Introduction
Designing a version of the Meta Quest for the blind is an intriguing challenge that requires us to rethink how we approach virtual reality technology. We'll need to consider alternative sensory inputs, accessibility features, and unique use cases for this specialized device. I'll outline a strategic approach to develop this product, focusing on user needs, technical feasibility, and market potential.
Tip
Does this sound good? Shall I proceed with the clarification questions?
Clarify Questions (3 minutes)
Why it matters: This affects our resource assumptions and brand considerations. Hypothetical answer: Let's assume it's for Meta. Impact: We'll leverage Meta's existing VR expertise and resources.
Why it matters: Influences the scope and ambition of our solution. Hypothetical answer: 18-24 months for initial launch. Impact: We can plan for significant R&D and user testing phases.
Why it matters: Could provide valuable insights and potential distribution channels. Hypothetical answer: Yes, we have connections with a few major organizations. Impact: We'll incorporate their expertise in our design process.
Why it matters: Helps set realistic expectations for the product capabilities. Hypothetical answer: Current haptic and audio technologies are our main limitations. Impact: We'll focus on innovating within these constraints.
Propose the Goal
Given Meta's focus on creating immersive social experiences, I believe our goal should be to develop a VR device that allows visually impaired users to participate in rich, multi-sensory virtual environments and social interactions. Does this align with your vision?
Define the Scope
For this product design challenge, should we focus on creating a fully standalone device, or an add-on to the existing Quest hardware? Let's assume we're developing a standalone device to maximize our design flexibility.
Based on these answers, I'll proceed with the following assumptions:
- We're developing a Meta-branded product with a 2-year timeline.
- We have access to partnerships with organizations for the visually impaired.
- We'll focus on pushing the boundaries of haptic and audio technologies.
- Our primary goal is enabling immersive social experiences for the visually impaired.
Tip
I'll take a moment to organize my thoughts before moving to the next step.
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