YUJIE
Case Study 01 Wearable Input System / 2026

Input Fluency across Devices

Gesture interactions as a continuous system, not bounded by devices

Input Fluency across 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, 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:

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 shipping roadmap.

Collaborators
Designers, Prototypers, Engineers

Cross departments, e.g., UX, Engineering, Research, Product Planning, etc. Cross company collaboration: Google

Platforms
Android platform, Galaxy ecosystem
Outcome
Shipped for Galaxy displayless glasses P1 feature

Aiming for P0 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

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 Meta Ray-Ban Display, 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

A gesture system operates across an ecosystem of devices — watch, ring, 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.

System Architecture

A cross-device gesture system composes of three main components, i.e., input, interpretation, and output. Together, these form a continuous interaction system rather than a collection of device-specific interfaces.

  • A shared input model that encodes user intent.
  • A set of interaction primitives that remain consistent across contexts.
  • A device-aware execution layer that adapts interaction to available capabilities
  • Input
    Physical

    Touch, gesture, motion

    Signals from glasses, watch, ring, and phone.

    Environmental

    Context and space

    Spatial, environmental, and situational cues.

    Physiological

    Biosignals and EMG

    Body-state signals that supplement explicit control.

    Interpretation
    Layer 01

    Signal processing

    Normalize raw sensor streams into usable data.

    Layer 02

    Intent resolution

    Translate activity into likely user intent.

    Layer 03

    Context awareness

    Evaluate environment, task state, and availability.

    Layer 04

    Adaptive mediation

    Route execution to the lowest-cost output channel.

    Output
    Endpoint 01

    Audio / Haptics

    Ambient feedback for low-attention moments.

    Endpoint 02

    Spatial UI

    Glasses-based interfaces when space adds value.

    Endpoint 03

    Screen UI

    Phone and watch surfaces for precise control.


    Further with the help of AI and strengthened contextual awareness, this continuous interaction model ensures seamless communication across devices: signals are captured across devices, interpreted through a shared intelligence layer, then expressed through the interface best suited to the moment.

    For how gesture evolves in an context-aware system, how intent is inferred from environmental and physiological signals, and how interaction dynamically shifts across context, visit the related project Context-aware Gesture.

    context-aware-gesture thumbnail

    Interaction system: One input model. Four interfaces.

    Single input model forms the foundation of the system—each mapped to a consistent semantic meaning across all devices. Under galaxy eco-system, four devices leverage their unique native capabilities.

  • Glasses — Ambient and contextual interaction via touchpad and CV-based gestures.
  • Watch — Structured navigation through a continuous 2D control surface.
  • Ring — Subtle, low-effort input for quick confirmation and dismissal.
  • Phone — High-precision control for extended and complex tasks.
  • Gesture Frameworks

    To design a unified gesture system, we first needed to establish a consistent gesture language that could operate across devices. This involved defining a set of core principles to guide the design of gestures, ensuring they were intuitive, learnable, and adaptable to different contexts.

  • Social Acceptance — User would only adopt gestures that are socially acceptable and align with their expectations and cultural norms.
  • Intuitiveness — Gestures should feel natural and easy to understand to reduce cognitive load.
  • Consistency — The consistent gesture maps to the same intent across all devices, e.g., a swipe to navigates across all touch surfaces.
  • Generalizability — Gestures must extend across use cases. Exceptions are risking introducing confusion and extend user learning curve.
  • Through iterative testing and refinement, a core set of four interaction primitives were identified.

  • Single Tap — A single touch or press for quick confirmation or selection.
  • Double Tap — Opposed to a single tap as a dismissal gesture command.
  • Hold — Sustained contact for invoking secondary actions or modes.
  • Swipe — Directional movement for navigation and browsing.
  • Glasses Phone Watch Ring EMG
    Band
    Touchpad CV Touchpad Touchpad IMU Touchpad IMU North Star
    Confirm/
    Pause
    TapTap PinchPinch TapTap TapTap PinchPinch TapTap PinchPinch PinchPinch
    Dismiss/
    Back
    Dbl TapDbl Tap Dbl PinchDbl Pinch Dbl TapDbl Tap Dbl TapDbl Tap Dbl PinchDbl Pinch Dbl TapDbl Tap Dbl PinchDbl Pinch Dbl PinchDbl Pinch
    Cardinal UI
    Navigation
    SwipeCardinal swipe SwipeCardinal swipe SwipeCardinal swipe SwipeCardinal swipe SwipeCardinal swipe
    AI
    Invocation
    Tap + HoldTap + Hold Pinch HoldPalm up
    Pinch Hold
    Tap + HoldTap + Hold Tap + HoldTap + Hold Tap + HoldTap + Hold Pinch Hold*Palm up
    Pinch Hold

    Trade-offs: Where the ideal met its constraints

    Principled selection isn't enough on its own. Variation in users, sensing noise, and hardware limitations introduce ambiguity — making some gestures unreliable when deployed. More real-world considerations include:

    Availability

    Availability

    Not all gestures are supported on every device today.

    Reliability

    Reliability

    Higher frequency actions are assigned to more reliable inputs.

    Adaptability

    Adaptability

    Gestures must adapt across different form factors and learning curves.

    Comfortability

    Ergonomics

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

    Trade-offs for 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%.

    Device arbitration model

    Interaction is not statically assigned to devices. Instead, the system dynamically arbitrates where and how input should be executed. When multiple input devices are active simultaneously—watch, ring, and phone—input conflicts become inevitable. Without a clear arbitration model, cross-device input breaks down. The system resolves control through simple, predictable rules:

    Baseline

    Active-screen first

    Control follows the waked device, eliminating the need for explicit switching.

    Baseline

    User override

    Any device can reclaim control through intentional input, without entering modes or settings.

    North Star

    Dynamic arbitration

    With help of platform support and contextual aware capability by AI, arbitration is handled at the system layer, so individual applications remain consistent and smartly orchestrated.

    System in Practice: Applying the model

    The system was validated through three scenarios—each across four devices, glasses, watch, ring, and phone — designed to stress a different dimension of the input model:


    Core UX flow: Messages — find and navigate notifications, open thread, quick reply

    Messages — Navigating structure and depth

    Cardinal swipes on glasses touchpad, watch and mobile screens, and Thumb cardinal swipe on rings to navigate a notification list. This scenario tests whether a directional input model can scale across multi-level structures without introducing additional gestures.

    Core UX flow: Invoke AI — invoke, query, pause/resume, end session

    AI Invocation — Managing session lifecycle

    Consistent long tap across different device surfaces or buttons to initiates the AI agent, while single tap/press-based gestures control pause, resume, and exit. This scenario tests whether a minimal gesture set can support a full interaction lifecycle—entry, control, and exit—without relying on voice input.

    Core UX flow: Media control — play, change volume, skip songs

    Media Control — Differentiating parallel actions

    Swipes and multi-finger swipes are used separately to control track navigation and volume. This scenario tests whether input can support parallel actions without gesture collision or ambiguity.

    Visual feedback exploration— designing the feel of touch

    The gesture vocabulary was translated into concrete watch UI and touchpad feedback before any hardware integration. Each expression was designed to be readable at wrist-glance speed, without additional instruction.

    Direction 01 — Water

    Contact creates a ripple that spreads outward from the touch point, weakens over distance, and fades over time. Pressure encodes amplitude: a heavier touch displaces more particles, producing a stronger disturbance.

    This metaphor makes touch duration and intensity readable at a glance — which matters when the watch face is the only feedback channel for what the glasses are doing.

    Physical reference: water surface
    Water gesture states

    Water-based particle response: ripple expansion on contact, pressure amplitude, fade-over-time on release.

    Direction 02 — Cloth

    Touch pulls nearby particles inward toward the contact point — creating a local depression — then springs them back on release with elastic rebound. Where water felt expansive and ambient, cloth felt precise and responsive.

    The inward pull gives touch a sense of physical grip; the spring-back communicates completion. In testing, users described cloth as feeling more "intentional" — the stronger candidate for production, with the highest legibility across all six gesture states.

    Physical reference: cloth surface
    Cloth gesture states

    Cloth-based particle attraction and elastic rebound — the direction selected for hardware prototyping.

    Outcome

    This work establishes input as a distributed system rather than a device-bound interaction. A single, consistent input model can extend across glasses, watch, ring, and phone—allowing interaction to remain coherent as it moves between surfaces.

    More importantly, it reframes input fluency as a system design problem: as devices evolve, the user's mental model no longer needs to.

    The work was elevated to a P0 priority on the shipping roadmap for display glasses. The framework influenced cross-team platform decisions and established a shared gesture vocabulary used as a reference for subsequent device work across the Galaxy ecosystem.

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

    Next project

    Distributed App Experiences

    View case study

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