Start with the situation
The course presentation describes comparing recent events, workarounds, frequency, and behavior change rather than asking whether people liked a proposed product.
A more adjustable view.
An iPhone-based viewing experiment that explores user control over visual input.
01 · Overview
SnowGo is a physical and software experiment in selectively changing what comes into view.
The actual setup
An inexpensive headset gave the camera-mediated view a physical context.
See the prototype record ↘SnowGo grew out of the broader question of agency during NSF I-Corps: what parts of an environment would someone choose to filter, and why? Instead of leaving that as an abstract idea, I made a phone-based viewing experiment.
I used an iPhone and an inexpensive headset to explore face blocking and blurring, alongside physical form studies. The prototype made the effect visible. The course work also helped separate an interesting capability from a strong first product direction.
The question
A visible effect was the first step. The person using it would still need to understand what changed and how to return.
The setup, software output, printed form, and source of inspiration come from the earlier portfolio. The owner confirmed that SnowGo emerged during I-Corps. The program presentation records the decision to park perception control as a parallel direction. New diagrams explain the setup; no comfort, accessibility, medical, or market outcome is claimed.
02 · Discovery
I-Corps broadened the agency question beyond voice input, including situations where students change behavior because of their surroundings.
The course presentation describes comparing recent events, workarounds, frequency, and behavior change rather than asking whether people liked a proposed product.
The final presentation supports shared-environment friction, but does not support faces and gaze as the strongest first trigger for the proposed solution.
PadKey retained a focused private-input direction. SnowGo remained a useful perception-control exploration rather than a second validated business.
Park face filtering as a first product direction. Keep what the prototype taught about camera-mediated viewing, physical form, and the consequences of filtering.
03 · Starting point
The original project drew functional inspiration from narrow-aperture snow goggles made by Inuit and other Arctic peoples.
Narrow slits admit less light while still allowing the wearer to see. That prompted a different, digital question: what would it mean to selectively alter visual input?
The physical and cultural context of snow goggles is distinct from this camera-based experiment. The prototype does not reproduce their protective function.
Smithsonian collection context ↗04 · System
The rig connected the environment, a phone camera and display, and a physical viewing shell.
The central tradeoff
A phone headset made the idea inspectable without access to a purpose-built spatial computer. It also introduced questions about field of view, latency, weight, and camera placement.
05 · Prototype iterations
The phone, camera, shell, and wearer each change what can be experienced. The archive records those relationships from several angles.
The printed form explored appearance and fit. The phone rig explored the camera-mediated effect. They are not represented as one finished integrated headset.
06 · Interaction evidence
The archive includes an example scene and photographs of filtering through the prototype. These are demonstrations, not a controlled before-and-after study.
The archive shows obscured face regions and paired filtered views on the phone.
How filtering is selected, adjusted, paused, and reversed needs a clearer interaction study.
Latency, visual comfort, task performance, accessibility, and bystander understanding are still open.
07 · What the prototype made possible
The phone output and the physical rig gave the next conversation a concrete object.
It exposed the relationship between the effect on screen and the object someone would wear. It also made the limitations harder to ignore: a technically visible filter is not the same thing as a comfortable, understandable, wanted product.
08 · Reflection
The work was useful because it made the question visible—and because the discovery process allowed the direction to be parked.
Swipe to read all six takeaways →
A real viewing rig makes an abstract idea easier to discuss.
Environmental friction does not prescribe face filtering.
The form changes the experience before a setting does.
A filtered view needs a clear route back.
The effect on screen is only one part of the cost.
Choosing not to pursue a direction is also design work.
Revisit this as a separate discovery project only if a clear recurring need emerges. Then compare a stationary baseline with filtering, and measure understanding, latency, discomfort, and reversal before broadening the system.
The earlier desktop-style portfolio supplies the prototype narrative, headset photographs, paired phone output, printed form, inspiration board, and the separately labelled AI appearance visualisation.
The owner confirmed that SnowGo was conceived during NSF I-Corps while PadKey participated in both Rev and I-Corps. The PadKey I-Corps final presentation dated 25 August 2026 records the broader environmental agency exploration and the decision to park face filtering and perception control as parallel directions.
Smithsonian Institution · Snow Goggles collection record provides context for narrow-aperture viewing. The project collage is retained as its original inspiration artifact.
The homepage and header artwork are generated conceptual abstractions of selective vision: figures inside a viewing field remain crisp while surrounding silhouettes blur and fade. They do not depict a new product. Original prototype photographs remain separately labelled.
The system map and proposed experiment diagram were made for this case study. The proposal is not presented as a completed user test. No participant quotes, health outcomes, commercial validation, or production headset are invented.