Hands-on projects, design exercises, and real-world case studies for exploring spatial computing, voice, gesture, haptics, and brain-computer interfaces — no engineering background required.
Level: Beginner | Time: 2 hours | Cost: Free
Just a notebook, or a smartphone with a voice memo app.
Voice interfaces remove visual cues entirely, forcing you to think in turns of dialogue rather than buttons and menus — a skill central to conversational design.
Try the same exercise for a task that involves several steps, like booking a table for a specific time and party size, and see where the voice-only version breaks down.
Level: Beginner | Time: 1.5 hours | Cost: Free
Paper, pen, and your own two hands.
Good gestures need to be intuitive without instructions — this exercise reveals the gap between what feels natural to design and what's actually understandable to someone else.
Redesign any gesture that was widely misunderstood, then retest it.
Level: Beginner | Time: 1 hour | Cost: Free
A smartphone or laptop with a modern browser (a headset is optional, not required).
Direct, hands-on exposure to the sense of "presence" that spatial computing designers work to create — and how fragile that sense can be.
Sketch one small change you'd make to the least convincing demo to improve its sense of presence.
Level: Intermediate | Time: 2 hours | Cost: Free (uses your phone's vibration motor)
A smartphone with adjustable vibration/haptic settings.
Touch-based feedback carries meaning the same way sound or color does — and most people have never consciously noticed the "vocabulary" already in their pocket.
Test your new pattern on a friend without explaining it, and see if they can guess its meaning.
Level: Intermediate | Time: 3 hours | Cost: Free
Paper, pens, or any simple drawing app.
Designing for mixed reality means choosing the right input method for each micro-moment, not picking one interaction style for the whole experience.
Redesign your storyboard assuming the user has one hand full and can't gesture — what has to change?
Level: Intermediate | Time: 2.5 hours | Cost: Free
Paper and pen.
Designing for one specific constraint from the start, rather than "adding accessibility later," almost always produces an interface that's more flexible for everyone.
Compare your redesign to the original — which one would you actually prefer to use day-to-day, and why?
Level: Advanced | Time: 3 hours | Cost: Free
Paper, pen, and a willing partner to role-play with.
Combining multiple inputs can make interaction more natural, but it also introduces new ways for a system to misunderstand you — multimodal design is a balancing act.
Redesign the command to work correctly even if one input channel (say, voice) is completely unavailable.
Team Size: 3-4 | Time: 3 hours
Product Manager, Ethicist, Engineer, User Advocate.
Your team is launching a consumer EEG headband that reads brainwave data to detect focus levels for a productivity app. Draft a data policy covering what brain data is collected, who can access it, how long it's stored, and what users are told before they opt in.
A one-page plain-language policy document, plus a short list of the three hardest tradeoffs your team debated while writing it.
Team Size: 3-5 | Time: 4 hours
Spatial Designer, Sensor Planner, Storyteller, Skeptic (challenges every assumption).
Design a room — a classroom, a hospital room, or a shared workspace — where technology responds automatically to the people and activity inside it, with no screens, apps, or explicit commands. Decide what sensors would be needed and what happens in three different scenarios.
A floor plan sketch annotated with sensor placement, and three short scenario scripts describing what the room does and why.
Team Size: 4-6 (two sub-teams) | Time: 2.5 hours
Two teams, each with a Product Lead, Designer, and Skeptic.
One team designs a use case that's best solved with a full VR/MR headset (like Quest 3 or Vision Pro 2); the other designs a use case best solved with lightweight AR glasses. Each team pitches their solution, then the other team cross-examines it for weaknesses.
A 5-minute pitch per team plus a shared list of which device category "won" for which use case, and why.
Roughly 50% of the entire XR headset market runs on Quest devices, making Quest 3 the closest thing spatial computing has to a common platform.
Meta prioritized price ($499) and standalone convenience over premium specs, betting that reach matters more than raw quality for building a developer ecosystem.
Despite a major second-generation upgrade in January 2026 — lighter, faster, better tracking — Vision Pro sales fell roughly 78% year-over-year in 2025, with only around 85,000 units sold.
A $2,499 price point, limited content library, and unclear everyday use case can outweigh even excellent engineering.
Originally launched as a gesture-control wristband for Meta's smart glasses, the Neural Band's EMG technology was expanded at CES 2026 into automotive interfaces (with Garmin) and accessibility tools (with the University of Utah).
A technology built for one purpose (subtle gesture control) found unexpected, arguably more meaningful applications once other industries picked it up.
While Neuralink scales toward high-volume, more automated implant surgery in the US, Neuracle's coin-sized NEO device reportedly achieved the first commercial BCI implant in China in July 2026, performed by surgeons in Shanghai.
Brain-computer interfaces are no longer a single-company research story — they're becoming a competitive, international medical technology field with different regulatory paths in different countries.