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Smart Glasses Concept
A concept for AI-powered smart glasses that acts as your personal assistant wherever you go.
A concept for AI-powered smart glasses that acts as your personal assistant wherever you go.
Problem
Problem
As AI assistants move to wearables, a key question emerges: what role should they play in our real-world experiences? Smart glasses offer always-available access, but the challenge is defining what an agent should actually do while you're on the move. This project explored concepts like capturing moments, connecting with loved ones, and enhancing our senses to understand where AI can meaningfully help.
Details
My Role: One of two lead designers
Duration: 3 Months
Scope: Concept development
Partners: Designers, Research
My Role: One of two lead designers
Duration: 3 Months
Scope: Concept development
Partners: Designers, Research
Early Explorations
I started by defining high-level concepts to answer key questions: How might someone use an AI agent while on the go? How could the agent use the camera on smart glasses and project content within the frame?
These high-level concepts (underlined below) are brought to life through scenarios. The scenarios ground each concept in a real-world story, making them easier to understand and evaluate. We stitched several concepts together to create a complete narrative. Illustrations by a coworker.
I started by defining high-level concepts to answer key questions: How might someone use an AI agent while on the go? How could the agent use the camera on smart glasses and project content within the frame?
These high-level concepts (underlined below) are brought to life through scenarios.
The scenarios ground each concept in a real-world story, making them easier to understand and evaluate. We stitched several concepts together to create a complete narrative. Illustrations by a coworker.
I started by defining high-level concepts to answer key questions: How might someone use an AI agent while on the go? How could the agent use the camera on smart glasses and project content within the frame?
These high-level concepts (underlined below) are brought to life through scenarios.
The scenarios ground each concept in a real-world story, making them easier to understand and evaluate. We stitched several concepts together to create a complete narrative. Illustrations by a coworker.
Mid Fidelity Designs

On a call with their dad, the customer shares their view using the glasses camera. The agent highlights a nearby building and adds details from a memory the dad had previously shared about living downtown.

Not all menus in restaurants are easy to see, especially if you are sitting off at an angle. Using the glasses camera, customers could ask to enhance the menu so that they are able to distinguish it from afar.

Results from an Agent could appear within the bottom right corner. Giving a quick preview of the context of the task the user asked the agent to do.

A customer replays the last moments on their phone to capture a dog at the park, then shares the clip with their dad, knowing he would love it.

When walking, UI should not overtake a persons vision. We think there is value in having hands free directions and so designed a video game like navigation that could live up in the corner of the view.

On a call with their dad, the customer shares their view using the glasses camera. The agent highlights a nearby building and adds details from a memory the dad had previously shared about living downtown.

Not all menus in restaurants are easy to see, especially if you are sitting off at an angle. Using the glasses camera, customers could ask to enhance the menu so that they are able to distinguish it from afar.

Results from an Agent could appear within the bottom right corner. Giving a quick preview of the context of the task the user asked the agent to do.

A customer replays the last moments on their phone to capture a dog at the park, then shares the clip with their dad, knowing he would love it.

When walking, UI should not overtake a persons vision. We think there is value in having hands free directions and so designed a video game like navigation that could live up in the corner of the view.



