Timeline

Tools

Role

Overview

Sponsor

14 weeks

Figma

Lens Studio

Github

An AR party game for 3–4 players on Snap Spectacles. Designing for a shared physical table meant solving for spatial layout, multiplayer information architecture, and hand gesture interactions, all on an entirely new platform with no established UX conventions.

Designing Multiplayer Interface for a Wearable AR Party Game

UX/UI design, User testing, Prototyping

Team

1 UX/UI designer (Me)

2 Artists

2 Programmers

About the Device

About Snap’s Spectacles

Snap Spectacles are Snap's first wearable AR glasses. Although the device is not publicly available yet, our team was granted early access for educational purposes.

· Powered by Snap OS 

· Supports hand gesture tracking and voice commands

· Features a 46° field of view

About the Experience

AR Party Game Designed for

Groups of 3–4 people Sitting Around a Table

The experience blends party games like Taboo! and Charades into a shared, hands-free AR environment.

One player acts as Head Chef, describing each ingredient without naming it, while the rest, Apprentice Chefs guess what goes into the pot, all designed to spark laughter and conversation before the meal.

Key Interactions

What Players Experience

Face Filters

Hand Interaction

Mix of Physical & Virtual Interactions

Immersive Visual Effects

Each player's role is expressed through AR character overlays

Players physically grab and toss ingredients into the pot

Digital objects blend seamlessly with the real table surface

The soup fills and reacts as ingredients are added

Design Constraints

Understanding UX Constraints

Before designing, I identified three major UX constraints unique to AR. Hand gestures required onboarding first-time users on direct and indirect pinch interactions. Unlike Meta Quest, Spectacles have a narrow field of view. Lastly, players needed to calibrate their environment before starting to ensure AR elements were correctly placed.

DIRECT PINCH

INDIRECT PINCH

Hand Interactions

Environment Calibration

Narrow FOV

Design Principles

Design Principles & Space Definition

Visual Comfort

Use 2D for text, 3D for object

Optimize for limited FOV

Physical Comfort

Hybrid of physical and

virtual interactions

Distinguish personal

& communal space

Cognitive Comfort

Use visual and audio feedback

Consider gesture fatigue

Personal space

Personal space

Communal space

45cm

110cm

Personal UI Controls : within 45cm (Near Field)

Personal UI Panels : within 45cm (Near Field)

Communal UI Controls/Panels : within 110cm (Far Field)

Communal Space

(2D UI, Indirect Pinch)

Personal Space

(3D UI, Direct Pinch)

Communal Space

The shared zone at the center of the table where all players' contributions are visible.


Personal Space

The individual UI zone visible only to you, within arm's reach (45cm). This is where your personal controls and ingredient interactions are set up.

UI Layout

Personal Interface Setup

Apprentice Chef’s Interface

Chooses the ingredient to put it in a pot

Main Chef’s Interface

Explain the ingredient in one word and proceeds the game

Action Button

Instructional Panel

Ingredient Choices

Design Decision 1

Mapping Interaction Type to UI Dimensionality

In AR, choosing the wrong interaction model creates friction. We mapped interaction type to UI dimensionality based on two factors: proximity and action weight. High-stakes game controls like role selection and environment confirmation were placed as 2D panels at eye level, using indirect pinch for deliberate, precise selection. Physical ingredient interactions were kept as 3D objects within arm's reach, where direct pinch felt natural and intuitive.

2D for Indirect Pinch

Used for high-stakes, game-level decisions that required deliberate input

Clicking Talk Bubble

Choosing Main Chef

Confirming Position

3D for Direct Pinch

Used for physical, playful interactions where instinct should guide the action

Poking 3D Button

Grabbing Ingredients

The 3D button is deliberately separated from the ingredient colliders by placing a non-interactive panel between them. This isolation prevents accidental triggers and creates a clear physical cue, a standalone 3D object in reach naturally invites direct poking.

Ingredients are 3D objects placed within arm's reach, naturally inviting players to reach out and grab them.

Design Decision 2

Finding Optimal Interface Layout

The initial layout kept objects within a good field of view, but overlapping colliders caused glitches when grabbing targeted objects. My goal was to find a layout that ...

· Eliminated collider overlaps

· Stayed within the narrow field of view.

Top View

Front View

No no zone

Natural

Stretch

Stretch

Collider overlaps

Blocks panel content

Natural

Stretch

Stretch

Within good field of view

Elevating the second row improved grabbability, but colliders still overlapped and blocked the panel content behind them.

Ver 1 : Elevated Row & Panel

Top View

Front View

Out of field of view

Collider overlaps

Panel interaction has no interfere

Separating the panel and object areas reduced interference, but spreading ingredients horizontally pushed them outside the field of view.

Ver 2 : Dispersed Ingredients with Non Interactive Area

No no zone

Natural

Stretch

Stretch

Natural

Stretch

Stretch

Top View

Front View

Closest colliders have low visibility

No collider overlaps

Curving outward eliminated collider overlaps, but ingredients closest to the player fell outside the visible range.

Ver 3 : Convex Layout

Natural

Stretch

Stretch

No no zone

Natural

Stretch

Stretch

Top View

Front View

No collider overlaps

Equalized visibility

The inward curve became the final layout. Pulling objects away from the no-go zone equalized both visibility and reach across all colliders.

Ver 4 : Concave Layout

No no zone

Natural

Stretch

Stretch

Natural

Stretch

Stretch

Design Decision 3

Streamlining Onboarding UX

In our initial playtest, our onboarding suffered from high cognitive load. Users tried to calibrate the AR space while simultaneously reading character dialogue, resulting in misaligned environments and initial confusion. To fix this, I separated the technical setup from the story flow by introducing a pre-dialogue visual guide ring on the table surface and adding clear button affordances to the text boxes.


Quantitative validation from our next playtest proved the success of this layout change. Text readability scores jumped from 3.68 to 4.19, rule clarity increased from 4.05 to 4.18, and onboarding calibration complaints dropped to zero.

Before

Talk bubble appears static and unclickable

No guidance for placing AR objects on the table

Instructions appear before objects are placed, causing confusion

After

Talk bubble clearly signals interactivity

Added guidance ring for surface placement

Reordered flow so the pot is placed first, then instructions follow

Design Validation

Measuring Design Impact Across Two Playtests

Across 36 participants over two playtests, every spatial metric improved following the curved arc redesign and onboarding restructure. I measured whether the design principles such as visual comfort, physical comfort, and cognitive comfort has been improved in a survey in 1–5 Likert scale.

Visual Comfort

+0.51 Text Readability

Physical Comfort

+0.66 UI Distance Comfort

Cognitive Comfort

-0.38 Arm Fatigue reduction

Takeaway

Learnings

• Exploring Object Detection

We initially explored using real-world objects to trigger AR effects, but after consulting with our programmer, we found machine learning-based object detection was not reliable enough. We pivoted to image markers instead.

• Exploring Image Markers

Our next approach was placing image markers on a lazy Susan, but perspective shifts caused markers to become jittery or unrecognizable when players were seated. This pushed us to rethink our spatial anchoring strategy entirely.

• Hardware Constraints Shape Design

Designing on new technology comes with real limitations. Spectacles had significant constraints including overheating, an extremely narrow FOV, and an immature platform. Syncing across devices was also a constant barrier — playtests required multiple people and sessions crashed frequently, making iteration slow.

• People Love Physical Hand Interactions

Playtesting revealed that users genuinely enjoyed physically interacting with AR objects. Players wanted to chop ingredients and hold utensils, not just pinch and grab. Given more time, I would invest further in expanding these tactile social interactions.

@2026 Jiwon Park