Project Name
UX — 2025
A short description of the project goes here.
Featured Works
I design interactive experiences across screens, spatial computing, and real-time 3D, exploring how emerging technologies can create new ways to play, create, and engage with digital worlds.
R-EYE-DER helps drivers regain visual awareness through gaze-driven AR.
R-EYE-DER is a gaze-driven AR experience designed to help drivers maintain visual awareness during stressful situations. Built for Raven AR glasses, it explores how a real-time system can respond to gaze behavior and redirect attention without overwhelming the user's field of view.
When we're scared of hitting something, why can't we look away?
Under stress, drivers can become visually fixated on a perceived hazard, narrowing their attention when situational awareness matters most.
This problem felt familiar to me. When I first got my license, I was terrified of driving on the highway. I would get so anxious that I'd stare straight ahead for too long and sometimes forget to check what was happening around me.
But designing an intervention introduced another challenge: adding more information to a driver's field of view could become another distraction.
How might we redirect a driver's attention without demanding more of it?
The problem isn't always seeing the hazard. Sometimes it's looking at it for too long.
Our research pointed to two attention behaviors that shaped the concept:
Under stress, motorists can become visually fixated on a hazard rather than redirecting their gaze toward a safer path.
During prolonged vehicle operation, fatigue can reduce active scanning and narrow visual attention.
Together, they revealed a shared opportunity:
Help users direct their attention to the right place at the right time.
Why gaze-based AR?
Rather than simply warning users about hazards, Raven's gaze tracking allowed us to explore a system that could respond to where users were already looking.
Detect → Evaluate Gaze → Redirect Attention
This created one critical constraint:
The interface couldn't become another distraction.
The interface couldn't become another hazard.
Drivers don't have time to stop and interpret an interface. Every visual element competes with information in the physical environment, so we designed around three constraints.
Information needed to be understood in moments rather than read.
Hands-FreeGuidance couldn't require physical interaction while driving.
Visually QuietAR elements needed to communicate direction without overwhelming the driver's surroundings.
Visual identity exploration
What I owned
I led UI/UX and interaction design for the experience, designing the gaze-based interaction flow and lightweight visual guidance system in Figma. I also produced the team's pitch and demo video and helped communicate the longer-term product vision.
🥇 1st Place
Best App for Raven AR Glasses
MIT Reality Hack 2026
R-EYE-DER demonstrated how gaze tracking could be used not just as an input method, but as a way for an interface to understand when a user's attention may need support.
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