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SASHA

MENSCIKOVA

Initial MVP UI/UX Showcase Iterations

The challenge was to create a game relying on partial audio for a new device in a market with only a two-day window to design and build an MVP. As expected, the design process was highly dynamic. Initially, we invested substantial time in collaborative design sessions, employing creative thinking techniques with the entire team to brainstorm gameplay and AR interaction concepts.

To explore new ways of immersing users in a 6DOF environment, we recognized the necessity of developing a distinctive locomotion system.

AR Audio Design Process

We mapped out UX touchpoints, analyzing various user interaction points to ensure a seamless experience. These scenarios were then brought to life through storyboards, providing a visual representation of our envisioned user experiences. 

DESIGN CHALLENGE for SPATIAL AR Audio

Timeline

Extremely agile, we had just one weekend to create and test the MVP for the Bose team, followed by over two months of continuous iteration and improvement based on constant feedback.

Team

Sasha Menscikova - UI/UX Designer, researcher, illustrator

Siciliana Trevino - Producer, Writer, iOS Developer // ASMR narrator // @iSiciliana

Catie Gutierrez - Sound Engineer // Producer, Host, Bempire Podcast. Latte Goddess and Rebel Commander // @eu4ic_games

Chris Motola - Lead Unity Developer //  @starcadius

Skills

Usability and User-Centric Design: Focusing on user-centered design principles to ensure an optimal user experience.

UI/UX Design: Creating an intuitive and accessible user interface tailored to specific AR/VR experiences.

 

Accessibility Design: Ensuring the experiences complies with accessibility standards to accommodate individuals with needs.

Tools

Design Tools:

Adobe Photoshop

Adobe Illustrator

Adobe After Effects

Figma

Development Tools:

Unity 3D

GitHub

My Role

In the context of our project, I took on the roles of Interaction Designer, Graphic Designer, and Unity UI Developer to create a unique audio-based experience tailored exclusively for Bose AR audio glasses.

Interaction Designer:
1. Led user-focused design efforts, using research to understand user needs.
2. Shaped the design process and created intuitive interfaces.
3. Designed for adaptability in the dynamic in-car VR and MR setting.

 

Graphic Designer:
1. Ensured visually appealing and cohesive interfaces aligned with brand identity.

Unity UI Developer:
1. Translated designs into functional Unity UI elements, integrating them seamlessly.
2. Handled coding and optimization for technical requirements.

My role encompassed user-centric design, visual aesthetics, and technical implementation to enhance in-car VR and MR experiences.

Audio Game MVP UI/UX Prototype Showcase

(Audio ON)

The project presented an opportunity for me to delve into interaction and UX design beyond visual UI. Initially, I advocated for a complete spatial audio experience, entirely devoid of visual interfaces. However, after our initial iteration, the Bose AR team recommended a user-friendlier approach.

Creating a spatial audio experience in 6DOF necessitated the establishment of audio boundaries to ensure user safety. This required transforming the landscape into a soundscape.

Key Challenges:

  1. Designing the scene with boundaries.

  2. Crafting effective audio guidance.

  3. Implementing recognition sounds for user boundaries.

Ultimately, our findings led us to incorporate voice narration for in-game guidance and recognition sounds for user boundaries.

DESIGN SYSTEM

As part of our promotional strategy and presence at a San Francisco gaming event, we designed and produced custom stickers. These stickers effectively engaged our target audience with eye-catching designs that aligned with our game's theme. They served as conversation starters, fostering meaningful interactions and increasing brand visibility at the event.

MERCH

The design system was established to provide guidelines for creating a unified UI and to standardize service UI for accommodating growth and the addition of new features.


Inspiration

We aimed to capture the essence of the 1930s era, and I chose Art Deco graphic design as the ideal style. Art Deco is renowned for its distinctive features, including geometrical shapes, symmetry, layered elements, rectilinear geometry, and aerodynamic curves.

Although it's not my main area of expertise, I enthusiastically embraced the responsibility of creating graphics. My excitement drove me to take on this challenge and bring the 1930s vibes to life.

STYLE GUIDE

Locomotion System:

The Bose AR frames are equipped with a gyroscope that transmits its data. During our brainstorming session, we identified the opportunity to transform intuitive movements, such as jumping left and right, into interactive experiences.

Challenges:

We encountered several issues, primarily concerning the gyroscope data's sensitivity. In our initial prototype, users reported the need to jump too far, which led to discomfort and dizziness.

Solution:

We realized that simplicity is key when designing new spatial inputs, such as gestures. Users felt more comfortable when the targets moved smoothly and seamlessly, highlighting the "less is more" principle in spatial input design.

LOCOMOTION SYSTEM

How is Bose AR different from other kinds of AR?

Unlike traditional AR, which overlays virtual images onto the physical world, and audio AR, which does the same thing, except with sounds instead of images, Bose AR goes several steps further.

 

Motion sensors embedded inside Bose AR-enabled products (like Bose Frames or QC35 headphones II) work together with your phone.

Using information like your location, your head gestures, and the direction you’re looking, Bose AR-enhanced apps create audio experiences in the world around you—while you keep your phone in your pocket.

What's Bose AR

​ Bose AR is a first-of-its-kind audio augmented reality platform, combining the power of next-gen Bose audio products with innovative mobile apps. Together, they can create astonishing real-world experiences and fundamentally new ways to travel, exercise, learn, play, and more. Meanwhile, you can go through life heads up, hands-free, and ears amazed.

Description Bose AR

 Bose AR is a first-of-its-kind audio augmented reality platform, combining the power of next-gen Bose audio products with innovative mobile apps. Together, they can create astonishing real-world experiences and fundamentally new ways to travel, exercise, learn, play, and more. Meanwhile, you can go through life heads up, hands-free, and ears amazed.

Overview

The Bose AR-cade is part of Playcrafting and Bose’s year-long alliance to invest in game developers nationwide. Through the collaboration, Playcrafting and Bose hosted paid, 48-hour Game Jams in Boston, New York City, Seattle, San Francisco and San Diego in July 2019.

Client

Bose & Playcrafting

Year

2019

WAR OF THE WORLDS

This is an audio-only game exclusively available for Bose AR audio glasses. 'The War of the Worlds' is a mini-game inspired by the 1938 radio broadcast, where players wearing the Bose AR device step into the battle against an alien invasion

SASHA MENSCIKOVA

sasha.menscikova.a@gmail.com

Los Angeles, CA 90292

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© 2023 by Sasha Menscikova. Created on Editor X.

The Final UI Screenshots represent a polished and user-friendly interface resulting from our design efforts. They also demonstrate the seamless implementation of user-centric features, achieving a harmonious balance between UI/UX and audio representation within the interface. This balance was achieved through careful consideration of audio cues, feedback, and interaction elements, resulting in an immersive and cohesive experience.

RESULT

TRAILER

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