Phantaglass
Aphantasia is the condition in which people cannot voluntarily visualize mental imagery. Phantaglass is a multi-dimensional wearable device designed to strengthen Aphantasiac’s connection to their past and their loved ones. Through EEG technology, consumer engagement, and human-centric design, Phantaglass will be able to redefine the pictorial thought process and create a positive impact on the lives of Aphantasiacs.
The Challenge
Developing a solution for people with Aphantasia to experience a stronger connection to their autobiographical memory.
INSIGHT
Named 3 years ago, Aphantasia is a neurological condition that affects over 2% of the population. People with this condition have incredibly weak autobiographical memory, they feel they cannot hold specific creative jobs, and struggle with bereavement. Although many don’t see this condition as a detriment, they often wonder what life would be like on the other end of the spectrum.
SOLUTION
Phantaglass is an assistive wearable device that allows Aphantasiac’s a peek into their own minds. Bridging the gap between dictational and visual memories, Phantaglass is able to connect aphantasiacs and those with diminished memory conditions to an untapped world of visual recollections.
The Brand Identity
Fovius is the corporation that sells Phantaglass. The name Fovius comes from the term fovea which is the anatomical feature of the eye that is used to focus. The first three letters in the name are also an acronym (FOV) for Field of View. The icon itself is emblematic of the liquid state of memories in our mind. The two connected pieces when set in motion reveal the plasticity of thoughts while the two separated portions of the mark evidence the permanence of connections. The term phantaglass comes from the greek root, phanta meaning imagination. The term literally translates to Imagination Glasses.
The Process
After months of research, I began developing the interface for the glasses. The sitemap allowed me to organize and structure each interaction. I segmented each screen into three separate categories, active features, in which users would need to interact directly with the product, passive features in which the product would be providing the user with a viewing experience, and finally the main navigation, in which users would be able to move through the interface freely.
KEY TAKEAWAYS
Through this process I was able to discern how powerful human connection is. I discovered my passion to relate to people and my desire to make a difference in the world. Beyond the interpersonal relationships, I realized how hard I can push myself to achieve my personal best. Through this process I was able to teach myself motion design, videography, Cinema 4D, product design, and so much more. I am incredibly proud of what I have created and although I know it’s not perfect, it is truly a testament to my dedication to the craft.