HTC - Hero Graphic - Vive & wearables

Pushing Boundaries: UX Strategy in VR and Wearable Tech

HTC
Senior UX Designer
Consumer Electronics, VR, Wearable Tech
May 2012–July 2016
TL;DR

Led UX for HTC’s wearable products and owned common controls for VR, navigating undefined problem spaces and aligning cross-functional teams. Delivered scalable, hardware-integrated solutions that shaped early product experiences and platform direction.

HTC, a global consumer electronics company based in Taipei, was a design-forward leader in the Android space during the early 2010s, shaping much of the platform’s early UX/UI. As the market evolved, HTC expanded into emerging technologies like virtual reality and wearables, focusing on creating cohesive, human-centered experiences that bridged hardware and software through new interaction models.

I worked across HTC’s VR and wearables portfolio during a time of rapid experimentation and platform exploration. The work demanded a strategic approach to UX, where I helped define early interaction patterns, align teams across disciplines, and bring clarity to entirely new product experiences.

My role

  • Led UX across HTC’s wearable products, including smart bands and scales.
  • Collaborated on the VR team’s common control systems — focusing on hardware input and onboarding flows.
  • Partnered with engineering to ensure hardware/software compatibility across devices.
  • Worked closely with research to translate user pain points into design strategy.
  • Traveled to Taiwan to lead prototyping and design reviews with the hardware team.
  • Delivered end-to-end documentation and specs to support product launches.
  • Acted as the main UX point of contact across several wearable initiatives.

Challenges

  • Designed for platforms with no existing UX standards or design patterns.
  • Balanced user needs with hardware limitations across multiple devices.
  • Collaborated across global teams spanning industrial design, UX, and engineering.
  • Adapted to a fast-paced hardware development cycle with limited iteration windows.
  • Created scalable interaction models across vastly different form factors (e.g., room-scale VR vs. wrist-worn devices).

Outcome

  • Launched multiple wearable products with integrated UX and hardware design.
  • Helped define early UX patterns for smart bands and companion apps.
  • Contributed key design work to VR controller systems and onboarding flows.
  • Strengthened cross-functional collaboration between UX, ID, and engineering teams.
  • Built scalable frameworks that influenced future device generations.

Exploring UX for VR

Developed new interaction patterns and flows for full-room VR, controller input, and onboarding experiences.

Designing for Wearables

Designed UX across multiple wearable devices from smart bands to companion interfaces, focusing on clarity, hierarchy, and minimal interaction.

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