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AR Glasses

Led user research across three product pillars of the AR Glasses product line, helping shape product direction at one of the most ambitious programs in tech.

⚠ NDA — certain details omitted
Role
UX Researcher
Timeline
2022–2023
Scope
Research engine for 3 cross-functional teams
Focus
  • · Augmented Calling
  • · Digital Human Representations (DHR)
  • · Shared Experiences
Scope
Led research across 3 cross-functional teams spanning augmented calling, digital human representations (DHR), and shared experiences for AR Glasses.
Approach
Evolved from independent ownership of specific pillars to a collaborative, cross-org research model as product development converged.
Context
Operated in an ambiguous, rapidly evolving product space — balancing competing stakeholder needs across 3 teams simultaneously.
Impact
Informed product direction, improved executive buy-in, increased research velocity, and de-siloed research orgs across RL.
0→1 Product Research Mixed Methods Rolling Research Program XFN Collaboration Accessibility Spatial Computing EMG / Neural Interfaces

Three pillars of AR Glasses

I was fully embedded in three multi-disciplinary stakeholder teams that were building hero experiences of Meta's AR glasses product line. Each team consisted of 6-10 engineers, two designers, and me as the researcher.

Pillar 01

Augmented Calling

Researching how people connect and communicate in real time through AR — reimagining voice and video calling for a spatial computing context.

Pillar 02

Digital Human Representations

Exploring how people want to represent themselves and perceive others in AR space — bridging the gap between physical identity and digital presence.

Pillar 03

Shared Experiences

Understanding how people collaborate, co-create, and share moments together in AR — defining what shared presence means in a new medium.

From independent ownership to collaborative leadership

The trajectory of my work at Meta RL mirrored the maturation of the product itself — moving from siloed, independent research toward a more horizontal, collaborative model as product experiences coalesced.

Vertical, Independent

  • ·Tactical, one-off studies within each pillar
  • ·Deep, narrowly scoped research
  • ·Targeted, reactive

Horizontal, Collaborative

  • ·Wider scoped rolling research program
  • ·Identified research opportunities to bridge knowledge gaps between pillars
  • ·Cultivated relationships across orgs and anticipated XFN needs

All of this happened within an ambiguous, rapidly evolving set of problem spaces as new technologies and constraints were discovered. I had to prioritize and synergize disparate stakeholder needs quickly — hitting key product milestones while staying aligned with org- and team-level OKRs.

A broad and adaptive toolkit

A snapshot of the methods I drew on at Meta RL — not an exhaustive list of my toolkit, but representative of the range this program demanded.

Qualitative
Interviews
Concept testing
Usability testing
Participatory design
JTBD synthesis
Literature review
Needs-based assessment
Quantitative
Survey
Card sort
Descriptive statistics
Inferential statistics (e.g., t-test, ANOVA, χ², regression)

Moving the needle

Accessibility advocacy

Evangelized neural interfaces as accessibility solutions by running VP-level demos, winning hackathons, and disseminating video interviews of my experience. To drive it home, I used EMG to play Angry Birds with my amputated arm.

Informed product direction

Delivered timely primary and secondary research that enabled product teams to pivot quickly.

Drove product quality

Synthesized a framework to holistically evaluate the experiential quality of digital human representations (e.g., realistic avatars, 2.5D video, etc.) within synchronous AR interactions.

Improved executive buy-in

Helped PM leads showcase UXR efforts in product reviews, increasing research visibility at the leadership level.

Aligned AR experiences with user needs

Advocated for AR interaction patterns, spatial models, and content management systems that aligned more closely with user needs and mental models. Represented UXR at director-level decision points, pushing back when business pressure threatened to override user evidence.

Maximized research ROI

Reframed and evangelized my prior research to stay relevant at critical product pivots — including bridging AR learnings when our team temporarily shifted focus to MR ahead of the Quest 3 launch.

Increased research velocity

Reduced research ramp-up time and overhead costs across cycles by shifting from ad-hoc studies to a rolling research program model.

De-siloed orgs

Facilitated relationships and collaboration across previously disconnected research and XFN teams.

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