AURA - a headset designed to meet the demands of the modern workplace.
Changing work locations, working from home and frequent interruptions place new demands on concentration and communication. AURA meets these challenges with a physical interface that combines situational control and visible availability indicators to improve focus and communication in the workplace.
View the detailed process documentation for a deeper insight into the project
My Project Contribution
In the Aura project, I was responsible for shaping the project scope by focusing on over-ear headsets within the business context. I contributed extensively to the research phase and played a key role in defining the system’s core functions. My main focus was on the interface design: from developing the overall interaction strategy and designing individual interaction elements to implementing visual feedback logic. I also supported the physical design process by providing input on ergonomics and the integration of interface components into the headset’s form.
Context & Objective
The project Aura was developed within the course "Interface Design II" at the University of Design Schwäbisch Gmünd. The course focused on designing physical interaction concepts that make digital systems tangible and intuitive. The entry point into the project was intentionally open-ended: instead of beginning with a clearly defined problem, the focus was placed on exploring a broad topic and narrowing it through research, observation, and analysis.
In the first step, we explored various application areas for physical interfaces: from navigation concepts in vehicles to checkout systems, music devices, and household appliances. It quickly became clear that the working environment—especially at the intersection of office and home office—posed particularly relevant and forward-looking challenges. Communication, concentration, and social interaction intersect in this setting, creating a complex field where interfaces can have a real impact.
Based on this analysis, we decided to develop an interface for a business headset. Headsets have become essential in the modern workplace, yet many existing models show deficits in operability and environmental communication. Thus, Aura was born—a physical interface that improves interaction with digital functions while making the user’s availability status visibly clear to those around them.
Our goal was to design a system that integrates into the existing product landscape but distinguishes itself through smart interaction design. Users should not be overwhelmed by functions but instead supported by clear feedback, intuitive usability, and high physical quality. A key focus was blind usability: since a headset is worn on the head, it must be operable without visual contact. The interface needed to be tactile, discoverable, and understandable.
We also aimed to address the social dimension of daily work: When is someone available to talk? When not? How can this be communicated nonverbally? The headset should interact not only with the user but also with their environment. Aura is therefore not just a tool for productivity, but a contribution to mindful communication in the workplace.
Topic Identification & Problem Space
The first phase of the project focused on intensive topic exploration. In an open and exploratory research process, we examined different use cases for physical interfaces. We looked into diverse scenarios: from automotive interactions to household devices, self-checkout systems, music players, and smart-home applications. Our aim was to find a context where a physical interface could provide a clear benefit.
We quickly realized that the modern workplace—especially the mix of home office, open-plan offices, and hybrid work models—creates particularly complex demands. Concentration, communication, and social signals continuously overlap. Early interviews and user observations also showed that headsets are used frequently in this context, but often fall short in terms of operability and communication of status.
We decided to focus on an “over-ear headset” specifically designed for the business context. From the beginning, it was clear: this product category is not new—but it holds great potential for a nuanced design approach. Our goal was to analyze common weaknesses—confusing controls, hard-to-locate buttons, unclear availability indicators—and improve them with clarity and intention.
How can a headset integrate ergonomically into everyday workflows?
How can an interface be designed to work intuitively without visual contact?
How can availability be communicated nonverbally?
How can a headset integrate ergonomically into everyday workflows?
This phase was accompanied by initial sketches, function inventories, and deep engagement with best practices and pain points. Our goal was not just to create a new product, but to rethink how digital tools are handled in everyday work.
Research Phase
The research phase was crucial for validating and deepening our hypotheses. It included a mix of methods—ranging from surveys and interviews to market analyses and hands-on testing.
A self-developed questionnaire provided valuable insights into real usage problems: unclear status indicators, connection dropouts, poorly placed buttons, and confusing volume controls. These findings informed the development of personas that guided our design decisions throughout the project.
In parallel, we conducted a broad desk research—supported by ChatGPT—exploring work environments, usage scenarios, and emerging technology trends. From co-working spaces and hotel rooms to logistics settings and mobile workspaces, we identified key situations where headsets play a critical role in communication and concentration.
We also examined existing business headsets, assessing their features, strengths, and weaknesses. While many offer advanced audio features (e.g., ANC, multipoint connectivity, busylight), we noticed recurring usability issues. Our insight: we don’t want to reinvent headsets—but improve where it really matters.
A major part of our analysis was a photo study in which we observed how users instinctively interact with real headsets. From this, we derived a “hot zone” for interaction—an ergonomically optimal area in the upper third of the earpiece. This informed the positioning of our central control element: the Smart Dial.
The research phase ended with a well-defined function set and a first sketch of the interaction logic—ready for the concept phase.
Concept & Function Definition
Building on our research insights, we developed a function concept that translated real user needs into structured interactions. We collected essential headset functions relevant across different contexts: volume control, mute, ANC, music control, call handling, and status indication.
Through several iterations, we developed three core modes to meet various concentration and availability needs:
Available (white light, transparency mode on)
Not Available / Focus (red light, full noise cancelling)
Emergency Only (orange light, selective ambient sound)
These modes could be toggled via the physical interface. We also developed a light system that communicates the user’s status both to themselves and to others in their environment. The headset becomes a communication medium in itself.
We also considered technical aspects like pairing: we evaluated multiple intuitive approaches, such as activating the connection automatically when the headset is first placed in its case or via a single-touch confirmation.
Interface Design & Prototyping
Next, we translated the defined functions into concrete interface elements. Through sketches and design variants, we created a modular concept centered around a tactile control element: the Smart Dial.
At first, we were strictly against touch interaction. However, as the project progressed, we saw potential in combining tactile feedback with touch-sensitive elements for added flexibility. The result: a touch surface with clear haptic cues—discoverable without vision, but adaptable to context.
To validate the concept, we tested multiple prototypes—from simple foam models to 3D CAD versions. A second photo study helped confirm the ideal placement and usability of the dial. We also iterated on materials, surfaces, and lighting elements.
The form followed function: ergonomic design, tactile readability, and visual clarity drove the shaping process. The final model embodies these principles in a focused, minimalistic form.
Context & Personas
To test our concept in realistic settings, we created three user personas with distinct needs:
Jürgen Becht – Head of Finance, works in meetings, on the go, and in the office.
Isabella Grune – Project manager working from home with children.
Pauline Rott – Student assistant in shared offices and changing workspaces.
With these personas, we developed storyboards that illustrate how Aura supports everyday scenarios: switching to focus mode in meetings, muting during family interruptions, or using transparency when approached by a coworker.
These helped us ensure that functions were not just technically sound but emotionally and socially meaningful.
Final Outcome & Presentation
To conclude the project, we built a physical prototype that allowed us to demonstrate the form, materials, and haptic interactions in a realistic way. The model wasn’t just a presentation piece—it was a testable object for real interaction.
In addition, we created a concept video that brings Aura to life through use-case scenarios. By combining physical presence with narrative storytelling, we made the value and philosophy of the product clear and engaging.
Aura shows how physical interfaces can simplify digital complexity. It bridges technology and everyday life, design and ergonomics, communication and respect—and provides a forward-thinking contribution to the future of work.