HoloLens 2 discontinuation practically ends Microsoft’s Mixed Reality vision

There was a time, before today’s AI rush, when anyone and everyone seemed to be going all in on eXtended Reality or XR, the umbrella term for AR, VR, and mixed reality all smashed together. Now it seems that Meta and Apple, the latter with its self-branded “spatial computing” platform, are the only big players left in this field. HTC Vive, like its smartphones, has silently gone into the background, and Valve’s SteamVR and Index headset have taken a backseat to the Steam Deck. Now another big name in that is practically calling it quits, regardless of any lingering ties and commitments. Microsoft has reportedly discontinued its remaining mixed reality headset, the HoloLens 2, and in doing so puts the final nail in the coffin of a virtual experience that was already on life support for a long time.

Designer: Microsoft (via UploadVR)

It probably surprises no one that the HoloLens 2 is on its way out. It’s a five-year-old device that sported advanced features no one else had back in 2019 but has been surpassed by modern headsets since then. Without any successor, however, it’s clear that Microsoft has other plans, ones that no longer involved the enterprise, nor the mixed reality experience that it made available to the public.

Microsoft actually announced late last year that its Windows Mixed Reality (WMR) platform was being deprecated, so the writing has been on the wall ever since. This mixed reality platform, launched back in 2017, predated Apple’s visionOS but practically promised the same virtual computing experiences in real-world space. Of course, the technology back then wouldn’t be able to hold a candle to today’s Vision Pro, and Microsoft quickly learned that its HoloLens and WMR aren’t going to fly with consumers who can’t even afford the headset. It has, since then, pivoted to the enterprise market, targeting industrial and field workers, training scenarios, and the like.

According to the report, the HoloLens 2, the current and last iteration of that hardware, has gone out of production, so the moment supplies run out, that will be it for the headset. It will remain supported until December 2027, perhaps to honor Microsoft’s existing enterprise contracts. That said, it hasn’t completely turned its back on extended reality, but its focus will be on the militarization of the technology, which means custom experiences that won’t be available to the public. And that will last for only as long as the US Army is interested in that technology.

Microsoft’s exit from the XR market is perhaps yet another sign of this industry’s ailing health. Although the Apple Vision Pro generated plenty of hype, its prohibitive price tag has made it less of a commercial success. In the meantime, Meta more or less remains at the top and continues to try its luck with new designs that could bring this technology to even more people. Even Microsoft has put its XR eggs in the Quest basket, making its Office suite and Xbox Cloud Gaming available there, which in turn, made its own XR platform really pointless. But with even fewer stakeholders, XR runs the risk of becoming a monoculture where only one company dictates the kind of experiences you’ll have in the Metaverse and beyond.

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TikTok’s Parent Company ByteDance is launching a Mixed Reality Headset to battle Meta

Meta has a monopoly on both social media as well as virtual reality headsets, but not for long because TikTok’s parent company ByteDance is coming to the hardware space with its first mixed reality headset too. The creator behind the world’s most popular (and even polarizing) social media app just acquired XR company Pico, and is planning on launching a headset under its newly acquired sub-brand. The Pico 4S (or 4 Ultra in some countries) is an upgraded version of its predecessor, notably with pronounced pass-through cameras on the front of the headset, redesigned controllers, and a pair of wearable wrist-band sensors for non-controller hand tracking. How the Pico 4S ties into ByteDance’s broader approach towards cornering the VR market is unclear, but then again, Spatial Computing was a total rage last year. Does it mean TikTok could turn more immersive? Or maybe ByteDance has other plans…

Designer: ByteDance

One of the most significant changes in the Pico 4S is the inclusion of a stereoscopic pair of cameras at the front. This upgrade is likely to enhance the pass-through experience, allowing for a more immersive and responsive mixed-reality interaction. The cameras are positioned within a slightly revised front glass design, which still retains the familiar look of the Pico 4. The rear-mounted battery, a feature praised for improving weight distribution and comfort during extended use, remains a part of the design. This thoughtful approach to ergonomics, combined with the new camera system, shows ByteDance’s commitment to refining user experience without drastically altering what worked well in the previous model.

Another addition to the Pico 4S is the set of two wrist straps designed to enhance hand tracking. These straps, equipped with sensors, are expected to offer greater flexibility and precision in scenarios where handheld controllers may not be necessary or desirable. The wrist straps, which appear to be detachable, add a new dimension to the device’s versatility. This feature, coupled with the ring-less controllers that closely resemble those of the Pico 4, suggests that the Pico 4S will be well-suited for a wide range of applications, from gaming to more professional mixed reality tasks.

Under the hood, the Pico 4S is rumored to be powered by the Snapdragon XR2 Gen 2 chipset, the same processor found in the Meta Quest 3. This is a notable upgrade from the Snapdragon XR2 Gen 1 used in the Pico 4, promising improved performance and efficiency. Paired with 12 GB of RAM, the Pico 4S is expected to handle demanding mixed reality experiences with ease. The display specifications, likely to mirror those of the Pico 4, include dual 2.56-inch 2160 x 2160 LCD screens with a refresh rate of up to 90 Hz. The motorized inter-pupillary distance adjustment, a feature that simplifies customization for individual users, is also expected to make a return, further enhancing the user experience.

Despite these advancements, the overall form factor of the Pico 4S remains compact and lightweight, ensuring that it will continue to be a comfortable device for extended sessions. The inclusion of spatial audio via in-built speakers and the continuation of motorized inter-pupillary distance adjustment are features that contribute to the headset’s user-friendly design. While the Pico 4 initially faced limited availability outside of Europe and East Asia, its positive reception and expanded availability suggest that the Pico 4S may also see a broader release, possibly entering the competitive US market.

The Pico 4S is poised to challenge the Meta Quest 3 (and even the rumored Quest 3s) with its combination of refined design, enhanced technical capabilities, and thoughtful features aimed at improving user comfort and interaction. As the mixed-reality market continues to grow, the competition between these two headsets will likely drive further innovation, ultimately benefiting consumers looking for more immersive and accessible mixed-reality experiences.

Images via OnLeaks & AndroidHeadline

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Logitech MX Ink stylus for Meta Quest gives creators a new tool for mixed reality

Mixed reality platforms, or spatial computing as Apple calls it, try to seamlessly blend digital objects into the real world, but that illusion quickly breaks down when it comes to manipulating those virtual pieces directly. Yes, tapping on buttons in thin air or pinching the corner of floating windows might feel a little natural, but creating content, especially 2D and 3D objects, is less believable when all you have are two “wands” in each hand. For decades, the stylus has been the tool of choice of digital artists and designers because of its precision and familiarity, almost like holding a pencil or paintbrush. It was really only a matter of time before the same device came to mixed reality, which is exactly what the Logitech MX Ink tries to bring to the virtual table.

Designer: Logitech

The Logitech MX Ink is practically a stylus designed to work in virtual 3D space, but while that description is simplistic, its implications are rather world-changing. It means that creators no longer need to feel awkward about waving around a thick wand, making them feel like they’re playing games more than painting or modeling. Artists, designers, and sculptors can now use a more convenient and intuitive tool when moving around in mixed reality, bolstering not only their productivity but also the quality of their work. Admittedly, the MX Ink is bulkier and heavier than most styluses, closer to a 3D printing pen than an Apple Pencil, and drawing on air is still going to feel unnatural at first, but it’s significantly better than even drawing with your finger.

What makes Logitech’s implementation a bit more special is that it works in both 3D and 2D spaces. The latter means that you can still draw on a flat surface and feel the same haptics and pressure sensitivity as a Wacom stylus, for example. This means you can easily trace over a sketch or blueprint on paper and bring that up to a 3D space for fleshing out. Or you can paint artistic masterpieces on a physical canvas without actually leaving any mark on the paper.

The MX Ink is a standalone product, but Logitech is also offering optional accessories to further reduce the friction of working in mixed reality. The MX Mat offers a low-friction surface for drawing with the stylus in 2D, though the MX Ink can actually work on most flat surfaces anyway. The MX Inkwell is a stand and wireless charging station for the device, letting you simply lift it from the dock to start drawing and then put it back without having to worry it won’t be charged and ready for your next work session. Without the MX Inkwell, the stylus will have to charge via a USB-C connection, and Logitech doesn’t even ship a cable with it.

As promising as this new creativity tool might sound, its use is limited to the Meta Quest 2 and Quest 3 headsets, ironically leaving the Quest Pro out of the party. This is boasted to be the first time the Quest headsets support more than two paired controllers at the same time, which means you can connect the MX Ink and simply switch between it and the regular Quest controllers without having to reconfigure anything every time. The Logitech MX Ink goes on sale in September with a starting price of $129.99.

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Mixed Reality Binoculars help Children see the World in a Different, More Creative Way

We all know how glued children are to screens lately. In such times where children are often immersed in the digital realm, it’s imperative to find innovative ways to encourage them to go outside in the real world and explore. The BINO mixed reality (MR) device emerges as a solution, seamlessly connecting the virtual and real worlds, empowering the ‘IPad kids’ to explore their surroundings with curiosity.

Designer: Joon-Yeol Bae

The increasing use of electronic devices from an early age has confined children’s worlds to screens. This digital immersion raises concerns about the limited physical activity vital for their holistic development. To address this challenge, BINO aims to redefine the concept of play by expanding children’s playgrounds beyond screens.

Curiosity serves as the driving force for children to explore and question the world around them. BINO is designed to engage and satisfy children’s curiosity actively, promoting physical activity as a natural byproduct of exploration. By igniting interest through playful activities, the device strives to contribute to healthier and more active lifestyles for children. It is a revolutionary MR device that serves as a companion for curious children, seamlessly connecting the virtual and real worlds. It features two lenses – a normal lens and a wide-angle lens – allowing children to observe close and distant subjects.

Features of BINO:

Photo & Video:

The device enables children to capture and preserve their exploration moments through photos and videos. It captures various moments encountered in nature or the city center, including plants, animals, transportation devices, and various objects, allowing them to cherish these memories and fostering a sense of connection with the real world while learning.

Built-in Projector:

BINO has a built-in projector, allowing children to share their recorded adventures and moments throughout the day with family without needing an additional display. It enhances the collaborative aspect of exploration.

AI Interaction:

BINO acts as a responsive companion, answering questions and explaining the world as children experience it as a blend of the real and virtual worlds. This AI interaction ensures that children maintain interest and curiosity throughout their adventures.

Constellation Exploration:

Through the MR device, the night sky comes to life with an illuminated display of numerous stars. This constellation feature enhances the immersive experience, making every exploration unique. I believe if we were taught constellations like this, I’d know them better!

BINO challenges the norms of traditional MR devices that require wearing hardware on the head or body. By seamlessly connecting virtual and real experiences in a flexible and natural way by eliminating the need for continuous wear, it breaks free from the limitations of confined spaces, enriching the stage of virtual and real interactions. This flexibility expands spatial experiences, allowing users to navigate both realms and the space where they converge.

 

Considering the target audience of children, the device prioritizes safety with soft mesh cushions and a detachable strap for easy portability. It also has a very visually cute form The design incorporates smooth curved surfaces to ensure a secure and enjoyable experience.

BINO emerges as a groundbreaking MR device designed to encourage outdoor exploration among children. By seamlessly connecting the virtual and real worlds, it not only satisfies children’s curiosity but also promotes physical, intellectual, and emotional growth. In a world increasingly dominated by screens, BINO is a beacon of innovation, bridging the gap between digital curiosity and real-world exploration for the next generation.

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Mixed Reality Binoculars help Children see the World in a Different, More Creative Way

We all know how glued children are to screens lately. In such times where children are often immersed in the digital realm, it’s imperative to find innovative ways to encourage them to go outside in the real world and explore. The BINO mixed reality (MR) device emerges as a solution, seamlessly connecting the virtual and real worlds, empowering the ‘IPad kids’ to explore their surroundings with curiosity.

Designer: Joon-Yeol Bae

The increasing use of electronic devices from an early age has confined children’s worlds to screens. This digital immersion raises concerns about the limited physical activity vital for their holistic development. To address this challenge, BINO aims to redefine the concept of play by expanding children’s playgrounds beyond screens.

Curiosity serves as the driving force for children to explore and question the world around them. BINO is designed to engage and satisfy children’s curiosity actively, promoting physical activity as a natural byproduct of exploration. By igniting interest through playful activities, the device strives to contribute to healthier and more active lifestyles for children. It is a revolutionary MR device that serves as a companion for curious children, seamlessly connecting the virtual and real worlds. It features two lenses – a normal lens and a wide-angle lens – allowing children to observe close and distant subjects.

Features of BINO:

Photo & Video:

The device enables children to capture and preserve their exploration moments through photos and videos. It captures various moments encountered in nature or the city center, including plants, animals, transportation devices, and various objects, allowing them to cherish these memories and fostering a sense of connection with the real world while learning.

Built-in Projector:

BINO has a built-in projector, allowing children to share their recorded adventures and moments throughout the day with family without needing an additional display. It enhances the collaborative aspect of exploration.

AI Interaction:

BINO acts as a responsive companion, answering questions and explaining the world as children experience it as a blend of the real and virtual worlds. This AI interaction ensures that children maintain interest and curiosity throughout their adventures.

Constellation Exploration:

Through the MR device, the night sky comes to life with an illuminated display of numerous stars. This constellation feature enhances the immersive experience, making every exploration unique. I believe if we were taught constellations like this, I’d know them better!

BINO challenges the norms of traditional MR devices that require wearing hardware on the head or body. By seamlessly connecting virtual and real experiences in a flexible and natural way by eliminating the need for continuous wear, it breaks free from the limitations of confined spaces, enriching the stage of virtual and real interactions. This flexibility expands spatial experiences, allowing users to navigate both realms and the space where they converge.

 

Considering the target audience of children, the device prioritizes safety with soft mesh cushions and a detachable strap for easy portability. It also has a very visually cute form The design incorporates smooth curved surfaces to ensure a secure and enjoyable experience.

BINO emerges as a groundbreaking MR device designed to encourage outdoor exploration among children. By seamlessly connecting the virtual and real worlds, it not only satisfies children’s curiosity but also promotes physical, intellectual, and emotional growth. In a world increasingly dominated by screens, BINO is a beacon of innovation, bridging the gap between digital curiosity and real-world exploration for the next generation.

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Mixed reality headset bucks design trends for a complete audiovisual experience

Thanks to the Apple Vision Pro, mixed reality is back in the news along with the hardware that will enable people to experience them. We have yet to hit the Holy Grail of headset design that will allow people to wear these devices on their heads for long periods, but brands like Apple and Meta definitely have that goal in their sights. MR headsets are getting lighter and slimmer, but that will always come at the cost of sacrificing some functionality that has to be offloaded to some other product you will have to buy and use separately. This concept design, however, goes in the other direction and tries to actually include everything you need for a more believable mixed reality experience, including the oft-neglected audio for your ears.

Designer: Dohyuk Joo

It’s harder to fool the eyes, which is why most of the focus in developing these mixed reality headsets is on the optics. But we don’t experience the real world with just our eyes, and a more immersive virtual world will also need to do more than just feed us visual data. Just like in the real world, audio is either taken for granted or at least takes second place only, but this headset design tries to balance the scales, even if it means going back to the days of bulky headsets.

WavVision, whose name tries to embody the combination of sound and sight, attempts to be an all-in-one mixed reality solution for our eyes and our ears. In a nutshell, the headset includes over-ear headphones to deliver audio, particularly spatial audio, that would complete the immersion of existing in a virtual space. This wouldn’t be the first headset to attempt that combination, but it is definitely one of the few that make it painfully obvious. The Meta Quest 3, for example, does have built-in speakers but uses an open-ear design that simply directs the audio waves toward your ear.

In addition to having over-ear cups built into the design, the very form and construction of WavVision go against the dominant trend in this niche market. The frame is made from thick steel plates bent to loosely follow the shape of the head. It’s a material that suggests quite a bit of weight and sharpness, which is the opposite of what headsets today are aiming for. It gives the design a distinct industrial aesthetic, which is intentional but also questionable.

One of the reasons why headsets don’t include dedicated headphones is because the audio experience could probably be delivered by more dedicated hardware that’s specially designed for performance as well as comfort. Building that part into the headset only weighs the product down, both literally as well as in terms of costs. Conversely, an integrated design ensures a unified appearance and, at least theoretically, a more complete experience. Admittedly, few of the mixed reality brands today seem to be paying that much attention to the audio aspect, but if Apple will be playing this game for long, it will undoubtedly dip its toes in that area sooner or later.

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Mixed Reality Magnifying Glass for Kids Shows the World in a Different Light

When people talk about augmented or mixed reality, they most likely imagine strapping bulky visors to their heads and blocking their eyes. Although that is definitely the primary way to experience an immersive fusion of the physical and the digital, mixed reality actually goes beyond living in virtual worlds or seeing apps floating in front of you. You could, for example, point your smartphone somewhere in the real world and see a glimpse of digital information through that small window. Limited as that experience might sound, it can actually open up a whole new world to discover, especially if it allows children to learn more about the world they live in, giving them access to flora and fauna that they would have never encountered in the wild.

Designer: Junwoo Lim

To a child’s eyes, the world is both magical and mysterious, and that’s just for the things they can actually see. Our planet has a lot more treasures and oddities than they could possibly imagine, but most of them are out of reach due to urban development and safety considerations. At most, kids can learn about them through books, videos, and other flat media that, while informative, lack the proper context that young minds need to truly appreciate the scale of these earthbound creatures.

Mono is a mixed reality device concept that unlocks that world and allows kids to not only learn but also enjoy discovering these nuggets of knowledge in a way that doesn’t take them away from their current environment. Using mixed reality technologies, the gadget overlays virtual creatures like insects and animals on top of real-world objects, making them look like they’re actually there on the roof or in your hand. This allows kids to see them in their proper scale, observe their natural movement, or even see them interact with each other, all while still having access to additional text information layered on top of this view.

The device comes in a design that looks like a toy magnifying glass, an object that has long been associated with exploration and discovery. Instead of a transparent lens, it has a camera on one side and a screen on the other. Theoretically, the user can put the screen close to their eye the same way they would use a real magnifying glass, though that raises questions about the safety of that method. The controls for the device are simple enough for a child to understand, including a single button for power and a slider for zooming in and out to understand the scale of the creature being observed.

The Mono concept design tries to fill in an educational need for kids to learn more about the world in a safe and engaging environment, but without weighing down their heads with headsets. It demonstrates how mixed reality can be more than just an entertainment medium or a productivity tool for adults, but something that kids can also benefit from. A magnifying glass design definitely carries that exploration vibe, though it’s questionable whether it’s an appropriate one given how kids are likely to put the screen right in front of their eyes.

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Visor mixed reality headset promises a more accessible Apple Vision Pro

Although it’s definitely the latecomer, Apple is unsurprisingly stirring up a storm with the launch of the Vision Pro. Mixed reality, or spatial computing as Apple named it, is en vogue once again, and many companies are making a lot of noise to demonstrate how they’ve been playing the game long before the Vision Pro was even announced. That boast comes with the implication that they can offer a better experience and a more accessible product, like this visor-like Visor headset that’s trying to be a better Vision Pro than the Vision Pro with a more open platform, a more stylish design, and most importantly, a more affordable price tag.

Designer: Immersed

Although the Apple Vision Pro is definitely more stylish than other mixed reality headsets, it’s still a headset that leaves nothing to the imagination about what you’re wearing or doing. Visor, on the other hand, looks more like its namesake, at least outwardly. Despite the spectacle-like design, it actually bears 4K micro OLED displays per eye, a lot more than what the Visor Pro boasts. And yet the headset itself manages to weigh only 200g, more than half what the Meta Quest 3 weighs. And yes, it has an external battery to help keep the weight down.

Beyond just the design of the device itself, the Visor offers a completely different experience from the likes of the Vision Pro or even the new Xreal Air 2 Ultra that was announced at CES 2024 earlier this month. It neither runs its own operating system nor does it just mirror the screen of a computer. Instead, it harnesses Immersed’s mixed reality software that it has been developing for years that practically gives you virtual monitors spread across your vision, resulting in a wider field of view compared to the common smart glasses implementation.

What this means in practice is that you can keep on using the software and operating system you’re already familiar with without any limitations. In fact, Immersed says it won’t even block attempts to make SteamVR work with its device, even though its focus is more towards productivity and professional use. Visor doesn’t even have an app marketplace, but it will release development tools for sideloading apps later on.

If Visor’s $399.99 price tag sounds too good to be true, that’s because it somewhat is. That cheap figure actually requires you to also buy a “Membership Plus” subscription that will cost $59.99 a month for 12 months or $39.99 for 24 months. The good news is that you won’t lose access to the basic features of the device if you decide not to renew after that period. Alternatively, you can buy the device alone for a full $999.99, without any of the extras, which is still a lot cheaper than the Apple Vision Pro. Whether it can deliver all these promises, however, is something we’ll have to see in due time, no pun intended.

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Apple Vision Pro Air Typing experience takes a small step toward usability

It’s truly mind-blowing to see virtual objects floating before our eyes, but the magic and illusion start to break down once we try to manipulate those objects. Input has always been a tricky subject in mixed reality, either because we can’t see our actual hands or we can’t feel what we’re supposed to be touching, which is physically nothing. Until the perfect haptic feedback gloves become a reality, we have to make do with tricks and workarounds to make input less awkward and more convenient. That’s especially true with typing on air, and Apple is apparently using some special techniques to offer a more usable experience on the Vision Pro mixed reality headset.

Designer: Apple (via Brian Tong)

Apple’s first teaser for the Vision Pro headset and visionOS platform didn’t show typing of any sort. It focused, instead, on icons, windows, and menus, virtual 3D objects that are easier to interact with using hand gestures. Of course, sooner or later you will be faced with the need to input text, and the usual method of voice recognition won’t always cut it. visionOS, fortunately, does include a virtual floating keyboard like other VR systems, but the way you use it is quite special and, to some extent, ingenious.

For one, you can interact with the keyboard like you would any part of the Vision Pro’s interface, which is to look at the UI element to focus on it and then use hand gestures. In this case, pinching a letter is the equivalent of selecting it, just like what you’d do for menu items or icons in visionOS. It makes the gesture grammar consistent, but it’s also an awkward way to type.

You can also “peck” at the keys with your fingers, making you feel like you’re typing on air. The difference that the Vision Pro makes, however, is that it tricks your eyes into believing you’re actually pressing down on those keys. Thanks to Apple’s flavor of spatial computing, hovering your real-world finger on a virtual key makes that key glow, and tapping on it results in an animation that looks like the key is actually moving down, just like on a real keyboard. There’s also a haptic sound, similar to the clicking sound effect you’d normally hear on an iOS virtual keyboard, to complete that audiovisual illusion.

Of course, your fingers aren’t actually hitting anything physical, so there’s still a disconnect that will probably confuse your brain. The visual effect, which is really only possible thanks to spatial computing, is still an important step forward in helping our minds believe that there’s a “real” three-dimensional object, in this case, a keyboard, right in front of us. It’s not going to be the most efficient way to input text, but fortunately, you can connect a wireless keyboard to the Vision Pro and you’ll be able to see your actual hands typing away on it.

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Modular mixed reality goggles aim for a fusion of fitness and fashion

Smart eyewear is back in fashion, especially thanks to Apple finally announcing the Vision Pro. Although its design pretty much still falls under the “headset” category, the ultimate goal of many of these wearables is to be as inconspicuous are regular spectacles or sunglasses as possible. Easier said than done, of course, especially when you need to cram plenty of electronics in such a small space. There are advancements in that area, of course, to the point that it might be possible to fit almost all the necessary components on or near the lenses. That kind of technology will open the doors to a wider variety of wearable designs, including one where you can swap frames to be as sporty or as classy as you need your mixed reality eyewear to be.

Designers: Ben Melvin, Jo Barnard, Dan Lloyd, Harry Mason (Morrama)

There are actually quite a number of designs for smart eyewear, depending on how complicated they need to be. Some include more complex computers and the usual design involves a headband that you wear around your head. Others simply mirror the screen from your phone or computer, so they can just look like overgrown sunglasses. But if you can settle for something even simpler, you might be able to condense everything around the lenses so that the frame is really just a frame, one that you can even replace more easily than with prescription glasses.

Morrama Issé is a concept for mixed reality eyewear that takes advantage of such a design by making the lenses and the frame two connected but independent pieces. The lenses are not your average pair and look more like sports visors. The rim of the visor is quite thick which is where all the electronics will be hidden. In other words, the visor can function on its own without the frame, and the frame only provides the structure that will hold the visor up on the wearer’s face.

This means that the frames are interchangeable, letting the wearer choose the style of the frame depending on where they want to wear the mixed reality goggles. These can be rugged or elegant, at least as elegant as possible considering the rather thick frame required to support the weight of the visor part. More importantly, however, the frames can be made using more sustainable and recyclable materials since this part usually has a shorter lifespan.

The Morrama Issé design is no Minority Report or Tony Stark, and you will still look conspicuous if you will be wearing such eyewear in public. Of course, the primary use case for the wearable will be for fitness, where the goggles will provide the relevant biometrics and information that people need when training or exercising. It’s pretty much the same data that your smartwatch would show, except it will always be within your field of vision. Not everyone will find the aesthetic that pleasing, but Issé’s innovation is how it is able to envision a more modular approach to designing mixed reality eyewear, especially with a bent towards more sustainable options.

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