MicrosoftMixed Reality

IVAS HUD Design System

I was the product designer on the HUD of IVAS, the U.S. Army's AR headset program. I pitched and built the design system that made its demo-grade interface consistent, documented, and buildable.

Stripped for NDAFull story in conversation.

Role
Concept, Design System, Implementation
Team
Design Lead, Product Designer, Technical Designer
Tools
Figma, Unity (MRTK3)
$21.9B
U.S. Army AR program behind the headset
70+
components in the design system I pitched and built
120K
headsets the program is scoped to field

The problem

The HUD was first shown to the Army as a functional demo, and development never slowed down enough to replace that foundation. Years of iteration without a system left visual drift, recurring UI bugs, and navigation that changed from feature to feature.

Principles

Before any components, we defined what the HUD had to protect.

01
Situational awareness

Seeing the real world comes first. Interface always yields to surroundings.

02
Straightforward

As simple as the job allows. One eye, one thumb.

03
Consistent

No one-off patterns, no special cases.

04
Extensible

Built to flex to any org without breaking.

Process

Research

With the user research team, I gathered insights from user feedback and program managers, and studied Microsoft's existing design systems so the HUD could sit inside the ecosystem without losing its own character.

Collaboration

I shared early screen concepts with engineers and technical designers first, so the stakeholder pitch could answer technical questions with confidence.

Design and documentation

I built the system in Figma with support from my design lead and a second product designer, to industry standards but carrying the headset's constraints.

Surfaces documentation: proximity and scale zones for HUD UI, near, medium, and far
Surfaces · proximity + scale

Challenges

Stakeholders loved the pitch but worried about abandoning work already built. The plan that won, recommended by a technical designer on the team: adopt MRTK3, Microsoft's open-source mixed reality toolkit, incrementally, folded into feature rework already planned. And when the team ran short on Unity-experienced designers, I learned MRTK3 and built the UI components in-engine myself.

MRTK3, Microsoft's open-source mixed reality toolkit: hand tracking, bounds controls, and spatial UI components
MRTK3 · the toolkit we adopted

Results

As features were reworked, their UI was rebuilt from system components: implementation got faster, UI bugs dropped, and the improvements became part of the case for the program's continued funding. The system's foundations outlived the program itself, carrying through its transfer to Anduril.

Forbes article: Anduril Breathes New Life Into Microsoft And The Army's IVAS Program In the press · Forbes, Feb 2025 ↗
Under NDA

IVAS is a defense program, so HUD screens, system boards, and internal metrics can't be shown here. I'm happy to walk through the work in conversation.