IIT Bombay · SoundRex
PODS
A wrist-worn speaker-and-light wearable that turns a stadium crowd into a distributed sound system, even audio everywhere, and every attendee a controllable pixel of light.
A concert’s line-array PA broadcasts from a handful of fixed towers, so the sound has sweet spots and dry zones, and the crowd at the back hears a thinner, later show than the crowd up front. PODS flips that model: instead of a few loud sources, it puts a small speaker on every wrist, so the audience itself becomes a dense, even, body-worn sound field. Each unit also carries a light, and because the system knows where every device is, the whole crowd becomes a controllable canvas the artist can play.
It was built for SoundRex, an early-stage hardware startup, at IIT-Bombay, which meant designing the product and the framework around it: the business of distributing, charging, tracking and reclaiming tens of thousands of single-event devices. I owned the design end-to-end, research and stakeholder mapping, the body-location and ergonomics studies, the form and CMF, the internal architecture and DFM, and the charging/logistics interaction model.
The panels below walk that arc: the problem and the bet, the research that grounded it, the studies that fixed where and how it’s worn, the form and internals that came out of it, and the device finally in use in a crowd.





































Designed at IIT-Bombay for SoundRex, an early-stage hardware startup, as the design and development of custom wearables for large-format audio delivery. Published 2019. See the full project on Behance →
A few decisions I’d defend:
Where the speaker lives, the wrist, not the chest or neck. The brief was “a body-worn speaker,” which left the most consequential question open: where on the body. I ran an ergonomic and anthropometric pass across neck, biceps, torso and wrist, weighing how sound intensity carries, hygiene across shared single-event units, and how much each location restricts movement. The neck read loudest but was a choking/hygiene liability and felt like a “dog collar”; the torso slipped and disappeared under clothing. The call was the wrist: it’s the most familiar place to wear something, it keeps the device in the user’s own line of sight (so the light reads back to them), and a raised arm actually carries sound well in a crowd. The tradeoff is the wrist is one of the smallest surfaces to pack a speaker, battery and PCB into, which set the hard constraint the whole form and internal-architecture work then had to solve.
A familiar strap over a clever quick-release. The original concept was a detachable pod that clipped onto a separate validation wristband, letting fans “take a piece of the concert home.” I prototyped an active clip-release mechanism and it failed honestly: the thin release parts were fragile, prone to accidental removal, and warped in printing. I chose to ship a conventional, legacy silicone strap instead. The tradeoff was giving up a memorable take-home feature and some modularity, but for a device that’s handed out, worn for hours, and reclaimed across thousands of users, removing the learning curve and the failure point mattered more than the novelty. It also pushed the logistics model toward a stamped/validated single-use band rather than a fussy locking ritual at the gate.
Designing the system, not just the object. Because every unit was a startup’s asset to distribute, charge, track and recover, I treated the charging interaction and device logistics as part of the design, symmetrical contact charging (so a unit drops into a cradle either way up and still connects, instead of fiddly sockets that clog and need cleaning) and an RFID-linked ticket-to-device flow for handing out and reclaiming devices. The tradeoff was added cost and operational complexity per unit, but it’s what made the fleet of disposable-feeling wearables economically viable to run at scale.