Role
Senior Product Designer
Responsabilities
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.

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
