


( 00-01 )
ABOUT THE PROJECT
First Hand is a free VR experience from Meta that showcases the power of hand tracking on the Meta Quest platform. Set in a futuristic workshop, it lets players interact naturally with the virtual world—no controllers required. You'll build robotic gloves, solve tactile puzzles, and unlock abilities like launching gliders or activating energy blasts, all using intuitive hand gestures. The experience blends immersive VR with mixed reality elements, adapting to your physical space for a seamless, interactive feel.
Built with Meta’s Interaction SDK and part of the Presence Platform, First Hand serves as both a fun tech demo and a valuable tool for developers. It highlights best practices in natural interaction design while offering a glimpse into the future of controller-free VR. Compatible with Quest 2, Quest 3, and Quest Pro, it's perfect for anyone curious about hand tracking or looking to explore more immersive, intuitive ways to experience virtual reality.
( 00-02 )
WORKS
The biggest challenge was untangling the complexity. Vista had packed years of features into a layout that never evolved. Functionality was buried. Navigation didn’t reflect user behavior. The UI looked patched together — because it was.
We rebuilt the structure first, focusing on clarity and priority. Then we created a flexible component system that gave the product consistency without sacrificing flexibility. Every design decision was tied back to a single goal: make this easier to use without dumbing it down.
( 00-03 )
SUMMARY
A Summary of my work
We delivered a full product design system, updated UI patterns, interaction states, and high-fidelity prototypes. Vista’s internal team now works from a shared Figma system that’s scalable, documented, and ready for future growth. The product finally looks as solid as it performs.
( 00-03 )
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