Mouse is Dead

The tech for spatial computing exists, but nobody's using it. I researched why (10+ participants, 3 research methods) and built the bridge: a collection of 3 gesture-controlled prototypes across 3 devices, each solving a real hands-free problem with just 3–4 gestures. Research-grounded, accessible (webcam only), and strategically placed in leisure/home contexts where users are most open to adopting new interaction patterns.

Gestural UI

Vibe Coding

Company

UX Research

Company

UX Research

Role

Product Designer

Role

Product Designer

Tools

HTML, Github

Tools

HTML, Github

Time

Sep 2025 - Present

Time

Sep 2025 - Present

Thesis Research

Designing the Transition from Screens to Space

Spatial computing technology already exists, Vision Pro, AR glasses, wrist sensors, but nobody's changing how they interact daily.

This thesis investigates why and designs the missing transition path. Through mixed-methods UX research and a collection of gesture-controlled prototypes, I identified that the core barrier isn't technology, it's the absence of gradual, human-centered transition design that respects cognitive load, context, and user comfort.

Problem

The future exists. Nobody's using It.

Research in embodied cognition has proven for decades that movement shapes thinking, our bodies are part of cognition, not just output devices. Yet most digital interfaces keep our bodies completely still. Meanwhile, gesture systems that do exist cluster at extremes: tiny micro-gestures or full VR immersion. There's a missing middle zone of calm, everyday embodied interaction, and no one is designing the incremental path from screens to space.

Research in embodied cognition has proven for decades that movement shapes thinking, our bodies are part of cognition, not just output devices. Yet most digital interfaces keep our bodies completely still. Meanwhile, gesture systems that do exist cluster at extremes: tiny micro-gestures or full VR immersion. There's a missing middle zone of calm, everyday embodied interaction, and no one is designing the incremental path from screens to space.

User Research

Understanding the Barriers

Five participants tested a gesture-controlled PDF reader prototype, alternating between traditional mouse/trackpad and gesture modes. The results show gesture mode dramatically increased body awareness and often felt intuitive and fun, but also clearly raised cognitive load.

Participants described "training my hands more than reading," struggling with gesture memory, similar gesture confusion (undo vs mark mode), and mis-detection anxiety. Traditional mode felt stable and controlled but left bodies static and disengaged. The radar chart visualization made the trade-off unmistakable.

Co-Design Workshop

Wall of Pain Points & Future Visions

Two small workshop groups used structured card sets (body parts, gesture types, motion intents, scenarios) to build ideal gesture combinations and imagine future interactions.

The "wall of pain points" revealed mental burdens as the top concern: mis-detection anxiety, cognitive overload in complex tasks, gesture-meaning mismatches, and overly expressive movements. When designing futures, participants consistently chose small-to-medium gestures for frequent actions, reserved large movements for playful contexts, and set nearly all scenarios at home or in familiar personal spaces.

The message was clear: people want calm, body-efficient, hybrid systems, not constant full-body performance.

Two small workshop groups used structured card sets (body parts, gesture types, motion intents, scenarios) to build ideal gesture combinations and imagine future interactions.

The "wall of pain points" revealed mental burdens as the top concern: mis-detection anxiety, cognitive overload in complex tasks, gesture-meaning mismatches, and overly expressive movements. When designing futures, participants consistently chose small-to-medium gestures for frequent actions, reserved large movements for playful contexts, and set nearly all scenarios at home or in familiar personal spaces.

The message was clear: people want calm, body-efficient, hybrid systems, not constant full-body performance.

Key Findings

Gestures Work, In the Right Context

Three findings shaped everything. Users actually enjoyed gesture mode — it felt playful and increased body awareness — but in focused tasks like reading, gestures competed for the same mental attention as the task itself. Mental burden was the #1 pain point across all research: mis-detection anxiety, gesture confusion, and overload. When designing their ideal futures, participants consistently chose small gestures, home settings, and always wanted fallback to traditional input. The insight was clear: the problem isn't gestures — it's context.

Prototype Collection

Strategic Design Path from Screens to Space

Instead of one prototype, I designed a strategic collection where each prototype bridges a specific adoption barrier using accessible Phase 1 technology, just a webcam or phone camera. Each targets a different device, cognitive load level, and daily context, forming stepping stones from screen-bound interaction toward spatial computing. The collection demonstrates that transition design should start in leisure/home environments, where people are most open to new interaction patterns, the strategic doorway to broader adoption.

Prototype #1

Gestural PDF Reader

Gesture control for PDF reading via laptop webcam. Users enjoyed the gesture mode itself, but for focused reading, gestures competed for the same mental attention as the content.

This diagnostic prototype validated the research: gesture interaction needs low-cognitive-load contexts to succeed, not just good technology.

Gesture control for PDF reading via laptop webcam. Users enjoyed the gesture mode itself, but for focused reading, gestures competed for the same mental attention as the content.

This diagnostic prototype validated the research: gesture interaction needs low-cognitive-load contexts to succeed, not just good technology.

Prototype #2

Cooking Copilot

Cooking is a scenario where gesture control solves a real physical problem: hands are wet, oily, or covered in food.

Users browse recipes with touch, then tap Start Cooking to enter gesture mode. Three gestures handle everything: swipe for next step, palm to pause, thumbs up to finish. Camera activates only during cooking and turns off automatically.

Cooking is a scenario where gesture control solves a real physical problem: hands are wet, oily, or covered in food.

Users browse recipes with touch, then tap Start Cooking to enter gesture mode. Three gestures handle everything: swipe for next step, palm to pause, thumbs up to finish. Camera activates only during cooking and turns off automatically.

Prototype #3

Photo Curator

Phone storage is always full, but cleaning up photos on a tiny screen is tedious. Photo Curator moves this to a larger display where users can actually see their photos before deciding.

Four gestures: swipe up to delete, left/right to navigate, heart shape to favorite, both hands up to undo. Low cognitive load, leisure context, home environment, exactly where research showed people are most receptive to new interaction patterns.

Design Rationale

Every Choice Traces Back to Research

Minimal gesture vocabulary (3–4 per prototype) because workshops showed complex sets cause overload. Familiar patterns like swipe-up-to-dismiss to leverage existing muscle memory. Undo gesture to address the #1 pain point, mis-detection anxiety. Hybrid touch/gesture modes because users demanded control over when their body is involved. Home and leisure contexts because relaxed environments are where people most readily adopt new interactions, the strategic doorway to broader change.

Strategic UX

Not Designing the Endpoint. Designing the Path.

The core barrier to spatial computing adoption isn't technology, it's the missing transition path.

This prototype collection demonstrates how to bridge that gap through strategic context selection, minimal gestures, familiar patterns, and hybrid modes.

These design principles can serve as a framework for anyone working on the shift from screen-based to spatial interaction. Strategic UX means designing the path that gets people there, not just imagining where they'll end up.

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Stay connected and let's build something great together.
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Stay connected and let's build something great together.