Duration
Summer 2022
Role
Product Designer
For
3D virtual space for creative content sharing
Collaborators
Naryeong Kim, Seongjun Jo
MY ROLE
Product Design Intern
With two designers, I co-led interface designs, new product features, user research, and design systems. I collaborated closely with developers from Oracle and UC San Diego asynchronously to ship features such as, customized libraries, algorithmic feed, and purchase method.
OVERVIEW
Adler: 3D virtual art gallery
With $2000 in funding, SNIIP revamped manga reading for Western audiences on a mobile platform, prioritizing accessibility, diverse content, and overcoming streaming and legal challenges.
END PRODUCT
3D SNS Gallery
The Beta version could be summarize as an application compatible with desktop and mobile settings where users can create virtual 3D galleries and promote contents of their choice
ORGANIZING RESEARCH
User Research
From these interviews, we were able to distinguish what improvements should be made to make a more easily accessible customizble, interactive, and less time-consuming uploading process
Artists
Non-Artists
MARKET ANALYSIS
Competitive Research
We researched different 3D platforms, finding issues like slow and complex VR experiences, compatibility issues, and user understanding gaps.
INSIGHTS
Main Insights from Interviews
Through interviews, we gleaned key insights into the challenges faced by artists and content creators using the space for promotions.
Users want to edit the space easily while and after uploading contents
Users want more functionalities with faster loading time
users want to communicate with each other online as if they are in real life
users want to avoid limitations of types devices for the service
DEFINING SCOPE
Narrowing the Problem Space
After uncovering user pain points, we investigated and found that these issues stem from specific underlying problems.
Technical issues make it hard to improve the loading speed of the system while displaying high quality 3D modelling
Lack of varieties in the types of uploaded contents in the gallery spaces
SYNTHESIZING 1)
Stakeholder Mapping
We categorized users: primary-artists and content creators, secondary- art appreciators, tertiary-collaborating marketers.

SYNTHESIZING 2)
Personas
For our main target user which we narrowed down to a content creator in a broad scheme, we decided to pinpoint its pain points. The pain points were; the need to showcase work virtually, and the need for an easily accessible and personalized gallery with realistic resolution quality.
How might we allow users to...
Feel comfortable to speak in a public 3D gallery?
Express themselves with a new function in a 3D gallery?
Check what genres and categories are available to see what is trending?
WIREFRAMING
Low-Fidelity Prototype
SPACE FEED
The space feed lets users view their created spaces, including post descriptions, recommended spaces, and currently active spaces.
PLAYMODE
The play mode allows users to experience an immersive 3D space by entering the space and controlling the viewpoint and the perspective
PROFILE
The profile shows all spaces created by a user, allows reordering them, and includes a follow/unfollow button on others' profiles.
2D GALLERY
The 2D gallery lets users view photos in a flat layout, with an option to switch to a grid design for desktop or phone viewing.
MOBILE SETTINGS
The team developed a control mechanism for mobile access to the 3D gallery on compact screens.
















