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Freehand Assistant XR

Voice + gaze-controlled hand interactions for people with arm/hand disabilities

Freehand Hero Shot

Problem & Opportunity

  • Most XR systems assume intact hand/arm mobility (controllers or hand-tracking), excluding users with limb paralysis, amputations, or temporary injuries.
  • Also relevant for situational constraints (e.g. hands busy) and enterprise workers who will rely on XR.
  • Goal: Enable inclusive, usable XR interaction without requiring full hand function or specialized hardware.

Research & Insights

Method What I did What I learned
Interviews Spoke with 8 people from the disabled community and XR designers/devs. Need for device-agnostic tools, plug-and-play usability; balance precision with natural feel; lack of feedback frustrates users.
Participatory Observation Built rapid prototypes at hackathons (NYC, Futures NI / SideQuest). Tracking errors and UI affordances affect usability; feedback loops critical for user trust.
Prototypes & Wireframes Laser/gaze physical sim, Figma wireframes, "repair engine" task scenarios. Voice + gaze combo must feel intuitive; icons and indicators offset lack of haptics; onboarding is essential.

Feature & Interaction Design

  • Voice commands: "Grab," "pick up" triggers manipulation; objects fly toward user when appropriate.
  • Gaze-based pointing: Teleportation and movement based on gaze trajectory.
  • Step-by-step training mode: Guided practice (e.g., engine-gear repair) before free use.
  • Visual feedback: Icons and indicators provide clarity and confidence in absence of haptics.
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Design Process

  1. Define users & scope: Focused on limb-hand disabilities and situational needs.
  2. Ideation & sketches: Explored gaze/voice combos and feedback indicators.
  3. Lo-fi prototypes: Figma wireframes and physical laser sim.
  4. User testing: Validated onboarding flow, teleportation, and training scenario.
  5. Feature prioritization: Used card sorting to identify recurring interactions.
Sketches
Wireframe

Outcomes & Learnings

  • Prioritize features early to avoid scope creep.
  • Simulating real-world perception is key to intuitive XR interactions.
  • Frequent VR prototyping uncovers friction points quickly.
Freehand Super

Accessibility isn't a constraint—it's an opportunity to reimagine interaction and unlock unconventional capabilities.

What's Next

  • Build a mid-fidelity prototype and validate through additional user testing.
  • Expand beyond training to support daily tasks and creative workflows.
  • Integrate NLP/ML for more natural voice recognition and adaptability.