Works

Spatial Computing Experience Design | 2D Experience Design

SELECTED SPATIAL COMPUTING WORK

At Meta Reality Labs, I lead platform-level spatial input and interaction design across Meta Quest and Horizon OS. My scope spans hands, eyes, voice, controllers, stylus, keyboards, gamepad, mouse, and microgestures, with a focus on how these modalities work together as one coherent system.

I turn emerging research into shippable platform capabilities by aligning design, research, engineering, product, and partner teams. The work connects OS-level consumer experiences with developer-facing SDKs, UI frameworks, and guidelines, establishing principles and patterns that scale across products and the wider ecosystem.

Focus Areas
• Spatial input & interactions for Meta Horizon OS / Quest products
• Interaction SDK / Presence Platform
• Peripherals / 3rd party input modalities
• Meta Horizon OS UI Set
• MR / Input & Interaction Design Guidelines
• Experimental Input Modalities

Note: Links point to public pages reflecting shipped outcomes. Detailed design work is confidential and not shown here.

Surface Keyboard & Touchpad

An innovative input modality that allows users to type or interact using any physical surface as a virtual keyboard or trackpad. Drove the productization of this research-stage technology, transforming early prototypes into consumer-ready capabilities that significantly improve text-entry speed and high-precision targeting for productivity scenarios. Shipped as an experimental feature for Meta Quest 3 v85 public release.

2025 – Present

Input Ranking and Interaction Hierarchy

Established foundational principles for how multiple input modalities should be prioritized and combined across the Meta Quest platform, enabling more predictable and usable interaction experiences in spatial contexts.

Sep 2024 – Present

Meta Horizon OS UI Set

Initiated and shaped Meta’s first public UI component set and design resources for the Meta XR Interaction SDK and Spatial SDK. This work provided foundational UI elements with theming system that support consistent experience construction across applications and platforms.

Sep 2024 – Present

Mixed Reality Design Guidelines

Led and authored comprehensive spatial computing and interaction design guidelines for the Meta Horizon developer ecosystem, capturing both core principles and practical patterns that help developers and designers build high-quality mixed reality experiences.

May 2023 – Present

Microgestures Input Interactions

Designed and articulated interaction models for microgestures to extend expressivity and precision across spatial scenarios, supporting a broader range of use cases with elegant, human-centric inputs.

July 2024

Stylus Input Device – Logitech MX Ink

Led experience design for the integration of a new stylus input device on Meta Quest, collaborating with partners to align interaction behavior and feedback patterns with existing spatial input standards.

Sep 2024

Shipped H/W Products


At Microsoft, I led design for the developer and creator ecosystem across HoloLens, MRTK, and Microsoft Mesh. I defined reusable spatial interaction patterns, UI controls, and platform guidance that helped teams and external developers build consistent mixed reality experiences.

Working across design, engineering, research, documentation, and open-source communities, I translated emerging interaction concepts into production-ready systems. The work ranged from design language and UX building blocks to partner guidance, prototyping tools, tutorials, and public documentation.

Focus Areas
• Mixed Reality Toolkit (MRTK)
• Mixed Reality Design Labs
• Mixed Reality Documentation
• Common UX building blocks
• Mixed Reality Tutorials
• Design/Developer Evangelism
• Partner Company Engagement
• Internal & External Tools Design

MRTK – Mixed Reality Toolkit

Led the design of a foundational spatial UX system providing cross-platform interaction patterns and UI controls for mixed reality. MRTK became a widely adopted open-source toolkit and earned the AWE 2021 Auggie Award for Best Developer Tool.

2018

Microsoft Mesh & MR Design Language

Led the spatial design-language organization that unified UX across Microsoft Mesh and MRTK, setting the standard for spatial UI across Microsoft’s ecosystem.

May 2022 – Feb 2023

HoloLens 2 Developer Experience

Drove the end-to-end developer platform strategy for HoloLens 2, defining UX, tooling, and documentation that shaped how spatial applications were built across the ecosystem.

2018-2022
HoloLens 2 Partners

HoloLens 2 Launch Partner Projects

Directed UX guidance and interaction standards across multiple HoloLens 2 launch partners, defining spatial patterns showcased globally at the product announcement.

Feb 2019

MRTK3 Public Preview

Shaped the next-generation mixed reality toolkit built on modern Unity systems, advancing modular UX building blocks, theming, and pattern reuse. This work provided a scalable foundation for future spatial experiences.

May 2022

MRTK Figma Toolkit & Bridge for Unity

Created a design-time tooling system that translates core spatial UI components into Figma and bridges layouts into Unity. This toolkit enables designers and developers to explore, collaborate, and prototype spatial interfaces earlier in the workflow.

May 2021

Mixed Reality Documentation

Authored and structured comprehensive documentation covering spatial interaction fundamentals, best practices, case studies, and technical guidelines. Designed modular layouts and visual assets to support varied learning paths and reduce onboarding friction in a nascent design space.

May 2016

Shipped H/W Products

HoloLens

Oct 2015

HoloLens 2

Feb 2019

INDEPENDENT PRODUCTS & EXPERIMENTS

Cosmic XR

“Every once in a while I stumble across an experience that makes me pause and say “Wow”. Cosmic XR is one of those rare gems.” – Review article by UploadVR

The Polys 6th Annual Immersive Awards, Education Experience of the Year

May 2025 | Available on Meta Quest Store

K-Pop Atlas

Mar 2026

Type In Space

An experimental spatial text layout app for HoloLens 2, rebuilt from the ground up using MRTK v2 to explore fully articulated hand-tracking interactions. The project investigates how typing and text manipulation can adapt to direct, spatial input in mixed reality.

Dec 2019, Aug 2017 | Available on Microsoft Store in HoloLens