YUJIE
Case Study 01 Wearable Input System / 2026

Input Fluency across Devices

Gesture interactions as a continuous system, not bounded by devices

Every device has its own gesture language. Interaction begins and ends within screens, apps, and hardware boundaries. But, human intent is continuous — flowing across contexts, space, and time.

As XR hardware proliferates — glasses, phones, watches, buds, controllers — the isolated languages start to conflict. The result is a fragmented user who must context-switch between interaction models dozens of times a day, paying a cognitive tax no one designed intentionally. This project built a system to explore a different model:

Free inputs from “the device themselves” to “the user’s device ecosystem”

RoleWorkstream Design lead

Led design work end-to-end, initiated and directed the user research, drove alignment across hardware, platform engineering, and product, and authored the system framework that became the foundation for the product roadmap.

Collaborators
Designers, Prototypers, Engineers

Cross departments, e.g., UX, Engineering, Research, Product Planning, etc. Cross-company collaboration with a platform partner

Platforms
Mobile OS platform, cross-device wearable ecosystem
Outcome
Shipped as a prioritized feature for display-less smart glasses

Targeted for display glasses and future releases

Interaction should be treated as a device-agnostic layer, where input, interpretation, and output dynamically shift across contexts.

Problem: Glasses input doesn't scale

Glasses touchpad size will inevitably face stronger industrial-design constraints, and as the interactive surface becomes smaller, designers are forced to trade off operating comfort against product aesthetics. Yet product appearance directly influences willingness to purchase and, over time, cannot be compromised.

As wearable and spatial interfaces grow in complexity, shifting to a distributed input system across devices and making them operate as one coherent system is unavoidable. However, current input systems are not designed to scale across devices. The problem more specifically manifests in four ways:

Conflicting primitives

The same gesture motion carried different meanings across devices. Users had no transferable mental model.

Context-switching cost

Moving between devices required re-learning, not just switching. Every transition added friction and cognitive load.

Hardware asymmetry

Not all gestures were physically available on all devices. Some inputs were architecturally impossible to unify.

Technical ceiling

Latency and detection reliability constrained which gestures could actually be shipped, so design intent and engineering reality diverged.

Smart glasses with an active display paired with a watch band — the hardware context for the input fluency system
In the case of a recently shipped display-glasses product, despite demonstrating the demand for always-on wearable intelligence, it also exposed a structural limitation. As interfaces expanded toward mobile-level functionality, gesture vocabularies grew with them — forcing users to memorize increasingly complex commands. Interaction became a tree of actions mapped to limited input surfaces. As features scaled, so did the input burden.

Approach - Input Fluency

A gesture system operates across an ecosystem of devices — watch, buds, and phone — each with distinct capabilities. In this gesture system, interaction is not executed on devices. It flows through a system: Input is captured across multiple form factors, interpreted through a shared intelligence layer, and dynamically expressed through the most appropriate interface.

Devices become endpoints — not containers of interaction.

The device ecosystem the gesture system spans — watch, foldable phone, earbuds, phone, and smart glasses

Gesture Framework: One input mental model, scalable interfaces.

Consistent input mental model forms the foundation of the system—each mapped to a consistent semantic meaning across all devices.

Glasses Phone Watch Buds
Touchpad CV Touchpad Touchpad IMU Touchpad
Confirm / Pause TapTap PinchPinch TapTap TapTap PinchPinch Tap on budsTap
Dismiss / Back Dbl TapDbl Tap Dbl PinchDbl Pinch Dbl TapDbl Tap Dbl TapDbl Tap Dbl PinchDbl Pinch Dbl Tap on budsDbl Tap
Cardinal UI Navigation SwipeCardinal swipe SwipeCardinal swipe SwipeCardinal swipe
AI Invocation Tap + HoldTap + Hold Pinch HoldPalm up
Pinch Hold
Tap + HoldTap + Hold Tap + HoldTap + Hold

While phones, watches, computers, earbuds, voice, and even future sensing devices can all become input endpoints for the glasses, input fluency cannot be reached without the aid of contextual awareness, an ability to choose the most natural input method across devices and according to context.

Shipping Trade-off 01: Gesture selections

When communicating with engineers, variation in hardware limitations and allocation of resources in platform supports introduce ambiguity — making some gestures unreliable when deployed. Main considerations include:

Availability

Availability

Not all gestures are supported on the platform and the legacy device ecosystem today.

Reliability

Reliability

Higher frequency actions are assigned to more reliable inputs.

Timing diagram: a tap and a two-finger tap commit on first contact, while a double tap holds a discrimination window open to rule out a second contact and commits later.

Latency

Gestures such as double tap have latency considerations across different devices.

Comfortability

Ergonomics

High-effort or precision-heavy gestures are deprioritized in frequent interaction paths.

Shipping Roadmap

The designed system aimed for full cross-device consistency. In reality, intention and implementation diverged. For example, double tap was designed as a core primitive, but failed to meet shipping latency thresholds reliably and was replaced with 2-finger tap to protect the user experience at the cost of expressiveness.

These were not failures, but deliberate trade-offs. The final system protected consistency at the highest-frequency interactions and absorbed compromise at the edges, where cognitive load is lowest. Shipping a coherent 80% is better than shipping an inconsistent 100%.

Shipping Trade-off 02: Device arbitration

The ideal model was dynamic arbitration: the system would infer intent and route input to the right device automatically. However, platform and contextual-awareness limitations made this unreliable for launch.

We therefore shipped a deterministic model built on two predictable rules:

Shipped model 01

Active-screen first

Control defaults to the active device, eliminating explicit switching.

Shipped model 02

User override

Intentional input from another device immediately reclaims control.

North Star

Dynamic arbitration

As platform-level context awareness matures, arbitration can move from deterministic rules toward intent-aware orchestration across devices.

Shipping Roadmap

The north star was fully context- and intent-aware orchestration. Platform capability and reliability constraints, however, made dynamic arbitration too unpredictable for launch. We therefore shipped a deterministic model: control follows the active device, while explicit user input can always override it. As system intelligence matures, the model can progressively evolve toward dynamic arbitration.

From interaction model to sensory feedback

Working with the visual design team, the interaction principles were translated into visual feedback explorations for touch and pressure. The selected direction used inward attraction and elastic rebound to communicate contact, intensity, and completion before hardware integration.

01 — Water

Pressure encodes amplitude: a heavier touch displaces more particles, producing a stronger disturbance.

Physical reference: water surface

02 — Cloth

The inward pull gives touch a sense of physical grip; while elastic rebound communicates completion. Selected for prototyping.

Physical reference: cloth surface

03 — Light

A subtle peripheral light guides attention toward the touch point without demanding focus. Selected for shipping.

Physical reference: light and shadow
Light gesture states

Outcome

Impact 1

Shipping

Elevated to top-priority status on the product roadmap.

Impact 2

Cross-team

The framework informed cross-team platform decisions.

Outlook

Ecosystem

Established a shared interaction vocabulary for subsequent device work across the wider device ecosystem.

As devices multiply, interaction does not have to be more complex for the user—it should be coordinated by the system.

Next project

Galaxy XR App System

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