Rangemaster

Rangemaster

Rangemaster

Rangemaster

Multi-purpose, compact and reliable rangefinding

Multi-purpose, compact and reliable rangefinding

Multi-purpose, compact and reliable rangefinding

Multi-purpose, compact and reliable rangefinding

EN

UA

EN

UA

EN

UA

SECTOR

SECTOR

SECTOR

Consumer eletronics

Consumer eletronics

Consumer eletronics

USED BY

USED BY

USED BY

Hunters, outdoor enthusiasts

Hunters, outdoor enthusiasts

Hunters, outdoor enthusiasts

DELIVERABLES

DELIVERABLES

DELIVERABLES

User interface and interaction design

User interface and interaction design

User interface and interaction design

TIMELINE

TIMELINE

TIMELINE

2 months

2 months

2 months

I was given a chance to contribute to new generation of Leica rangefinder, a model that would combine a time-proven physical design with up-to-date demands of the market.

I was given a chance to contribute to new generation of Leica rangefinder, a model that would combine a time-proven physical design with up-to-date demands of the market.

The challenge became apparent immediately: modern smartphone connectivity and an abundance of user-facing information could conflict with a minimalistic two-button interaction pattern and technical limitations of the display.

The challenge became apparent immediately: modern smartphone connectivity and an abundance of user-facing information could conflict with a minimalistic two-button interaction pattern and technical limitations of the display.

INTERFACE

INTERFACE

INTERFACE

The goal was to evolve the product without compromising what already worked. To retain rangefinder's compact, reliable form we needed to find a clever way to prioritise the information based on common use-case scenarios while leaving the room for personalization.

The goal was to evolve the product without compromising what already worked. To retain rangefinder's compact, reliable form we needed to find a clever way to prioritise the information based on common use-case scenarios while leaving the room for personalization.

UX METHODOLOGY

UX METHODOLOGY

UX METHODOLOGY

Project timeline being limited as it was, I made field research, stakeholder interviews, and canvassed hunting experts to find the best approach to structuring information, designing and placing reticle, and customizing UI.

Project timeline being limited as it was, I made field research, stakeholder interviews, and canvassed hunting experts to find the best approach to structuring information, designing and placing reticle, and customizing UI.

RETICLE PLACEMENT

RETICLE PLACEMENT

RETICLE PLACEMENT

At the top of HUD, aligned with rangefinder scope center.

At the top of HUD, aligned with rangefinder scope center.

INFORMATION STRUCTURE

INFORMATION STRUCTURE

INFORMATION STRUCTURE

Split between multiple screens, arranged by order of importance.

Split between multiple screens, arranged by order of importance.

INTERFACE CUSTOMISATION

INTERFACE CUSTOMISATION

INTERFACE CUSTOMISATION

Order and type of widgets shown on the main screen.

Order and type of widgets shown on the main screen.

INTERACTION EXPERIENCE

INTERACTION EXPERIENCE

INTERACTION EXPERIENCE

PRESS, HOLD, REPEAT

PRESS, HOLD, REPEAT

PRESS, HOLD, REPEAT

With just two buttons, the interaction pattern had to stay simple. I defined a clear language: short presses for primary actions, long presses for secondary ones.

With just two buttons, the interaction pattern had to stay simple. I defined a clear language: short presses for primary actions, long presses for secondary ones.

This interaction vocabulary was enough to create a consistent pattern across various use cases: quick access, menu navigation, Bluetooth pairing, etc.

This interaction vocabulary was enough to create a consistent pattern across various use cases: quick access, menu navigation, Bluetooth pairing, etc.

With no reliable AI prototyping tools at the time, I recreated the interaction pattern using a game controller, mapping inputs to triggers in Figma.

With no reliable AI prototyping tools at the time, I recreated the interaction pattern using a game controller, mapping inputs to triggers in Figma.

This let me quickly test the learning curve, identify blind spots, and iterate before the deadline.

This let me quickly test the learning curve, identify blind spots, and iterate before the deadline.

THE OUTCOME

THE OUTCOME

OBVIOUS IN HINDSIGHT

OBVIOUS IN HINDSIGHT

OBVIOUS IN HINDSIGHT

The initial concept assigned one button to confirm and navigate back, while the second cycled through items within the current view. Early testing quickly showed this model didn’t align with user expectations.

The initial concept assigned one button to confirm and navigate back, while the second cycled through items within the current view. Early testing quickly showed this model didn’t align with user expectations.

Participants preferred directional navigation mapped to the physical orientation of the buttons—scrolling up and down—with more disruptive actions, such as going back, assigned to a long press.

Participants preferred directional navigation mapped to the physical orientation of the buttons—scrolling up and down—with more disruptive actions, such as going back, assigned to a long press.

We still had time to implement our findings, so by the end of project timeline we had a solid interaction design proposal for the actual device.

We still had time to implement our findings, so by the end of project timeline we had a solid interaction design proposal for the actual device.