Role

Senior Product Designer

Responsibilities

UX audit / Visual direction

UX audit
Visual direction

Gravity Sketch — XR/AI novel interactions

Led a UX audit that shaped three major releases: Colors & Materials, Environments, and AI for XR for Gravity Sketch, a 3D creative tool backed by Accel and GV, used by Ford, Nike, and New Balance.

+2.7M downloads worldwide

+2.7M downloads worldwide

Design debt due to scaling fast

As Gravity Sketch scaled rapidly, features were added organically, leading to a disconnected and inconsistent user experience.

  • Features added fast

  • No coherent structure

  • Top tools buried 3–4 interactions deep

  • Users couldn't discover certain features

My role

I led a comprehensive UX audit that mapped every interaction, trigger, and entry point in the app, then used those findings to design and ship feature releases: Colors & Materials, Environments Panel, and AI for XR.

UX Audit

I mapped the whole app and ran VR workshops with power users to test the findings in-product. The design team helped validate. Every release after had to answer one question: where does this sit, and can users find it?

What it revealed

  • Core creative tools buried hidden in the 3rd and 4th proximity circle

  • Inconsistent icons adding cognitive load and lack of branding

  • Lack of standardizing for controller patterns (equivalent to keyboard shortcuts)

  • No AI integration strategy

PHASE 1 — VISUALIZATION CONTROLS

Ford, Nike, and New Balance needed better visualization controls in VR.


We scoped the work as two connected sprints and releases: Colors & Materials and Environments & Lighting


Both with the same root goal to give creative teams the visual fidelity to make real decisions without leaving the tool.

  1. Colors & Materials

Existing challenges:

  • Editing materials required holding two-three controller buttons simultaneously while a floating panel — breaking flow state every time

  • No way to manipulate textures or save custom materials

Through user feedback and workshops, I identified gaps in the entry point and the need for swatches and a materials library.

Shipped

  • New entry point fixed the panel opening across objects in space


  • Advanced features hidden from new users to simplify onboarding


  • Off-hand trigger pattern as a precision modifier (10% steps) and direct texture editing through headset controls instead of sliders


  • Custom material library tailored to how creative teams actually work

  1. Environment & Lighting

The existing environment library was underpowered and hard to find. The audit confirmed it was buried deep, most users didn't know it existed.

Shipped

  • Redesigned as an environment library aligned visually with the materials library UI, with improved discoverability.


  • Added new controls giving users direct manipulation over their scene environment — lighting, context, staging — where previously options were limited and preset-only.


  • Doubled-down on existing patterns like 'grab + edit' to build mental models and speed up the learning curve of the tool.

IMPACT

  • +5.3% growth — reversed aggressive post-holiday churn from negative to positive by March

  • Overall increase in feature usage — +5.8% for Lighting & Environment new entry point 2 quarters after release

  • Scalable visual design system — optimised, on-brand, ready for future releases

  • Community validation — positive feedback across social channels

PHASE 2 — NOVEL INTERACTIONS (AI for XR)

I ran sessions with power users to understand what AI should actually do in a spatial environment. They didn't want AI to design for them, they wanted it to accelerate their own thinking.


  1. Get started modelling easily

  • img > 3D (base shapes out of sketches)


  1. Better communication of ideas with less effort

  • img > img (similar to vizcom)


  1. Easily set up environments, add textures

  • prompt > img (output are .hdr and .pbr)


  • Better

Tests & explorations:

The constraint we didn't expect

When we presented our AI explorations to customers, corporate AI policies prevented their teams from testing generative creation tools.


Instead of abandoning the vision, we moved towards a ship-to-learn strategy: beta test features with community users for image-to-3D, and a Vizcom browser integration that leveraged tools enterprise clients already had approved access to.

Shipped

1. Image to 3D — users add a reference image, generate a base mesh, import it to their scene, and sketch on top. Built on AWS's generative model. Released to community beta.


2. Integrate existing AI tools — rather than building a rendering pipeline in-house, we integrated Vizcom inside Gravity Sketch's VR browser. Enterprise designers with existing Vizcom access can now use it spatially.

Learnings & Vision

Built with the CEO, this map defines the interaction model we're working toward:

  • Voice input replacing the VR keyboard

  • Vertical-specific LLMs for automotive and footwear

  • AI-integrated features for materials & environments creation