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Rationale:The Design Practice of Matt Hanson
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05/ 09ERA · LEADER2023 — 2025

Orion

Meta’s first true AR glasses, in a regular glasses form factor. Senior Design Manager across the multi-team scope behind the Day-1 use cases shown at the September 2024 unveil.

01

UNVEIL · SEPT 2024

The form factor breakthrough

Meta unveiled Orion in September 2024 — “the most advanced pair of AR glasses ever made,” and the first to look and feel like a regular pair of glasses. Transparent lenses, ~70° field of view, EMG wristband for input, holographic displays. The form-factor breakthrough is the headline.

I was Senior Design Manager across a large, deliberately ambiguous scope — multiple teams, managers, and Day-1 use cases. Less “lead one thing” than “hold the through-line across many,” toward the experiences Meta showed publicly: asking the glasses for a recipe from what’s in the fridge, adjusting a family calendar while doing dishes, taking hands-free video calls.

Meta Orion AR glasses press photo
FIG. 01Meta Orion · official press photo · Meta

The Day-0 launch slate · 2021 — 2022

Orion Day-0 launch slate hero
FIG. 02Building the Day 0 launch slate for AR Glasses · chess at a café, EMG wristband, an avatar table conversation, the form factor reveal

AR Glasses · Experience Studios · seven verticals

Orion Experience Studios surface tiles
FIG. 03Surface taxonomy · Games / Lifestyle / Labs / Creative Tools / Media / Productivity / Discovery

Mobile groundwork · the location-anchored AR work that fed Day-1 use cases

World AR on Mobile · seven phones
FIG. 04World AR on Mobile (2020 — 2021) · Tate Britain, Universal Studios Japan, Disney character placement, Lucky Dalmatian · location-based work that contributed to the pattern
02

DAY-1 APPS · PUBLIC DEMOS

The apps that earned the form factor

Meta chose the public Day-1 apps to make one case: AR glasses earn everyday life only by helping in hands-busy moments — useful before spectacular.

Recipe assistance

Contextual visual recognition reads what’s in the fridge, surfaces a recipe you can make, and walks the prep step-by-step on the lens — voice in, display out, hands on the food. The kitchen is the test bed: the most hands-busy room in the house.

Multi-screen multitasking

Multiple floating screens arranged in physical space — mail beside calendar beside a video call — addressed at a glance while the wearer keeps doing something else. The display becomes a workspace, not a notification rail.

Hands-free video calls

Take and hold a video call without picking up a device. Presence travels with you — a glance and a tap replace pulling out a screen.

Augments

Persistent objects pinned to the wearer’s space — clocks, weather, photos, calendars that live in physical locations across sessions. The glasses-and-headset shared layer lets a room hold ambient information without becoming a screen.

FIG. 02 · Recipe assistance · Meta public demo

FIG. 03 · Multi-screen multitasking · Meta public demo

Bonus · Pong on Orion · the demo my team shipped

FIG. 04 · Orion Pong loop · holographic table-tennis on the lens

03

TEAMS · MULTIDISCIPLINARY

The teams I managed

Each Day-1 app had its own multidisciplinary team — product, design, prototyping, engineering, research — and Senior Design Manager meant holding direction across all of them at once. Direct teams covered Experience Design, Design Prototyping, Production Design, and UX Research. Partner teams spanned hardware engineering, software platform, and AI research.

Prototyping answered most of the questions. AR glasses had no precedent UI, no muscle memory, no “use the iOS pattern.” Every Day-1 use case was built in code, worn on the head, lived with for weeks, then redesigned. Prototypers turned hypotheses into something a person could try and react to — and that loop drove nearly every meaningful decision in the program.

The split looked roughly like this:

Experience Design

Use-case verticals — recipe, multi-screen, calls, augments. One design lead per vertical, dotted-line into the Senior Design Manager.

Design Prototyping

Built the experiences in code, on-device. Wearable prototypes, simulator builds, and end-to-end use-case integrations — most Day-1 decisions came from what worked on your head, not what looked right in Figma.

Production Design

The render-and-ship layer turning concept work into demoable, photographable, recordable experiences for the unveil.

UX Research

Field studies in real homes, ethnographic work on hands-busy moments, usability runs against the EMG wristband and voice loop.

Quest MR partnership

Cross-team work integrating MR Mode and the Augments system so the persistent-object language stayed consistent across glasses and headset.

Hardware + AI partners

Coordination with the optics, EMG, and Embodied-AI teams — translating speculative capabilities into shipping experiences.