Role

Senior Product Designer

Responsabilities

UX architecture / Visual direction

Client management
Lead Research
IC on Product teams

Client management
Lead Research
IC on Product teams

UX Audit

Led a UX audit that shaped three major releases for Gravity Sketch — a 3D modeling app with 2.7M+ downloads, backed by Accel and GV.

+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 three feature releases: Colors & Materials, Environments Panel, and a Quick Access Menu.

UX Audit

Mapped the full interaction architecture of the app. Identified proximity circles — how many clicks deep each feature sat.


Created reusable UX patterns for controller-based input in VR.


This wasn't research for research's sake. We knew Colors & Materials and Environments needed updates. The audit told us how to ship them well.

What it revelead

  • Core creative tools for color and environment editing were hidden in the 3rd and 4th proximity circles.

  • Icon system was inconsistent and causing cognitive load in VR.

  • No shortcut layer existed for frequently used features.

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

FEATURE 1 — COLORS & MATERIALS

Designers at Ford, Nike, and New Balance needed better material visualisation in VR — through user feedback and workshops, we identified gaps in the entry point and needs for swatches, and save materials

New interface levaraging depth to bring delight to users in VR/MR.


Reinforce controller patterns: off-hand trigger + color selection = 10% increment contrast level

Custom material library and swatches system built from user feedback and testing — tailored to creative workflows, designed around how these teams actually work with materials.

Brought material controls from the outer audit levels to the primary interface — fewer clicks to the tools designers use most.

FEATURE 2 — ENVIRONMENTS PANEL

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

Redesigned as an environment library aligned visually with the materials library UI, with improved discoverability — surfaced from the audit's 5th inner circle to the 3rd.


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.

FEATURE 3 — QUICK ACCESS MENU

Release overview By leveraging user analytics, we relocated buried features to the primary interface to increase feature usage and retention.


Problem framing

  • Buried Features: A UX audit revealed top tools were hidden in the 3rd and 4th proximity circles, slowing down workflows.

  • Technical & Cognitive Load: Inconsistent, overly complex icons were hurting usability and causing VR performance drag.

RESULTS

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

19.3K downloads — the only month of positive download growth in the first half of 2025

Overall ~2× increase in feature usage via the Quick Access Menu

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

Community validation — overwhelmingly positive feedback across social channels