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Visible

Visible, an AR app for street artists, empowers users to place and create art pieces, compete over territory, and engage in dynamic interactions.

The app showcases a gallery for art collection and an AR mode for placing imported pieces and creating new ones using AR glasses.

Still of the Visible app on a phone: the gallery with the tabs Spotings and Own Pieces and a Search field, a grey curved sculpture on a blue ground, a pink figure and a ribbed metal shape below it, and a tab bar with four icons.
Project Type
UX & UIAR Smartphone AppAR Hololens 2 AppA Unity Game
Duration
2 weeks
Skills
Visual Identity DesignDesign LibraryInformation ArchitectureUsability TestingUser Interface DesignProject ManagementUnity Dev. with SDKFilming, Directing / Editing
Team
Kaitlynn A. HawrankeMiguel SeabraRobin Good
My Role
Product ResearchConcept DevelopmentUI & UX DesignIdeating DesignPrototypingBranding DesignProject Management
Collaboration
ZHdK University, ETHZ University, Microsoft Technology Center in Zürich

Short read

My Role

Worked on the design and development of “Visible” from concept to execution, optimizing user experience for mobile and AR platforms. Collaborated on user research, refined UI/UX, built high-fidelity prototypes, and worked with developers to integrate interactive AR features, balancing creative freedom with intuitive gameplay.

Users

Our users are street artists and digital creators who thrive on creativity, competition, and community. They seek platforms to showcase art, connect with peers, and explore AR technology. These tech-savvy users value spaces where their art can interact with the real world, claim virtual territories, and leave a lasting digital mark.

Main Challenge

The main challenge for “Visible” was developing an AR platform that lets street artists express themselves digitally and compete for territory. The app needed to merge digital and physical spaces, with a user-friendly interface for smartphones and AR glasses, balancing creativity, usability, and competitive gameplay.

A person wearing a headset reaches out towards a long wall covered in glowing neon graffiti in pink, orange and light blue, inside a dark hall.
Understanding User Needs

Our research included over 25 interviews and surveys with street artists, graffiti enthusiasts, and digital creators, uncovering key user needs and pain points:

  • Precise AR Art Placement: Users want tools that allow them to accurately place and showcase their art in real-world settings.
  • Competitive Gameplay: There is a strong interest in gamified elements, like defending and claiming virtual territories.
  • Community and Engagement: A space where artists can comment, like, and build a community around their creations.

Our Solution

“Visible” revolutionizes urban art with AR technology and interactive gameplay, letting users create, place, and defend digital art in real-world settings.

Map Screens

It guides users in discovering and claiming virtual territories in real-world settings. Users explore a city map, spot artworks, and claim unoccupied areas with step-by-step prompts for mapping and art placement.

Map screen: a dark street map of Zürich with clusters of small artwork thumbnails pinned to places, a yellow dot for the own position, and a yellow button reading Enter AR Mode above the tab bar.
AR camera view of a city street at night with red lights. A white line drawing of buildings and a phone lies over it, with the instruction Scan the buildings across the street.
AR camera view with a dialog: It seems like you are in an unmaped area! Help us map out this area by quickly taking some pictures of your surroundings and be the first to occupy this spot. A yellow button reads Map Area.
AR camera view with a white line drawing of a street plan and a position marker, the instruction Take pictures of your surroundings while rotating around your own axis, a counter 0/30 and a round white shutter button.
AR camera view with a dialog: You mapped this area successfully! Be the first to occupy this area by placing a piece of yours. A yellow button reads Ok.
AR camera view of the night street without overlays: a back arrow, two round headset icons on the left edge and an import icon at the bottom.
AR camera view with a tray named Imported at the bottom: a plus tile, a cartoon bear figure and a black panther figure, and a close icon.

Step 1 / 7 Map

Game Mechanics & Reward System

Users can place their digital art in real-world locations and defend them from being crossed out by others. The reward system is based on respect points, gained through successful defense of artworks and other creative activities.

Home screen of the Visible app, dark grey: a round avatar, the name EazyTagz with the title Turf King, 3450 Respect in yellow, counters for Placed 39, Defended 15 and Crossed 21, two challenge cards named The Watcher and Silencer, and a tab bar with four icons.
Home
Notifications screen: under New, You got Crossed! You got 59 minutes to defend your piece. Under Past Month: Piece Placed, you gained 100 Respect. New Title Unlocked, Turf King. You Defended your Piece, you gained 200 Respect.
Notifications
Contacts screen, tab Contacts: a search field and a list of artists with avatar, name, title and respect count, among them Nemo, TheGraduate, TanSide, ImmigratedExpat and CentGnarly.
Contacts
Contacts screen, tab Crews: one crew named TheAlley5 with 5 members and a respect count of 2750.
Crews

Crossing & Defending

After 24 hours have passed, other users are able to cross out placed art pieces. The user is notified and given a one-hour period to defend their piece. Once they arrive at the piece's location on the map, they can defend it.

Visible_documentation.pdf, page 2

Defend Count Down

Time allotted for the user to reach and defend their artwork before it gets crossed out: 1 hour.

Piece screen for Farming Dough by EazyTagz with a black card reading Time to Defend: 58:59 in large yellow digits, above filler body text.
Time to Defend

Hololens 2 App

Under the guidance of MTC, we developed an application using Unity's Hololens 2 software development kit (SDK) for our project, Visible. In just two weeks, we crafted a beta hands-free interface that allowed users to switch between their left and right hands for drawing. The non-drawing hand served as a menu, offering options to choose colors, shapes, and upload 3D models.

Two captures from the HoloLens 2 app: red block shapes drawn in space on black, a white mesh of the room, a hand pointer, and a profiler panel showing frames per second and memory.
A man in a cap and brown jacket holds a phone up to a shop front in a city street. Glowing light blue figures and shapes appear on the glass in front of him.

Compete for territory, cross out rivals, and defend your art in a dynamic city-wide canvas, viewable by anyone, even the world!

The full process

The Visible logo film, nine seconds, no sound: the angular VISIBLE logo flickers onto black in pink, orchid and light blue, then flat stripes and rings in light blue, yellow, orchid and pink fill the frame.

Visible, an AR app for street artists, empowers users to place and create art pieces, compete over territory, and engage in dynamic interactions. The app showcases a gallery for art collection and an AR mode for placing imported pieces and creating new ones using AR glasses. Art pieces can be crossed out by others after 24 hours, triggering a 1-hour defense period

Project Type
UX & UIAR Smartphone AppAR Hololens 2 AppA Unity Game
Duration
2 weeks
Skills
Visual Identity DesignDesign LibraryInformation ArchitectureUsability TestingUser Interface DesignProject ManagementUnity Dev. with SDKFilming, Directing / Editing
Team
Kaitlynn A. HawrankeMiguel Seabra Robin Good
Collaboration
ZHdK UniversityETHZ UniversityMicrosoft TechnologyCenter in Zürich

My Role

  • Product Research
  • Concept Development
  • UI & UX Design
  • Ideating Design
  • Prototyping
  • Branding Design
  • Project Management

Worked on the design and development of “Visible” from concept to execution, optimizing user experience for mobile and AR platforms. Collaborated on user research, refined UI/UX, built high-fidelity prototypes, and worked with developers to integrate interactive AR features, balancing creative freedom with intuitive gameplay.

Main Challenge

The main challenge for “Visible” was developing an AR platform that lets street artists express themselves digitally and compete for territory. The app needed to merge digital and physical spaces, with a user-friendly interface for smartphones and AR glasses, balancing creativity, usability, and competitive gameplay.

Users

Our users are street artists and digital creators who thrive on creativity, competition, and community. They seek platforms to showcase art, connect with peers, and explore AR technology. These tech-savvy users value spaces where their art can interact with the real world, claim virtual territories, and leave a lasting digital mark.

A person wearing a headset reaches out towards a long wall covered in glowing neon graffiti in pink, orange and light blue, inside a dark hall.

The Big Idea

Visible is an augmented reality app designed specifically for street artists. The app allows users to place their own art pieces, compete for territory, cross out rivals' art, and defend their own pieces. Upon opening the app, the home screen is displayed. By clicking on the gallery, users can access their collection, with spottings on the left and their own art pieces on the right. Clicking on individual pieces provides a detailed overview and the option to view the piece in augmented reality. To enter AR mode, users are prompted to scan their environment. If the area is unmapped, they are asked to take pictures of their surroundings, which are automatically uploaded to the app's database. Once the area is mapped, users can place their imported art pieces in augmented reality for others to see. Those in possession of AR glasses are also able to create art on the spot, with their left hand functioning as a menu indicator and their right used to create. After 24 hours have passed, other users are able to cross out placed art pieces. The user is notified and given a one-hour period to defend their piece. Once they arrive at the piece's location on the map, they can defend it.

Visible_documentation.pdf, page 2

What we deliver:

  • AR App for the Hololens 2 and Smart Phone application
  • develop the technology for the application on Unity
  • promotional video
Cover of the documentation, dark grey: the Visible logo in light blue, pink and orchid in the middle of a thin white frame, with the labels AR Applaction / Game at the top and Group Project at the bottom.
Documentation, page 1

Our research for “Visible” blended user insights with field studies to develop an AR platform that redefines urban art. We focused on merging digital creativity with real-world spaces, creating an app that resonates with street artists’ competitive spirit.

Market and Competitive Analysis

Identified gaps in current AR and digital art platforms for immersive interaction and social engagement. This insight inspired the creation of “Visible,” merging art, competition, and community by allowing artists to place and defend virtual art in real-world spaces.

Understanding User Needs

Our research included over 25 interviews and surveys with street artists, graffiti enthusiasts, and digital creators, uncovering key user needs and pain points:

• Precise AR Art Placement: Users want tools that allow them to accurately place and showcase their art in real-world settings.
• Competitive Gameplay: There is a strong interest in gamified elements, like defending and claiming virtual territories.
• Community and Engagement: A space where artists can comment, like, and build a community around their creations.

These insights shaped the development of “Visible,” ensuring that the app caters to both novice and experienced users who value creativity, competition, and community.

Key Findings

• Gamification Elements: A desire for game-like experiences that blend creativity and competitive engagement.

• User-Friendly UI: The need for a simple, intuitive interface that facilitates seamless navigation for all users.

• Community Features: A demand for features that promote collaboration, feedback, and community building.

Defining User Profiles

Persona

Developed a detailed user persona that shaped the app’s UI/UX design, ensuring a tailored and engaging user experience.

Portrait for the persona Miles Jackson: a boy with curly hair wearing glowing blue AR goggles, in a street lit by pink and blue neon signs.
Miles Jackson
Age

12-year-old

Education

6th Grade

Location

New York

Tech Literate

High

Mention

"I’m all about turning blank walls into something amazing. Whether it’s sketching up some graffiti or exploring new spots with my friends, I’m always creating. Mixing that with tech would be next-level, and the chance to do it together would be unreal."

Personality

Tech-savy, Extrovert, Artist, loves spending time with his friends

Bio

Miles is an artist from New York who’s passionate about graffiti and abstract art. He loves combining his creativity with cool tech, whether he’s exploring the city with friends or working on his next big idea. Always eager to push the limits, Miles is constantly looking for new ways to create something awesome and collaborate with others.

Core Needs

Creative Freedom: Wants to express himself through graffiti and abstract art.

Collaborative Platform: Desires a tech-driven space to create and connect with friends.

Pushing Boundaries: Aims to explore new possibilities in art with a like-minded community.

Frustrations

Limited opportunities to collaborate with others on graffiti projects.

Difficulty finding a platform that combines art and technology seamlessly.

Lack of tools that allow for easy sharing and showcasing of his creations with friends.

Technology Exploration

Researched AR frameworks like Immersal to learn about precise scene detection, cross-platform compatibility, and powerful creation tools, solidifying its position in urban art and AR gameplay.

• Open-Source AR SDKs: Leveraged tools from leading platforms to integrate advanced AR functionalities.
• Scenery Detection and Mapping: Developed technology for accurate virtual art placement in varied environments.
• Cross-Platform Capabilities: Built features that support both smartphone and AR glasses to enhance accessibility and user experience.

Field Research and Direct Feedback

Immersed ourselves in the street art scene by attending events, joining workshops, and testing prototypes with real users. This approach helped us fine-tune features like AR art placement, interactive navigation, and competitive elements to better meet user needs and expectations.

• Prototyping & Testing: Conducted iterative user tests in real-world settings to optimize the AR experience and gameplay mechanics.
• User Feedback Integration: Adjusted design elements based on direct feedback to improve usability and engagement.

  • Information Architecture
  • User Flow
  • Game Mechanics & Reward System
  • Visual Identity

Focused on creating an immersive AR experience for both smartphones and HoloLens 2. We combined thorough UX research, concept ideation, and prototype testing with design and functionality refinements to deliver a seamless user experience across platforms.

What is Visible?

Visible is an AR social gaming app that lets street artists create and place graffiti in real-world locations. Compete for territory, cross out rivals, and defend your art in a dynamic city-wide canvas, viewable by anyone, even the world!

How it works

In Visible it’s all about respect and territory. Gain respect by scaning new areas and placing pieces all around your city for others to see.

Dont worry if a spot is already occupied, because you’re able to cross your rivals pieces, but be strategic about it because they will also be able to defend against your crossing.

How to Placing Pieces

If the area you want to place your piece is new to our system you will have to map it out by easly making some pictures.

The upside of mapping new areas is that you will be the first to occupy that spot.

Every placing of a piece earns you 100 respect. Additionaly you will receive respect daily depending on how popular the spot is.

Crossing & Defending

If a spot is already occupied and the piece has been there for at least 24 Hours, you will be able to cross it by replacing it with a piece of your own, gaining you 50 respect But be carefull. The crossed artist will be notified of your crossing and will be able to defend against your crossing within 1 hour by going to the spot. Doing this will give the defendant 200 respect while the crosser looses 100 respect

How Spoting works

Even if you aren’t interessted in the competition, you will be still able to participate in Visible by spoting pieces and collecting them.

New spotings will earn you 5 respect.

Start the Game!

Let’s Go!

App User Flow Sketch

Information Architecture

The app’s architecture ensures a simple, accessible user flow. Features like digital artwork placement, territory claiming, and community engagement are easy to navigate. A streamlined onboarding process and optimized AR exploration keep the focus on creativity and interaction.

User flow diagram drawn in white lines: start and decision nodes lead through onboarding into three black panels with lists of screens, joined by arrows from left to right.

Game Mechanics & Reward System

The core of “Visible” revolves around dynamic gameplay that encourages creativity and competition. Users can place their digital art in real-world locations and defend them from being crossed out by others. The reward system is based on respect points, gained through successful defense of artworks and other creative activities. This gamified approach adds a layer of strategy and excitement, motivating users to explore, create, and compete.

Moodboard

visual identity merges street art, cyberpunk, and digital graffiti. Bold typography, glitch effects, neon accents, and clean, minimalist graphics create a modern, futuristic look that reflects the dynamic energy of urban art.

Moodboard reference: a glowing white wireframe cube made of fine lines floats above a ring of light, a small figure stands below it in the dark.
Moodboard reference: a black and white landscape built from dots and contour lines, with small map pins and a label reading Have nice day.
Moodboard reference: a dark web page with gold headings Sculptures, Paintings and Story next to black busts with gold details.
Moodboard reference: a wide road of red light with white lines runs towards a bright point on the horizon under a dark blue sky.

  • Logo
  • Colour Scheme

The branding for “Visible” blends sharp, angular typography inspired by street art with a sleek, modern look. The color palette mixes bold hues like pink, blue, and orange with neutral tones, creating a striking visual contrast suited for both digital and real-world settings.

Full LOGO

LOGO

LOGO/Icon

Typeface: Helvetica

  • #FFFFFF
  • #DB78DE
  • #FC4DA0
  • #8ED9E9
  • #FEB71E
  • #323232
Documentation page on dark grey. Left, under the label Moodboard, a collage of dark reference pictures with glowing lines, cubes and neon light. Right: the white line logo under the label LOGO, the white V under LOGO/Icon, Typeface Helvetica with a large Aa in bold, and under Colour Scheme five rounded swatches in yellow, orchid, light blue, pink and dark grey with their hex codes.
Moodboard, logo, typeface and colour scheme. Documentation, page 3

App Design

System Design

The app design prioritizes user-centric navigation, making it easy to create, place, and defend digital artworks in real-world spaces. It enhances accessibility and creativity for seamless interaction between digital and physical environments.

Icon: a shield, light grey, solid and rounded.
Icon: a box crossed by a diagonal line, light grey, solid and rounded.
Icon: a map pin, light grey, solid and rounded.
Icon: a house, light grey, solid and rounded.
Icon: a badge with a star, light grey, solid and rounded.
Icon: a painter's palette, light grey, solid and rounded.
Icon: an AR headset with signal waves, light grey, solid and rounded.
Icon: a bell, light grey, solid and rounded.
Icon: a picture inside a scan frame, light grey, solid and rounded.
Icon: an arrow pointing up out of a tray, light grey, solid and rounded.
Icon: an arrow pointing down into a bowl, light grey, solid and rounded.
Icon: a cube inside a scan frame, light grey, solid and rounded.
Icon: two people, light grey, solid and rounded.
Home screen of the Visible app, dark grey: a round avatar, the name EazyTagz with the title Turf King, 3450 Respect in yellow, counters for Placed 39, Defended 15 and Crossed 21, two challenge cards named The Watcher and Silencer, and a tab bar with four icons.

Wireframes

The wireframe assisted us in incorporating the interface into the design.

Wireframe of the home screen in grey: a round avatar, lines for username and title, grey blocks for counters and four dots as tab bar.
Wireframe of the Collections screen: tabs Spotings and Own Pieces, a search field, and a list of grey thumbnails with name of the piece, artist, location, status and date.
Wireframe of the AR view: a crossed box labelled POV fills the screen, with a tray named Imported and a plus tile at the bottom.
Wireframe of the crossing dialog: You are about to cross Username. If Username is able to defend the spot within 1 hour you lose 100 respect points. Below it a button reading Cross.

Assets

Some of the assets you see below have been desiguned using a minimilaistic and colour poping scheme.

Survey Scan

This icon prompts the user to scan the buildings across the street.

Mapping Area

This icon prompts the user to capture their surroundings while rotating in place.

Icon Library

The icon design is playful, rounded, minimalistic icons for a friendly user experience.

Gallery Component

It’s designed to scale, and when selected, it displays the location, status, and date.

Defend Count Down

Time allotted for the user to reach and defend their artwork before it gets crossed out: 1 hour.

Time to Defend:

Home screen of the Visible app, dark grey: a round avatar, the name EazyTagz with the title Turf King, 3450 Respect in yellow, counters for Placed 39, Defended 15 and Crossed 21, two challenge cards named The Watcher and Silencer, and a tab bar with four icons.
Map screen: a dark street map of Zürich with clusters of small artwork thumbnails pinned to places, a yellow dot for the own position, and a yellow button reading Enter AR Mode above the tab bar.
Collection screen, tab Own Pieces: a search field and a list of pieces with thumbnail, name, artist, place, status and date, among them ManBearPig, Ratatat and HAHAHAHA.
Piece screen for Farming Dough by 10thWonder: a yellow and blue knotted 3D shape, the tags Zürich, Standing and 27.10.2022, filler body text and a yellow button reading Place in AR.
Piece screen for Posted Up by 10thWonder: a pink and blue statue of a standing figure, the tags Zürich, Standing and 27.10.2022, filler body text and a yellow button reading Place in AR.
AR camera view of a city street at night with red lights. A white line drawing of buildings and a phone lies over it, with the instruction Scan the buildings across the street.
Collection screen, tab Spotings: a large tile with a blue and orange 3D shape and two smaller tiles with a pink statue and a dark ribbed sculpture.

Home Screens

It offers users a quick overview of their in-app activities, including “Respect” points, challenges, and notifications. Users can track artworks placed, defended, and crossed, as well as monitor progress on ongoing challenges to stay engaged.

Home screen of the Visible app, dark grey: a round avatar, the name EazyTagz with the title Turf King, 3450 Respect in yellow, counters for Placed 39, Defended 15 and Crossed 21, two challenge cards named The Watcher and Silencer, and a tab bar with four icons.
Notifications screen: under New, You got Crossed! You got 59 minutes to defend your piece. Under Past Month: Piece Placed, you gained 100 Respect. New Title Unlocked, Turf King. You Defended your Piece, you gained 200 Respect.

Map Screens

It guides users in discovering and claiming virtual territories in real-world settings. Users explore a city map, spot artworks, and claim unoccupied areas with step-by-step prompts for mapping and art placement. The intuitive interface and real-time feedback make exploring, creating, and defending art engaging and seamless.

Map screen: a dark street map of Zürich with clusters of small artwork thumbnails pinned to places, a yellow dot for the own position, and a yellow button reading Enter AR Mode above the tab bar.
AR camera view of a city street at night with red lights. A white line drawing of buildings and a phone lies over it, with the instruction Scan the buildings across the street.
AR camera view with a dialog: It seems like you are in an unmaped area! Help us map out this area by quickly taking some pictures of your surroundings and be the first to occupy this spot. A yellow button reads Map Area.
AR camera view with a white line drawing of a street plan and a position marker, the instruction Take pictures of your surroundings while rotating around your own axis, a counter 0/30 and a round white shutter button.
AR camera view of the night street with a dark square in the middle that shows a loading spinner.
AR camera view with a dialog: You mapped this area successfully! Be the first to occupy this area by placing a piece of yours. A yellow button reads Ok.
AR camera view of the night street without overlays: a back arrow, two round headset icons on the left edge and an import icon at the bottom.
AR camera view with a tray named Imported at the bottom: a plus tile, a cartoon bear figure and a black panther figure, and a close icon.
A man in a cap and brown jacket holds a phone up to a shop front in a city street. Glowing light blue figures and shapes appear on the glass in front of him.
Scan - Art Placement

On this screen, the user can visualize how to place a 3D model and create an area if it has not been mapped yet.

A phone showing an AR view: a white sculpture of a running figure surrounded by white and blue feather shapes, placed on a paved square.

Collection Screens

It lets users manage their digital artworks and view those created by others. Users can switch between discovered “Spotings” and their “Own Pieces,” with details on each piece’s location, creator, and defense status. The design offers easy navigation and a comprehensive view, keeping users engaged in their digital gallery and competitive strategies.​

Collection screen, tab Spotings: a large tile with a blue and orange 3D shape and two smaller tiles with a pink statue and a dark ribbed sculpture.
Collection screen, tab Own Pieces: a list with Farming Dough, ManBearPig and Ratatat, each with artist EazyTagz, Zürich, a status and a date.
Piece screen for Posted Up by 10thWonder: a pink and blue statue of a standing figure, the tags Zürich, Standing and 27.10.2022, filler body text and a yellow button reading Place in AR.
Piece screen for Farming Dough by EazyTagz with a black card reading Time to Defend: 58:59 in large yellow digits, above filler body text.

Contact Screens

It facilitates user interaction with easy access to individual contacts and crew groups. Users can search for friends, view crew affiliations, and check respect points to see their community ranking. This section fosters community-building by enabling users to add contacts, collaborate, compete, and network with like-minded artists in the digital art space.

Contacts screen, tab Contacts: a search field and a list of artists with avatar, name, title and respect count, among them Nemo, TheGraduate, TanSide, ImmigratedExpat and CentGnarly.
Contacts screen, tab Crews: one crew named TheAlley5 with 5 members and a respect count of 2750.
A man in a cap holds a tablet in front of a wall covered in bright graffiti in pink, orange and blue. The tablet shows the same artwork.

Hololens 2 App

  • Beta is Almost Here!
  • Stay Tuned for Launch

Under the guidance of MTC, we developed an application using Unity's Hololens 2 software development kit (SDK) for our project, Visible. In just two weeks, we crafted a beta hands-free interface that allowed users to switch between their left and right hands for drawing. The non-drawing hand served as a menu, offering options to choose colors, shapes, and upload 3D models. This project involved intricate development to enhance the user experience.

Two captures from the HoloLens 2 app: red block shapes drawn in space on black, a white mesh of the room, a hand pointer, and a profiler panel showing frames per second and memory.

On these screens, you can see the home and gallery pages. When you enter the gallery you can see your spottings and your pices.

Visible_documentation.pdf, page 4

Documentation page with four phones on dark grey: the home screen with 3450 Respect, the gallery with a grey sculpture on blue, the list of own pieces and the piece screen of Farming Dough with a yellow Place in AR button. Label at the top right: UI and UX Design / Muiguel.
Home and gallery screens. Documentation, page 4

On this screen, you can visualize how to place a 3D model and make an area if it is not yet mapped.

Visible_documentation.pdf, page 5

Documentation page with four phones showing the map, the scan instruction, the unmapped area dialog and the mapping counter, and a photo of a man seen from the side and behind who holds his phone up to a pink looped sculpture that floats in front of a concrete wall.
Scan and placement. Documentation, page 5

This is a proof of concept that we built using Unity. It includes UI and tools that were developed in the program fot the Hollolense.

Visible_documentation.pdf, page 6

Documentation page: two captures of red block shapes and a white room mesh with a profiler panel, a HoloLens headset, a photo of a person seen from behind drawing a pink line on a concrete wall while wearing the headset, and a view of two hands held out over asphalt. Label at the top right: Beta Tes in Unity / Robin.
Proof of concept in Unity. Documentation, page 6