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// MIT Media Lab · HARD MODE Hardware × AI Hackathon · IFM Prize

8 Milliwatts

A wearable system that teaches hands-on skills by projecting guidance onto the real workspace, instead of into a pair of glasses.

Year2026
RoleInteraction & System Design
Team8 people
Format48-hour hackathon
ToolsPython · OpenCV · AprilTag · Mentra Glass SDK
Wearable Hardware · Agentic Interaction · Computer Vision · Projection Mapping · Voice Interaction
Overview

AR guidance usually lives in a headset that only the wearer can see. We asked what happens if the guidance lands on the real world instead: a helmet that watches your hands, understands where you are in a task, and projects the next step directly onto the surface you are working on.

We built it in 48 hours at HARD MODE, MIT Media Lab’s hardware × AI hackathon, and demonstrated it on piano: the helmet lights up the next key to play and moves on when you play it. The project won the IFM Prize.

At a glance

Problem
Guidance you can’t share

Glasses-based AR keeps instructions private to one wearer and pulls attention away from the hands.

Approach
Project onto the task

Cameras read the workspace, a task state machine tracks progress, and a projector and laser mark the next action in place.

Outcome
IFM Prize winner

A working piano-learning demo, built and shown at a 200-person hackathon at the MIT Media Lab.

My part

Real-world agent for task guidancePerception-to-action pipelineAprilTag spatial trackingTask state machines
Demo: the helmet tracks the keyboard and projects the next note onto the keys.
System
01

From perception to action

The system works as a loop. It sees the workspace, works out where the learner is in the task, and acts by placing a cue exactly where the next action happens. Voice commands let the learner steer without taking their hands off the keys.

Seehelmet + Mentra Glass cameras
→
LocateAprilTags map the keyboard
→
Decidetask state machine
→
Actprojector + laser cue
→
Listen“next” · “repeat” · “stop”
Knowing where things are

AprilTag markers on the keyboard give the cameras a fixed reference. From them the system computes the transform from camera space to projector space, so a cue lands on the right key, not just near it.

Knowing what comes next

A session state machine holds the lesson: which note is due, whether it was played, and when to move on. A central orchestrator routes voice commands into that state, so “repeat” and “next” work mid-lesson.

Tracking: two AprilTags locate the keyboard and the current lesson step.
From tracking to a cue on the key.
Agent design
02

An agent you can always interrupt

The helmet acts on its own: when it sees the right key played, it moves to the next step. That raised the core interaction question: how does a learner stay in charge of a system that advances by itself, without reaching for a screen?

Visible state
The cue is the status

A lit key means the agent is waiting for that note; when the note is played, the cue moves on. Feedback arrives at every step, right where the hands are.

Override
Voice beats autonomy

“Next” skips ahead, “repeat” replays the step, and “stop” ends the session, all routed into the task state mid-lesson.

Hands free
No screen in the loop

Control never needs a tap: hands stay on the keys and eyes stay on the workspace, while two cameras keep track of the scene.

Calibrating the laser: each note is mapped to a laser position, so the system can point at any key it sees.
Interaction
03

Guidance that stays in the room

Because the cue is light on a real surface, everyone nearby sees the same thing as the learner, so a teacher can follow along and point to the same key. The learner keeps their eyes on their hands rather than on a screen, and talks to the system instead of tapping it.

A

Look
the next key lights up

B

Play
the system checks and moves on

C

Say
“repeat” or “next” to steer

Piano was the demo, but the same loop applies to any hands-on task where the instruction can be placed in the workspace, such as technician assembly or training on factory machinery.

The cue on the keys, seen from the player’s side.
Build
04

48 hours on the floor of the Media Lab

The test rig: keyboard, AprilTags, and laptops.
Wiring the helmet.
HARD MODE, March 6–8, 2026.
Outcome

IFM Prize winner at HARD MODE.

HARD MODE brought about 200 participants to the MIT Media Lab for 48 hours to build intelligent hardware. Our team took the IFM Prize for a working wearable that turns computer vision and a task model into guidance you can see on the real world.

The team at the award ceremony.