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

  • Retain customers accounts

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

  • Community validation — positive feedback across social channels