honson

DESIGN CONCEPT

R & D team

A lens is a high-tech product integrating many technologies. Being part of the R&D team is an opportunity to participate in the continuous improvement of the HONSON group’s products to best meet our customer expectations.

Jérôme Ballet Chief designer

WHAT HAS BEEN YOUR CAREER PATH AT ESSILOR?

Jérôme Ballet: Having gained a PhD, I was hired in 2004 as a research engineer in an advanced research team in Toulouse working on optics of the future. I’m still on this team and our operating principle based on design thinking is the same. During these 12 years

WHAT ARE THE MAIN MISSIONS IN YOUR JOB NOW?

J. B.: I have both a transversal mission to establish a technology roadmap for one of the strategic areas of R&D and also a highly operational one. In the laboratory, like the rest of the team, I have to advance our technical subjects through hands-on practical research. I also participate in creating prototypes. This essential part in the success of our team projects requires flexibility and permanent questioning.

Jérôme Ballet Chief designer

WHAT HAS BEEN YOUR CAREER PATH AT ESSILOR?

Jérôme Ballet: Having gained a PhD, I was hired in 2004 as a research engineer in an advanced research team in Toulouse working on optics of the future. I’m still on this team and our operating principle based on design thinking is the same. During these 12 years

WHAT ARE THE MAIN MISSIONS IN YOUR JOB NOW?

J. B.: I have both a transversal mission to establish a technology roadmap for one of the strategic areas of R&D and also a highly operational one. In the laboratory, like the rest of the team, I have to advance our technical subjects through hands-on practical research. I also participate in creating prototypes. This essential part in the success of our team projects requires flexibility and permanent questioning.

Design concept

Designing Game Controls

For the last recent years, my designer’s job was closely related to the design of complex game controls. Surprisingly, it was quite hard for me to find good general guidelines. I had to solve some pretty complicated design challenges and study a lot of different sources until I was able to develop some principles that I currently use in my job. I think that they’re worth sharing and might be useful for anyone who’s dealing with controls design tasks.

  • Accessibility

    the game controls should be easy to learn and use, and take into account human’s physical and cognitive limitations.

  • Intent Communication

    the game controls should communicate the player’s intent in a way the player expects and create a feeling of full control.

  • Expression Space

    the game controls should give the player enough expression space for mastery, and keep the sufficient level of variety.

The R&D team is always at your service, so don't hesitate to contact them to submit your project!

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