How Can Augmented Reality Be Utilized for Creation and Sharing?
Tools: Figma • Jira
Skills: UX Research • Product Design • Product Management • Branding
Overview
During COVID-19, the music industry faced challenges without live concerts or meet-and-greets. Our team saw an opportunity to bridge the gap using Augmented Reality.
As UX lead, I partnered with a Product Manager and developers to design the app from start to finish. My role spanned research, UI/UX design, and supporting implementation.
The app and team were acquired after launch, prompting us to refine and enhance the app while updating its branding and direction.
We launched the first version, AiR Show, in summer 2020. After the acquisition, our expanded team re-released it as ARitize Holograms, a hologram creation and sharing tool, in fall 2021.
Background
This app started as a way to bring live music performances to fans during COVID-19 using augmented reality. One of our biggest wins was a virtual event featuring Offset, which got amazing feedback and showed us the potential of the platform.
Things took an unexpected turn when our team was acquired, and the project evolved. What began as a tool for AR concerts became ARitize Holograms—a platform for creating and sharing holograms.
As the design lead, I played a big role in shaping this shift. I worked to ensure the app stayed user-friendly and innovative while helping the team bring this new vision to life. It was all about empowering users to create their own holographic experiences and share them with the world.
The initial hologram app design before the company acquisition
Research
User research was essential to this app's development, both before and after the acquisition. Using Alan Cooper's Goal-Directed Design method, we focused on interviews, literature reviews, and competitive analysis to guide our process.
User Interviews
We conducted in-depth interviews with target users to understand their goals, motivations, and pain points. Open-ended questions helped us uncover insights into their needs and behaviors, which shaped the foundation of our design.
Literature Review
Competitive Analysis
We analyzed existing AR and virtual concert platforms, studying their strengths, weaknesses, and user feedback. This helped us identify opportunities to stand out and improve the overall experience.
Modeling
We synthesized the findings from interviews, the literature review, and the competitive analysis to identify patterns, themes, and user goals. This helped us define key user segments and their specific needs.
Using this data, I created personas to represent our audience, music fans, performers, and content creators, each with distinct goals, motivations, and pain points. The personas captured the diversity of our users and guided the design process.
To ensure accuracy, we validated the personas against the original research and gathered feedback from stakeholders. This helped ensure they reflected our users' goals and behaviors.
Requirements
Our team used the personas and research findings to define and prioritize requirements. By focusing on users' goals, motivations, and pain points, we ensured the app's features directly addressed their needs and expectations.
Framework
Flowchart Creation
We started by creating a flowchart to map out the app's structure, screens, and user interactions. This high-level blueprint showed how users would navigate the app and achieve their goals, laying the groundwork for the design process.
Wireframe Development
Using the flowchart as a guide, we designed wireframes for each screen to ensure an intuitive user journey. These wireframes were reviewed internally and with stakeholders, including the development team. Feedback on usability and clarity helped us refine the structure to align with user goals and project needs.
Initial wireframes for AiR Show including ticketing (in-app purchases for events)
Design Creation
With the wireframes finalized, we moved into visual design using Figma. We incorporated branding, typography, colors, and graphical assets to create a polished, engaging interface. Through iterative feedback from the team, stakeholders, and users, we refined the designs into a cohesive first version that captured the user flows, interactions, and visual aesthetic - ready for development and further iterations.
The first approved iteration of AiR Show before the acquisition
Development Support
Throughout development, I worked closely with the team to ensure smooth integration of design and functionality.
Asset Exports
As design lead, I prepared and exported graphic assets, icons, animations, and audio files in Unity-compatible formats. By understanding the development team’s technical requirements, I ensured the assets were optimized for performance and compatibility.
Iterative Revisions
During implementation, I collaborated with the developers to gather feedback and make design adjustments as needed. This iterative process ensured visual elements worked within Unity’s framework.
Collaboration and Communication
Daily communication with the development team kept us aligned. Regular standups helped address design-related questions, resolve challenges, and maintain a cohesive workflow.
Testing and Feedback
I actively tested the app as features were implemented, providing feedback to refine functionality, interactions, and the overall user experience. By working closely with the team, I helped resolve issues and ensure the final product stayed true to the design vision.
Switching Gears
After months of hard work, Air Show, our AR musical performance app, went live and caught the attention of another company. Following the acquisition, I was tasked with leading the redesign for a new app: ARitize Holograms, focused on hologram creation and sharing.
AiR Show Design side-by-side with ARitize Holograms (featuring a hologram of me that I made using the app!)
As design lead, I guided the transition by leading brainstorming sessions, collaborating with stakeholders, and conducting user research to ensure we met the evolving needs of our audience. This research helped shape the app’s concept and prioritize features.
Screens from the updated holograms app
I also led the creation of a fresh brand identity, crafting new visual styles, updating UI elements, and establishing a cohesive design system. Using Figma, we iterated on designs, incorporated feedback, and refined the user flows and interactions.
The app in action!
Working closely with the development team, I ensured the design and technical elements aligned seamlessly. Through iterative testing and user feedback, we validated our decisions and continually improved the app to create a polished, user-centered experience.
Outcome & Takeaways
My role expanded into that of a product owner, collaborating with development, marketing, and stakeholders to coordinate the app's launch and oversee testing. I managed quality assurance, beta testing, and refinements based on user feedback.
The AiR Show app gained popularity, leading to our team’s acquisition. We transformed it into ARitize Holograms, a platform for creating and sharing holograms. Through user research, stakeholder collaboration, and iterative design, we delivered a user-friendly experience for our audience.
The success of ARitize Holograms continues, as the app merged with another platform, marking a new phase of growth and market relevance. This evolution underscores the app’s adaptability and long-term impact.
Though I am no longer with the company, looking back on leading the design team on these projects is something I’m incredibly proud of. Together, we made a significant contribution to augmented reality.