

Designing for Microsoft HoloLens meant starting from scratch. There were no established conventions for holographic interfaces — no pixel grids, no standard interaction patterns, no prior art to reference. We found ourselves learning Unity 3D, measuring layouts in metres instead of pixels, and testing ideas directly in physical space with the Umbra engineering team. Four principles guided the work. The UI follows the user with a slight delay — always nearby, never blocking the content. It fades out unless needed, so the model stays front and centre. Every action can be performed two ways — a direct drag in real space or a shortcut tap — because architects and engineers need both depending on distance and precision. And the interface hides automatically based on hand position, protecting the limited field of view of current headsets. Each principle came from observation, testing, and iteration — not from a pattern library. Login by QR code, menu items summoned mid-air, typography tested at arm's length in a real room. This was design at the beginning of a new computing era.
"Fulcro Group has been able to export directly from Revit to the HoloLens with a single click, completely bypassing any complex conversion processes — enabling our designers to get from CAD to HoloLens in the time it takes to make a cup of tea." — Dr Maxwell Mallia-Parfitt, Fulcro Group



The HoloLens was only the beginning. We designed Umbra Pryzm — a platform-agnostic mobile viewer that brings the same real-time 3D to any iOS or Android device using ARKit and ARCore. We designed Umbra.io, the cloud platform where users upload models, manage licences, and share content with teams across the world. And we created Corona DLS — Umbra's design language system — the first of its kind to span from smartphone screen all the way to immersive mixed reality headset. The core promise running through all of it was the same: a construction team that previously spent days preparing a static visualisation — or weeks processing a model on an office network — could now get a fully interactive, game-quality 3D view in minutes. The savings in cost and time were not incremental. For large firms working with complex models, we are talking tens of thousands of euros per project and days removed from review cycles.
"Our offline model processing time has come down from weeks on our office network to hours in the cloud with Umbra." — Doug Bester, Managing Director, Sentient Computing
Next projects.
(2016-25©)

