QUEST Pro Controller

Less Virtual. More Reality.

THE ASK
Closely collaborate with Meta’s controller team as their dedicated R&D partner to accelerate the Quest Pro Series launch. Explore and develop two new interaction features - thumb pressure sensing, and an integrated stylus for scribing, combined with an innovative lanyard connection - while conducting extensive user research and testing to validate designs and inform critical product decisions. @Accenture IndustryX

  • Our cross-functional team spearheaded the research, exploration, design, and engineering of two touch-sensing controller interactions. Thanks to our collaborative efforts, Meta successfully met critical delivery and launch milestones for their flagship controller - the Quest Pro - ensuring a timely and successful product rollout.

  • What began as a three-month engineering project evolved into a three-year multidisciplinary partnership, driven by our human-centered design approach, UX research expertise, and rapid prototyping and usability testing capabilities.

  • As Design and Project Lead, I defined the project strategy, managed a multidisciplinary team, collaborated with the client, led UX research and usability testing, provided concept ideation, and guided design and engineering decisions.

APPROACH
We rapidly built multiple physical models and prototypes to test potential interactions with users, to identify key metrics that drive positive physical interaction experiences. Insights gained from experience prototypes were invaluable in guiding design and engineering decisions, particularly when balancing user experience with integration complexity.

Close-up of VR controller joystick – Pressure-sensitive thumbstick detail on Meta Quest Pro controller.

01 Pressure Sensitive Thumb Interaction

Our Ask: Create an unobtrusive pressure-sensing thumb affordance that allows users to manipulate smaller objects with greater congruency while aligning with the existing design language. Design several novel options to test against the client’s leading direction - a minimal static surface void of tactile and visual affordances.

Combining Force, Haptics, and Visual Feedback for a More Congruent Experience

Sequence of illustrations showing thumbstick pressure detection – Step-by-step concept visual for variable pressure input.
Bottom image of hand holding haptic prototype. Top image - Graphic of joystick interaction modes – Visual comparison of button press vs. pressure sensitivity for haptic design.

Thumb Pressure Affordance | Design Exploration

How essential is the thumb's ability to move - for VR congruency - as it closes on an object and applies pressure? Explore multiple moving and tactile affordances to test against a static (non-moving) surface affordance. 

User hand pressing controller joystick – Demonstration of tactile joystick feedback.
User hand pressing controller joystick – Demonstration of tactile joystick feedback, multiple protypes showcasing different Industrial Design interactions.

Sensor Evaluation and Mechanical Design

Our engineering team conducted extensive testing of various sensors and developed multiple mechanical solutions, exploring different combinations to assess reliability, accuracy, and manufacturability.

Mechanical engineering design diagram comparison chart of different types of sensor integration.
Functioning sensor prototypes for usability testing

Haptic Experience Prototyping

We built functional prototypes to test haptic responses per interactions, paired with thumb pressure affordance concepts.

A hand holding a haptic working prototype in front of a laptop for testing
Parts of a haptic prototype disassembled

Concept Usability Testing

We built two prototypes of the final concept to test user preferences for different force and travel profiles when gripping and applying pressure versus a static, non-moving surface.

VR Usability testing - 2 images taken from behind the user holding a prototype
Three working VR prototypes for usability testing

Testing Findings | A Moving Affordance is Clearly Preferred

We conducted a usability study with 11 participants, running four task-based VR tests to assess controller performance and preferences. Each test measured success rate, completion time, and error rate for quantitative benchmarks.

Notes from user testing documenting different testing methods and protocols
Colorful diagram of user testing results for controller usability testing

02 Add a Scribing Stylus & Integrated Lanyard

Our Ask: Design a new scribing stylus affordance that allows users to write with the controller and integrate a tethered lanyard in the same location that does not interfere with the act of scribing.

Detail view of a VR controller writing stylus held by a hand on a purple background

Rapid Experience Prototyping

We developed multiple writing experiments to identify key design metrics that influence comfort and accuracy.

A red controller prototype held by a hand for testing different tip sizes
An image of multiple VR prototypes for usability testing and a graph showing user accuracy test results

Design Ideation | Scribing With the Lanyard

We were asked to explore concepts that integrated the lanyard with the stylus tip to preserve the stylus affordance without requiring swapping. Additionally, we were asked to consider connecting to the controller via a USB-C port

A hand holding a VR controller to test lanyard interference when scribing. Image below is a diagram of of different port images.
Multiple stylus and lanyard integration concepts for scribing with a VR stylus

Interaction Design: Without Lanyard Integration

We explored two stylus tracks simultaneously: combining lanyard and stylus tip, and a swappable stylus with lanyard. For the swappable version - without lanyard integration - we considered varying levels of tip integration with the controller housing.

Refined stylus tip integration concepts shown in CAD
Renderings of controller integration concepts on a black VR controller

Final Concept | 01 Quarter-Turn

The swappable pressure-sensitive tip and lanyard were chosen over integrated options to avoid engineering delays and keep the launch on schedule. The quarter-turn concept offered a novel removal interaction.

ME Credit: Andy Kriebal

A sequence of images showing the steps of the removal interaction works

Value Delivered

We designed, tested, and supported the design-for-manufacturing of two novel interactions on the Quest Pro Controller.

Our cross-functional team spearheaded the research, exploration, design, and engineering of two touch-sensing controller interactions. Thanks to our collaborative efforts, Meta successfully met critical delivery and launch milestones for their flagship controller - the Quest Pro - ensuring a timely and successful product rollout. 

Photograph of two black VR controllers sitting on a purple background showing the final product
Three detail views of the VR controller highlighting the thumb pressure interaction and stylus tip being held by a hand
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