In this workshop, we will dive deep into the world of haptic feedback, discovering its role in shaping immersive user experiences. You'll learn how to craft haptic feedback using Meta Haptics Studio and gain insights into use cases, best practices and workflows.
Learning Objectives: You will…
- Understanding Haptic Feedback: You will gain a fundamental understanding of what haptic feedback is and why it is important in enhancing user experiences across various digital platforms.
- Exploring Haptics in Product Design: We will examine the role of haptics in product design and understand how it can influence user interaction and engagement.
- Introduction to Meta Haptics Studio: You will become familiar with Meta Haptics Studio as a design tool, including its features and functionalities
- Haptic Design Workflow: You will learn the step-by-step process of designing haptic feedback, from conceptualization to implementation, gaining insight into best practices and techniques.
- Designing First Haptics: You will design your first haptic asset using provided assets.
- Testing and Evaluation: You will learn how to test and evaluate haptics and refine your designs based on feedback
Conditions for Participation
This workshop is open for all students and university employees interested in haptics and exploring the potential of haptics in product design.
What to bring
- Laptop
- No prior knowledge required
Registration
Participation is possible with binding registration by May 19 via the following link.
Language
The workshop will be held in English.
The event will take place as part of the exhibition “Soft Spaces, Shared Grounds.”
Andrew Lazdins is a haptic designer, specializing in creating immersive haptic experiences for VR and Mobile. He has worked with AAA studios on titles such as Asgard's Wrath 2, Beat Saber, Supernatural, Population: One, Batman Arkham Shadow, and Max Mustard, as well as collaborations with Disney/Industrial Light and Magic. His work involves collaborating with game studios, sound designers, and developers to design and implement haptic experiences.
With a background in the music industry, designing audio equipment, He honed his skills at Lofelt, a Berlin-based haptics startup, where he developed a wide range of hardware prototypes and refined Razer's haptic product line.
He shares his expertise through workshops and educational initiatives.
Rike Glaser is a product and interaction designer specializing in haptics, with a deep passion for creating tools that enable people to build, make, and engage with the world in new ways. Her practice bridges digital and physical realms, always with a focus on empowering users through thoughtful design.
Her expertise lies in design process and methodology, with a practice that spans from product development to artistic education. She is particularly interested in how design methods can be applied across disciplines—enabling both innovation in making and meaningful learning experiences.
She has previously worked at Lofelt, co-founded the invention design company CIRG, and contributed to forward-looking digital products and visions at FJORD London. Rike is also a co-founder of the collective Common Initiative, which centers on socially engaged design, and has collaborated with cultural institutions in London to shape social interactions for public engagement.
Rike graduated with an MA in Design Products from the Royal College of Art in London.