Microsoft HoloLens Internship

Photo of a HoloLens.

Timeline: 12 Weeks, June - September 2018

Project Type: Internship

My Role: UX Design Intern

Tools: Unity, C#, Adobe XD

Skills: Interaction Design, Mixed Reality Design, HoloLens Prototyping, VR Prototyping

Context

I was lucky enough to land my dream internship this past summer as a UX Design Intern working on the Microsoft's industry leading mixed reality headset, HoloLens.

Shoutout to my manager, Ishac Bertran, and my mentor, Daniel Plemmons!

*Since I was on an incubation team, all of my work is tented (aka under NDA).

I worked in the Mixed Reality at Work (MRW) department where they focus on building HoloLens applications for the "firstline worker" which is a segment of the workforce who need to collaborate on 3D content.

Remote Assist and Layout

I worked on a horizontal team that supported and defined design principles for Microsoft's 2 app teams: Remote Assist and Layout.


Remote Assist

Collaborate in Mixed Reality
to solve problems faster



Layout

Design spaces in context
with Mixed Reality

Process

Throughout my 12 weeks, I got to go through the full design process as well as utilize my engineering knowledge to build a fully functioning prototype in Unity. As always, it was really fun getting to implement my designs and see them as interactive, dynamic prototypes.

Learnings

This internship was full of new experiences and learnings both about working in mixed reality as well as how to operate in the work force.

1. Designing for 3D

Working in mixed reality is an entirely different beast. In the world of 2D, your content has to be responsive to different screen sizes. But in the world of mixed reality, your content has to be responsive to any orientation of a physical space. Talk about edge cases galore.

I already knew that the design process is much messier than the linear process I was taught in school but when I added on an unexplored space like MR, it multiplied the level of unknowns.

It made it even more crucial to be in touch with our users and listen to what they need. We would look to unconventional spaces like theater design to learn what those designers take into account when designing physical spaces. I also had to learn how to listen to my gut more which was very different for me.

3. Working on a Horizontal Team

This was my first team working on a horizontal team and our job was to define design standards/principles across the app taems as well as making sure the app teams were talking to eachother so there was no overlapping work.

I found myself thinking about higher level design systems. I was contantly jumping into design briefs and ideation sessions. Our job was as much about design and implementation as it was about cross communication and facilitating collaboration.

Thanks for scrolling!