glĂĽhen

PROJECT: GLĂśHEN

ROLE: UX/UI/MR/VISUALS

DURATION: 3 MONTHS

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Overview

GlĂĽhen is a speculative UX case study that explores how mixed

reality (MR) can improve smart lighting control. Instead of relying

on phones or cluttered apps, the concept reimagines lighting

interfaces as intuitive, gesture-based experiences users can

interact with directly through an MR headset. This project began as

an experimental prompt to push the boundaries of early-stage

interaction design in immersive spaces.

Objective

Could we make controlling lights as seamless as flipping a

switch—without touching anything at all? Glühen explores how to

reduce friction in smart lighting through spatial design and

natural gestures, offering an alternative to today's text-heavy

apps.

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Key Insights

• Smart lighting apps often pull focus from the moment, requiring users

to look down and fumble through cluttered screens.

• Users struggle to identify which control maps to which light, especially

in larger rooms or shared environments.

• MR enables direct manipulation of lights in their actual spatial context,

reducing cognitive load and guesswork.

TAP TO VIEW

affinity map / user personas

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Design Approach

• Used hand tracking to simulate an MR interface that appears over the user’s non-dominant hand, providing quick access to controls.

• Developed user flows for selecting lights, adjusting brightness and color, and saving custom scenes.

• Prioritized simplicity and intuitive gestures—tap, pinch, and hover—over menus or settings trees.

TAP TO VIEW

visualization

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Prototype

The high-fidelity prototype was built using Bezi and visualized on an Oculus headset. It walks through:

• Entering the MR environment

• Selecting a light using a visual anchor

• Adjusting brightness with a pinch-and-slide gesture

• Activating a saved scene from a control dock on the hand

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Reflection

Unlike client work, Glühen wasn’t created to ship—it was an exercise

in imagining what a better future could feel like. The project helped

me sharpen my early-stage UX skills, from prototyping in immersive

tools to articulating abstract interaction patterns. While there were

no formal results, the goal was exploration. I left the project with a

stronger sense of how to simplify complex systems through spatial

thinking.