Leica Rangemaster
Leica Rangemaster
Leica Rangemaster
Leica Rangemaster
Small, compact and reliable rangefinding
Small, compact and reliable rangefinding
Small, compact and reliable rangefinding
Small, compact and reliable rangefinding
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.
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.
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.
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.
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
292.3
Y
MIL
55
80
10
M / S
LOS
SPA
80
%
292.3
Y
10
M / S
LOS
M
mbar
Y
292.3
Hunter
1500
977
Long
PRESSURE
target mode
DENSITY ALT
profile
distance
50°
TEMPERATURE
C
LOS
Close
Bluetooth
Display brightness
100%
Gun profile
ID 01
Reticle
Circle
Operating mode
LOS
PROCESS
PROCESS
PROCESS
PROCESS
Initial research and stakeholder and field expert interviews allowed us to limit suggested concepts for information structure, customisable parts of the interface, and reticle design.
Initial research and stakeholder and field expert interviews allowed us to limit suggested concepts for information structure, customisable parts of the interface, and reticle design.
Initial research and stakeholder and field expert interviews allowed us to limit suggested concepts for information structure, customisable parts of the interface, and reticle design.
Initial research and stakeholder and field expert interviews allowed us to limit suggested concepts for information structure, customisable parts of the interface, and reticle design.
RETICLE PLACEMENT
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
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
INFORMATION STRUCTURE
Split between multiple screens, arranged by order of importance
Split between multiple screens, arranged by order of importance
Split between multiple screens, arranged by order of importance
Split between multiple screens, arranged by order of importance
INTERFACE CUSTOMISATION
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
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
Given the limited number of physical controls, interaction design relied entirely on how users engaged with the two buttons. The only variables available were which button was pressed and the duration of the press. This constraint became the foundation for a clear and consistent interaction language.
Given the limited number of physical controls, interaction design relied entirely on how users engaged with the two buttons. The only variables available were which button was pressed and the duration of the press. This constraint became the foundation for a clear and consistent interaction language.
Given the limited number of physical controls, interaction design relied entirely on how users engaged with the two buttons. The only variables available were which button was pressed and the duration of the press. This constraint became the foundation for a clear and consistent interaction language.
Given the limited number of physical controls, interaction design relied entirely on how users engaged with the two buttons. The only variables available were which button was pressed and the duration of the press. This constraint became the foundation for a clear and consistent interaction language.
We defined a simple set of inputs: short press, long press, and simultaneous press of both buttons. This pattern scaled across key scenarios, from quick access to critical parameters to deeper menu navigation and system controls, ensuring learnability without increasing complexity.
We defined a simple set of inputs: short press, long press, and simultaneous press of both buttons. This pattern scaled across key scenarios, from quick access to critical parameters to deeper menu navigation and system controls, ensuring learnability without increasing complexity.
We defined a simple set of inputs: short press, long press, and simultaneous press of both buttons. This pattern scaled across key scenarios, from quick access to critical parameters to deeper menu navigation and system controls, ensuring learnability without increasing complexity.
We defined a simple set of inputs: short press, long press, and simultaneous press of both buttons. This pattern scaled across key scenarios, from quick access to critical parameters to deeper menu navigation and system controls, ensuring learnability without increasing complexity.
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
OFF
ON
The project timeline was extremely limited. To identify hidden flaws and test out the learning curve, I built an interactive prototype with a game controller and key-mapping software.
The project timeline was extremely limited. To identify hidden flaws and test out the learning curve, I built an interactive prototype with a game controller and key-mapping software.
The project timeline was extremely limited. To identify hidden flaws and test out the learning curve, I built an interactive prototype with a game controller and key-mapping software.
The project timeline was extremely limited. To identify hidden flaws and test out the learning curve, I built an interactive prototype with a game controller and key-mapping software.
One usability test later we were able to iterate quickly.
One usability test later we were able to iterate quickly.
One usability test later we were able to iterate quickly.
One usability test later we were able to iterate quickly.
THE OUTCOME
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.
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.
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.
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.