B Smart Glasses by Lenskart

Familiar frames. A new experience to learn.

I designed the companion app for B Smart Glasses by Lenskart, helping people get started with a product many had never used before.

The app brought together setup, captured photos and videos, the Buddy voice assistant, and controls for the glasses. Across these journeys, my focus was making the experience easier to understand without making it feel overwhelming.

Client
Lenskart
Product
Smart glasses companion app
Scope
Onboarding, Buddy, gallery, device controls, and tutorials

Selected work is shared here. Research details and parts of the experience remain confidential.

B Smart Glasses by Lenskart

My role

From first setup to the main app journeys

I led the companion app’s design from start to finish. My scope included first-time setup, Buddy, and the main flows inside the app.

A central part of the work was helping people who had never tried smart glasses before. The experience needed to introduce the product and help them understand how to use it.

The problem

First-time users were curious, but did not know how to use the glasses

Ray-Ban Meta was already in the market, but many people we were designing for had never used smart glasses. They did not have familiar habits to guide them through the experience.

The challenge was helping people understand unfamiliar interactions while getting started. The companion app needed to support that learning alongside its everyday functions.

Research and user testing

Watch how people learn the product

We ran repeated user tests and revisited parts of the experience that caused confusion. This helped us understand the difference between users who already knew smart glasses and those trying them for the first time.

Pain points

Where people needed support

  • First-time users felt confused by unfamiliar interactions.
  • People who had used Ray-Ban Meta adapted more quickly; beginners needed more guidance.
  • Some buyers arrived out of curiosity, with little idea of what to expect.

Design direction

Help people learn during use

We moved from long explanations towards interactive tutorials and smaller hints at the point of use. People could learn an action while trying it, connecting the instruction directly to the experience.

The app also needed to bring setup, voice assistance, captured media, and device controls together without making the experience feel overwhelming.

The experience, screen by screen

Home and setup

A clear place to begin

Home
Setup

Problem context

First-time users were learning an unfamiliar product and needed more help than people who had used smart glasses before.

Design response

The home screen brought together a greeting, quick links, and a next step. Setup introduced the first voice interaction through a short instruction to say “Hey Buddy.” Even that first instruction needed to feel easy to try, so the introduction stayed short and understandable.

Gallery

Keep captured moments within easy reach

Gallery

Design need

The gallery was an everyday part of the experience. Captured content needed to be easy to reach without digging through menus.

Design response

Photos and videos were brought into one place and organised by date, giving captured moments a clear place in the app.

Buddy

Make the conversation approachable

Buddy

I designed the screens people used to interact with Buddy through voice and text. My focus was on making the interface clear and easy to navigate, so people could understand where to begin and how to move through the experience.

Nutrition

Log a meal through Buddy

Nutrition

The nutrition flow let users log a meal through a voice interaction and review the nutrition information returned by Buddy.

Settings

Bring the glasses’ controls together

Settings

The app acted as a bridge to the glasses, bringing connected apps, audio, and account controls into one place.

The design focused on making those controls manageable. Plain language kept the interface from becoming unnecessarily heavy as users adjusted the experience.

Look & Tell and interactive guidance

Help people while they use the product

Look and Tell
Look and Tell how-to

Problem observed across the experience

Testing showed that first-time users needed help understanding unfamiliar interactions. Ray-Ban Meta users picked up the experience more quickly, while some new users arrived without knowing what to expect.

Design response

Look & Tell let users ask Buddy about what was in front of them. Its guidance explained how to start, what happens, and how to stop.

Across the product, we moved from long explanations towards interactive tutorials and smaller hints at the point of use. People could learn an action while trying it, connecting the instruction directly to the experience.

The Look & Tell how-to screen brought this approach into a clear sequence. Its steps explained the interaction without relying on technical language.

What changed through testing

Refine the experience around real use

Some ideas looked clear in Figma but did not help enough in use, so they were simplified or removed.

Interactive tutorials helped reduce confusion and made users more comfortable. This was feedback on the tutorial approach across the experience, rather than a separate measured result for the Look & Tell screen.

What I learned

Clarity helps people find their feet

When a product is unfamiliar, clear guidance becomes part of the first experience. People need enough understanding to reach the features they came to explore.

Testing also taught me to let go of work that looked good but did not help users. The experience became clearer when those decisions were shaped by real use.