Industrial Designer - Diderik S. Astrup Westby
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Fluid VR

 

 

Fluid VR - for Creatives.

Fluid is a VR-headset for creative power-users. With superior comfort and enhanced usability, it empowers designers to work efficiently in virtual 3D environments.

 
 
A VR-system with superior comfort, optimised controllers and a smart charging dock.
 

Headset

Comfort first headset can be worn for long durations.

Controllers

Inspired by pens, the controllers mimic natural gestures.

Charging Dock

Space efficient docking creates an efficient workflow.

 
 

 

Comfort first.

With an improved architecture and perfect weight balance, the headset can be used for long periods of time without discomfort.

Optimised workflow.

An easy to use dock makes it a breeze to take the headset on and off, ensures its always charged, and lowers the threshold for use.

Welcoming CMF.

Soft forms and materials create a less intimidating product for new and seasoned users.

 

 
 

“VR is more than just a hype..”

Leveraging designers’ ability to learn new tools, and the benefits of working spatially, VR folds into the future of work enabling design collaboration, remote work, and a new way to ideate and express form.

 

Key Opportunities

A Growth in Spatial Computing

VR is an opportunity for designers and architects to work spatially, to rapidly ideate at scale, collaborate and review work - both in-person and remotely.

Enabling Creation in VR

Headsets are often geared towards consumption of media - namely gaming or entertainment. Flow focuses on creation, and aims to lower the threshold of use for VR in the creative process.

Increased Adoption of VR

More powerful and untethered VR headsets, in addition to a few key players pushing the industry has created a hype amongst potential users and software developers making VR more viable then ever.

 

 

Features

Disguised sensors.

Adjustable fit.

Interchangeable bands.

Variations in size and color.

Induction Charging Dock.

Always ready to go.

Peripheral Vision.

Stay present in the room.

Fine-tunable band.

Easily adjustable band.

Balanced.

For long term comfort.

Solid State buttons.

For enhanced precision.

 

 
 

 

Form Studies & Development

Architecture

Technological advances aside, it was clear from observation in educational settings that the existing VR-architecture had to be challenged, most notably concerning comfort, isolation, multitasking, the threshold for use and its controllers.

 

Current VR Limitations

Lack in Comfort

Comfort is a huge factor limiting immersiveness. Pressure on the head, bad optics and vertigo can be distracting.

Highly Isolating

In addition to being an element of discomfort, isolation can cause mental fatigue and prevent social interaction while using VR.

Poor Multitasking

Enabling VR to work with an existing workflow can help help uses get into flow and increase efficiency.

High Threshold of Use

With lack of seamlessness in use, including difficulties taking it on and off and charging, VR’s opportunity is greatly reduced.

 
 

Benchmarking

Entering and exiting VR were compared with the best-in-class headsets on the market, and improved upon.

 

Testing and Detailing

 

CAD Development

Proportion

Proportions and overall form was developed in Gravity Sketch, and were the basis for various 3D-prints.

Surfacing

The final model was imported into Rhino3D to evaluate and repair surfaces where necessary.

Detailing

Finally, all fine detailing for rendering, 3D-printing and model-making was done in Fusion 360.