as third-party research. All rights reserved to Gucci.

Overview

In summer 2024, I was a graduate product design intern at Adobe on Project Pulsar, a 3D and spatial video editor then taking shape, which later launched on Samsung Galaxy XR.

As the team's XR domain expert, I spent the summer in headsets and saw gaps in what the physical experience asks of people while they craft video in headset. I took the initiative to conduct research that filled those gaps and explored accessibility and product strategy.

The problem

Headsets make the body the controller, and the body has limits.

New headsets lean on native gestural control, so hands and eyes do the work a controller used to do. The same devices also carry symptoms with real bodily consequences, which matter for both accessibility and comfort.

The body is the input. Physical symptoms become the output.

Research

Five headsets showed that eye position and micro-gestures matter most.

I tested hand and eye tracking on Apple Vision Pro, the main device, then on HoloLens 2, Quest 3, Quest Pro and Magic Leap. I compared the operating systems, passthrough, the absence of hardware controls, tethered battery packs and the gestures each headset expects.


Eye position turned out to be the key factor in how well input worked. Micro-gestures helped reduce fatigue.

The Vision Pro gestures I tested:

  • Tap
  • Double tap
  • Pinch and hold
  • Pinch and drag
  • Zoom
  • Rotate

Process

Recording myself in the headset let the team watch the task step by step.

I filmed myself replicating the core Pulsar task, adding an object to spatial video. The team could watch each step and spot where problems might arise.

Methods

Using Apple's immersive video as a new user showed where people get stuck.

I screen-recorded myself trying gestures in Apple's immersive video mode as a new user. Anywhere I experienced difficulty, I noted it as an opportunity for Pulsar to improve the spatial video editing experience.

I also looked at a third-party app, Explore POV, which plays 180° immersive video. It served as an example of well-designed immersive video playback.

Alignment

The team saw the app as low effort and casual; I saw it as high effort and more technical.

I ran an informal stakeholder poll. I asked teammates to place Pulsar on two scales, casual to technical and low to high effort, then added my own placement. The gap showed where the team's picture of the product and mine differed.

High effortLow effortCasualTechnicalThe teamMe
Illustrative placement of each view.

I placed Pulsar higher effort and more technical based on external research into headset ownership, onboarding, and the complexity of video editing. Video editing is hard before you add a spatial layer, so I projected a bigger lift for new users to get started and get comfortable with Pulsar's interactions.

I used this as part of the foundation to push for additional use cases and workflows for both power users and casual creators.

Market research

I broke down Gucci's Vision Pro video as third-party market research.

I studied Gucci's immersive Vision Pro story as a benchmark for what well-made spatial video can do, noting where the video breaks the frame and where it invites the viewer to interact.

Gucci app on Apple Vision Pro, shown as third-party research. All rights reserved to Gucci.

The Gucci app provided inspiration on how to make spatial video more digestible for new users, so spatial storytelling would be a pleasure for both creators and viewers. I gave suggestions on how I felt certain interactions could convert.

Outcome

I closed with recommendations on comfort, input and audience.

The deck ended with recommendations for the team on how long people can comfortably stay in a headset, how they control it, and who else the product could serve. Those stay with the team. I wrote them to help shape Pulsar long after handoff.

Sources

19 sources · Show

Research papers

Articles and news

Headset details

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