Photo by Hanna Alves
Mei led a 3-study research package spanning 2 quarters and 150+ participants. The product was a wearable accessory that silently controls smart glasses (with a visual display or audio-only feedback) using hand gestures like tapping and swiping.
Their findings reframed the core problem from fixable friction to a structural value gap. Leadership limited the release to a targeted market and defocused a planned audio-only pairing.
External Survey (n = 112) | Internal User Survey (n = 28) | Usability Interviews (n = 11)
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What was the motivation behind the product pairing push?
Executive leadership was intrigued by a proposed $300 standalone accessory pairing with an audio-only feedback experience, and needed directional answers on user interest before committing to a public Early Access release.
For users
Silent, discreet control without voice commands
For the business
A differentiated input across the competitive wearables market and a new standalone revenue line
The underlying assumptions
Users find discreet input for their glasses a major pain point
Users will find hand gestures via this accessory an innovative and compelling solution to this problem
Users will be willing to buy an additional standalone wearable accessory in order to solve their discreetness pain point
Research questions
Are users interested in a standalone release of this accessory to pair with audio-only glasses?
Are users who already have the accessory interested in an audio-only feedback mode for display glasses?
Can users understand, recall, and execute gestures that gate the sensing of inputs?
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↪ Sole researcher, 15 stakeholders, and test software that arrived on launch day
Mei's role
Sole UXR, end-to-end ownership of all 3 studies
Partnered with 7 product managers, 2 designers, 2 data scientists, 4 engineers across 3 separate teams
Led study design, recruiting, 11 lab sessions, quant and thematic analysis, reporting, and bug escalation
Delivered 3 reports plus a combined executive summary
The challenges
Too many owners: 7 product managers on different teams with competing priorities. Mei defined the problem space clearly for all parties, even where no satisfying solution existed yet.
Software not ready: Launch day software, no dry runs, and a mid-study gesture conflict bug. Mei caught unnoticed issues live, helped engineers fix them fast, and scored blocked tasks with explicit caveats.
Competitive timing: Executives requested compressed reporting from 2 weeks to 1 to rush the early access release alongside a rumored competitor launch, with the accessory positioned as our differentiator. Mei prioritized analysis so a defensible topline was ready first.
Photo by Guilherme Simão
↪ Surveys
Goal of this research
Directionally inform leadership on user interest in a standalone hand gesture input product that would pair with pre-existing audio-only device experiences, which would be unveiled with a public Early Access release.
External Survey (n = 112)
Display glasses owners with accessory experience (n = 54) vs audio-only glasses owners without accessory experience (n = 58)
2 variations of 10 - 12 question mixed quant / qual concept surveys measuring perceived value and buy/use intent (5 pt unipolar scales, target ≥ 4.0 mean with 95% CI)
4 sections: intro to product concept, current device usage patterns, concept evaluation, anticipated use of product concept
Reasoning behind the method
Initial decision was a go/no-go on market viability, the design questions would come later in the process. We wanted to know “how many” and “how much” for a defined population.
Pros: Quantified demand across segments before software investment, large enough sample size for CIs and margins of error which can help leadership understand risk/reward of investment with defensible margins.
Cons: Concept based, user stated intent can overestimate purchase behavior. Also can’t fully diagnose reasoning behind purchase intent (or lack thereof). These risks were mitigated by triangulating within lab observation and internal testing in later studies.
Internal User Survey (n = 28): Advanced internal display users, critical user journey task success recorded via 4 at home tasks measured against internal benchmarks
Usability Interviews (n = 11): Mixed experienced and new users of wearable accessory, observed critical user journey task success and sentiment of audio-only experience in 45 - 60 min lab sessions
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"It felt like a combo move in a video game, where you have to get every move right."
- interview participant, accessory owner
The input gate, not the gestures, was the bottleneck
Users understood individual gestures (4.70 ± 0.30 on understanding during interviews), but consistently forgot to open sessions, lost track of session state, and couldn't chain gestures within the 5 seconds time limit.
Without a visual via display, users lost the feedback loop
Half of interview participants couldn't tell when sessions were open, and a majority missed the session timeout signal. Quiet audio cues and no visual confirmation inflated perceived complexity of interactions.
The value gap was structural, not fixable gesture friction
34% of users activate music as their first action, but only 14% anticipated using the proposed accessory for that feature (voice already covers users’ needs at 73% activation rate). Non-owners’ purchase intent ceiling was 3.07 ± 0.35 in external surveys, before even trying the product pairing.
Photo by CRISTIAN CAMILO ESTRADA
Takeaway
Mei's reporting gave leadership rigor and directionality, defining the problems users actually have and the realistic market size.
What was assumed
A discreet hand gesture based accessory can sell as a standalone product at ~$300, with an audio-only feedback pairing worth executive sponsorship.
What we found
Use cases were more niche than proposed, and the realistic market of a standalone product was only ~22% of audio-only glasses owners
What was decided
The standalone accessory was released to a limited, targeted market. Teams continued investment in an audio-only feedback mode for users who already owned the accessory. Leadership defocused the push for the audio-only glasses and accessory pairing as the differentiator against the competitor.
Downstream wins
Gesture conflict bug escalated as top pre-release quality issue, fixed by engineering
Session durations for music interactions (the most complex combinations) were increased from 5 to 10 seconds
Audio signals for session start / end were reworked to be more distinct and recognizable
Flagged risk for proposed ~$300 price point, follow-up studies coordinated with marketing research
Want more information on this case? Due to NDAs, more technical details are only available by request - please reach out to Mei directly.