

Immersion & Inclusion AR head set
Role: Associate Creative Director
Company: Artefact
Collaborators: Benoit Collette (Associate Creative Director), Antoine Beynel (Intern)
Overview
"Immersion and Inclusion" was a concept VR headset project I worked on during my time at Artefact. The goal was to envision and propose how the VR experience could evolve in the future, creating a balance between immersion and inclusion. We explored two extreme user cases—one focused on immersive experiences and the other on allowing users to include others in their VR journey.
Key Concepts: Immersion and Inclusion
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Immersion: The first concept centered around a highly immersive experience where the user could completely disconnect from the physical world and be fully absorbed in the virtual environment.
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Inclusion: The second concept aimed at making VR more inclusive, allowing people outside the headset to interact with or experience what the VR user is experiencing. This concept allowed others to be part of the VR experience without the need for them to wear a headset.
Design Challenge
The project had no market requirements or technical constraints, providing us the freedom to creatively explore how VR could evolve. The challenge was to bring our ideas to life through design while making each experience feel genuine and functional in different scenarios.
Solution
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Immersive Headset Design:
We aimed to create a VR headset that not only delivered a high-quality experience but also made the wearer feel “cool” and confident. Unlike traditional bulky and sometimes "nerdy" VR headsets, we designed a sleek and stylish headset with a hoody feature, making the user look fashionable and helping them get into the immersive experience. This design choice contributed to enhanced focus and immersion, particularly for gamers. -
Inclusive Headset Design:
The Inclusive VR headset was designed to be simple and intuitive, making it easy to put on and take off. A key feature was a hidden screen behind the fabric façade that displayed what the user saw inside the VR environment. This made it possible for people outside the headset to see the user’s experience.Additionally, the headset featured digital eyes on the screen that blinked when the user needed to pause or communicate with others. This feature allowed the user to maintain eye contact with others in the room, facilitating more natural interactions.
The screen-sharing feature was another innovative solution. Using a smartphone, a person sitting next to the gamer could scan the environment and view the gamer’s VR surroundings, making the experience more social and inclusive.
Design Impact
The "Immersion and Inclusion" project helped explore how VR could adapt to the needs of different users. We designed not only for the individual’s complete immersion but also considered how to bridge the gap between the virtual and physical worlds, making VR more inclusive and interactive. This project pushed the boundaries of traditional VR concepts, offering a glimpse into the potential future of gaming and social VR experiences.










