Onboarding new users through ergonomics
The existing paradigm for mobile headset interaction involved using tiny side-mounted controls via a capacitive touch panel on the right most face of the headset. This interaction point was problematic for a number of reasons, and we found it alienated users. For this mobile powered VR headset we wanted to include a game controller that would invite non-native consumers into the VR space using a paradigm with which they were already familiar.
Our target market segment were young gamers. An adequate substitute for the poor on-headset controller was necessary, but it needed to fit in a variety of hands.