Hello Microsoft!

I'm Jimmy, an explorer, friend, and generalist designer

To integrate into any place, I start by learning to be a local

In school, I helped design premium weddings in Malibu

I graduated UCLA in 2021 and started at Spatial, in SF

Spatial is about spaces… like Club Penguin, but for adults

We've moved from meetings, to NFT galleries, to a metaverse

Prototyping is my jam. I am happy when design is fluid

Now, a little bit about you guys, and how I relate to what you're making here

I've been talking to computers since I was thirteen years old…

And I write every day, to understand myself, the world, and to learn & grow

I feed entries into Copilot

I'm excited about voice interfaces, and helping design the personality of Copilot

Because my work at Spatial is so out-of-the-box, I'm going to start with a tactical project

Spatial Edit Mode

Addressing common customer requests for space decoration

Role — Lead Designer & PM

From our Discord, we've known that creators were frustrated when decorating their spaces

1) Lost objects (4 asks)

Creators often misplaced objects in inaccessible areas, eating up storage and pushing them past the limits for their paid Spatial+ SaaS plan.

2) Slow decoration (2 asks)

3D Assets are added one-by-one through a modal, and one of our most requested features is the ability to drag and drop assets into a space.

3) Unclear storage limits (11 asks)

Creators often misplaced objects in inaccessible areas which ate up storage, pushing them past the limits for their paid plan and causing frustration.

4) Clunky controls (2 asks)

Unlike regular 3D tools, our editing mode has always focused on accessibility. Such we lack the transform gizmos that are industry standard.

5) Locked camera views (3 asks)

Objects in Spatial are moved with sliders. Your camera perspective is locked to your avatar, so it's difficult to place objects in high places.

6) No mistake correction (6 asks)

When you accidentally move an object to the wrong position, it's hard to move it back in a precise manner with no way to undo/redo.

7) Tracking issues (24 asks)

There is no way to see a list of all your objects in scene other than walking up to each one. Stuff gets lost, eating up storage without you knowing.

8) Outdated interface (2 asks)

From our multiple pivots, all of our panels, menus, and controls for object control modes were antiquated and mismatched to our new styles.

Diving into a list of feedback, I gathered our design team and the most common requests

Considerations

2 week timeline

1 available engineer

Context

Making sense of the problems

You can have many assets in your space, but no record of them

Uploaded items would get trapped behind walls, lost forever

It's hard to decorate high places: you are ground level

People wanted drag & drop, but assets were added through a big modal

We were unforgiving with positioning mistakes, with no way to undo/redo actions

We also lacked a lot of the precision transform controls common to 3D tools

35 requests total

More than anything, our creators were frustrated about lost items eating up storage, pushing them to more expensive plans without communication of storage limits

Before diving in, I hopped on a call with our engineer, Dongphil, to understand what was on his plate for the next two weeks, so I could decide what to prioritize

Solution

So how did I address this?

Spatial has chrome that outlines the screen, meant to be simple

More robust editing tools have panels to collect actions

So on Day 2/10, I moved to map our sorted customer requests to patterns in other editor tools

Days 3-6, I spent mapping the top priority items to development phases

During this process, I communicated with Dongphil each day to uncover which features were both high impact and feasible in the short time that we had

From our collaboration, I discovered on Day 4 that duplicate objects need to be deleted as a group, so I simplified the design without or burying it

On Day 6, Dongphil executed a V1 that solved our creators' key issues: knowing their storage, and seeing all their assets in view

I also advocated for a freeform camera that let users reach and decorate those high ceilings

Short on time, I made a decision to scope down other ideas, like zoom to object and drag & drop

And I also cut gizmos, but we were able to add that in later with more Unity resources

Here is what we shipped — featuring a photo of me and my friends at the Golden Gate

Now a bit on process: I was using components that another designer was owning here & vice versa

And so I advocated for and defined a 'library' process in our shared working file

When new requirements arose, we'd ping the component owner and they'd make an update

It helped us stay in sync; we later brought the components into our main design system

Learnings

In this project, I prioritized fast, communicated proactively, and biased to action

1) Lost objects (4 asks)

Creators often misplaced objects in inaccessible areas, eating up storage and pushing them past the limits for their paid Spatial+ SaaS plan.

2) Slow decoration (2 asks)

3D Assets are added one-by-one through a modal, and one of our most requested features is the ability to drag and drop assets into a space.

3) Unclear storage limits (11 asks)

Creators often misplaced objects in inaccessible areas which ate up storage, pushing them past the limits for their paid plan and causing frustration.

4) Clunky controls (2 asks)

Unlike regular 3D tools, our editing mode has always focused on accessibility. Such we lack the transform gizmos that are industry standard.

5) Locked camera views (3 asks)

Objects in Spatial are moved with sliders. Your camera perspective is locked to your avatar, so it's difficult to place objects in high places.

6) No mistake correction (6 asks)

When you accidentally move an object to the wrong position, it's hard to move it back in a precise manner with no way to undo/redo.

7) Tracking issues (24 asks)

There is no way to see a list of all your objects in scene other than walking up to each one. Stuff gets lost, eating up storage without you knowing.

8) Outdated interface (2 asks)

From our multiple pivots, all of our panels, menus, and controls for object control modes were antiquated and mismatched to our new styles.

We weren't able to address every request, but we hit the most common ones given constraints

On launch, we improved editing for 300k creators and used the feature to pitch Walmart on a $2 million deal

I just showed a practical project…

Now, here's a really cool one—my favorite

Not all of the work at Spatial is grounded in the customer, actually

Finding product market fit, we've had to work under high ambiguity

My first project landed us on WIRED, and we grew from 8k MAU to 100k

We were for meetings, but any meeting (like this one) requires an invite

You need an invite to the party.

Without interactivity, we grew two million stunning, yet empty spaces

Now, something unique to our process is our high-fidelity design sprints

We landed on the idea for this project during one of those sprints in NYC

And so… I present

Spatial Quests

Giving people something to do

api

Gobble those McDoubles

Role — Lead Designer

We needed to help creators guide visitors through an experience

But at that time, people could only create spaces from templates

Before the sprint, I started by auditing how people unfamiliar with Spatial used it.

Like Youtube, we are a product built for everybody — so I tested at a coffee shop.

Most common remark: "It's beautiful, but I don't know what to do here."

For a metaverse to work, we needed more custom and retentive asynchronous experiences on the platform

There was an explorer side and a creator side, and I began by mapping where the explorer side could fit

Despite the simplicity of this widget, were many states to manage

Exploring every arrangement, I landed on putting the widget here

During this process, I communicated with engineers and our PM Will Chang to synthesize and adapt patterns common to successful platforms like Zepeto and Roblox

We based the design on a "Meta Loop," a habit pattern common in gaming

From coffee testing, I knew that hiding the feature in an icon would increase risk and hamper discoverability

  • api

    Theo's Playdate

    Now that you're phasing into preschool, you're gonna need to know how to play with others… who's first?

    Play with Thomas

    Play with Jayson

    Play with Sasha

  • api

    Gobble those McDoubles

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    Time for Chores

    Oh my goodness Joeseph, you never ever listen to what I have to say, and you always never do what I don't do?

    Clean the kitchen!!!

    Take out the trash!

    Do your homework!!

  • api

    Fruit Orchard

    I can tell by the way that you're looking at that sweet pie… you like it, don't you? You like it a lot, don't you?

    Peel an apple

    Lick a melon

    Sit on a grape

  • api

    Give flowers to Claire

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    De Neve Dungeon

    I told you there was a secret club here. You didn't listen to me. We can't just sneak into somewhere this boujee!

    Plan an escape

  • api

    Tahoe Exploration

    There's a lake here, and a cabin, and—oh my god… is that a bear? It's a black bear, those things are nasty.

    Check out the Black Bear

  • api

    Start a Quest

    Trampoline Mania

    There has never been a better time to jump on a Trampoline than today. Why? Because today is national trampoline day. Who's with me?

    Earn the Zippie badge

    chevron_right

    Lumber Shredder

    Ever since your dad got a degree in Forestry from the University of British Columbia, he has been raving about the lumber industry.

    Earn the Forest Fire badge

    chevron_right

    Heroic Fisherperson

    Your daughter is hungry, and there is nobody around to feed her. Wait... that's your job! Dinner needs to be ready in 30... oh no.

    Earn the Sabi Dad badge

    chevron_right

  • api

    Enter the bar

  • api

    Start a Quest

    Lumber Shredder

    Ever since your dad got a degree in Forestry from the University of British Columbia, he has been raving about the lumber industry.

    Earn the Forest Fire badge

    chevron_right

    Heroic Fisherperson

    Your daughter is hungry, and there is nobody around to feed her. Wait... bruh, that's your job! Dinner needs to be ready in 30... oh no.

    Earn the Sabi Dad badge

    chevron_right

  • api

    Collect 100 dots

  • api

    Big Bear Love

    Cabin trip game where players explore snowy woods, solve puzzles, build friendships, and discover love.

    Check into the cabin

  • api

    Break the news…

    I'm going to tell her that I'd rather break it off clean, because I want to be great, and I know what it takes.

    Buy tickets

    Enter the theatre

    Break up with her

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    Sneak into the doctor's office on the west wing of the hospital

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    Castle Crashers

    Annabelle keeps asking about where you'll host the wedding. I heard Paris is sweet in the summertime.

    Paris

    Dubai

    Seoul

    Regina

    Ghana

    Honolulu

    Denmark

    Brazil

    Saratoga

I explored many variations, avoiding the feeling of it being "a list of chores"

This was the project that made me fall in love with motion, and prototyping with different tools

api

Sneak into the doctor's office on the west wing of the hospital

To highlight that task at any time, I broke it out of the widget

api

Tahoe Exploration

There's a lake here, and a cabin, and—oh my god… is that a bear? It's a black bear, those things are nasty.

Check out the Black Bear

When you join a space, the quest expands to show its location, then collapses to show the first task to be done

api

De Neve Dungeon

I told you there was a secret club here. You didn't listen to me. We can't just sneak into somewhere this boujee!

Plan an escape

Each tasks chains into the next, and reveals more quests set by the creator

api

Big Bear Love

Cabin trip game where players explore snowy woods, solve puzzles, build friendships, and discover love.

Check into the cabin

Quests also chain into each other, recommending more quests

api

Theo's Playdate

Now that you're phasing into preschool, you're gonna need to know how to play with others… who's first?

Play with Thomas

Play with Jayson

Play with Sasha

You can also expand the widget to pick between which task you want to track

I phased the design to prioritize our customers at the time — NFT creators

I also implemented markers that would expand and guide in 3D space

api

Start a Quest

Lumber Shredder

Ever since your dad got a degree in Forestry from the University of British Columbia, he has been raving about the lumber industry.

Earn the Forest Fire badge

chevron_right

Heroic Fisherperson

Your daughter is hungry, and there is nobody around to feed her. Wait... bruh, that's your job! Dinner needs to be ready in 30... oh no.

Earn the Sabi Dad badge

chevron_right

I also cut features like multi-quest to keep the initial launch simple

Here's what we launched with.

Though we wanted to increase Day-30 retention, this project moved Day-1 retention by 3.74x for all quest completors.

We doubled down on making the platform more interactive, and pivoted again from NFT galleries to a UGC Unity metaverse

2021

2024

In a later project, I tied quests and badges to a platform rewards system

And made a store to redeem those rewards - learning Blender, Unity, React, and Git

It became the highest-monetized space on the platform and allowed creators and improved creator monetization

Learnings

In this project, I designed in ambiguity, ideated fast to inspire the team, and prototyped with speed

Unlike the project rooted in tangible customer requests, there's no answer for what the metaverse should be

I've spent a lot of time solving a problem more grand than practical…

Human connection

In an time when technology is rooted in consumption, I see a future where it facilitates active engagement

At Spatial, the thesis of my work was to make the internet more playful and interactive

Already, there is chatter about AI removing the human capacity for critical thought

I think the solution is to design so that AI feels less like an employee, and more like a partner

During Covid, The Social Dilemma with Tristan Harris inspired me to pursue this career

As this technology evolves, I think it's important to be intentional and consider how to avoid harm

I'm happy to dedicate the next years of my life to help craft a companion that encourages people to have fun designing better lives

Thank you so much