Proto Holograms

Proto Holograms

Proto Holograms

Proto Holograms

Proto Hologram is a holographic communications platform with a robust app ecosystem that enables users to create, manage, and play interactive holograhic content. Nearing the end of Q2 2022, I joined Proto as a Junior UX Designer where I was able to collaborate alongside another UX designer and my Product Manager to create human-centered experiences for a unique device.

Proto Hologram is a holographic communications platform with a robust app ecosystem that enables users to create, manage, and play interactive holograhic content. Nearing the end of Q2 2022, I joined Proto as a Junior UX Designer where I was able to collaborate alongside another UX designer and my Product Manager to create human-centered experiences for a unique device.

Proto Hologram is a holographic communications platform with a robust app ecosystem that enables users to create, manage, and play interactive holograhic content. Nearing the end of Q2 2022, I joined Proto as a Junior UX Designer where I was able to collaborate alongside another UX designer and my Product Manager to create human-centered experiences for a unique device.
Proto Hologram is a holographic communications platform with a robust app ecosystem that enables users to create, manage, and play interactive holograhic content. Nearing the end of Q2 2022, I joined Proto as a Junior UX Designer where I was able to collaborate alongside another UX designer and my Product Manager to create human-centered experiences for a unique device.

Role

Role
Role
Role
Junior UX Designer
UX Research, Competitive Analysis, Personas, Workflow Optimization, Personas, Wireframing, Prototyping, User Interviews, Usability Testing

Junior UX Designer
UX Research, Competitive Analysis, Personas, Workflow Optimization, Personas, Wireframing, Prototyping, User Interviews, Usability Testing

Junior UX Designer
UX Research, Competitive Analysis, Personas, Workflow Optimization, Personas, Wireframing, Prototyping, User Interviews, Usability Testing
Junior UX Designer
UX Research, Competitive Analysis, Personas, Workflow Optimization, Personas, Wireframing, Prototyping, User Interviews, Usability Testing

Team

Team
Team
Team
UX Designer, Product Manager, Stakeholders, and Engineers

UX Designer, Product Manager, Stakeholders, and Engineers

UX Designer, Product Manager, Stakeholders, and Engineers
UX Designer, Product Manager, Stakeholders, and Engineers

ABOUT THE PROJECT

ABOUT THE PROJECT

In June 2022, I joined Proto Holograms as a Junior UX Designer, where I had the opportunity to work across a diverse range of products that formed their growing ecosystem. Proto’s products included a web-based cloud system, their Live Beam App, and their holographic display products—each with unique user needs and interaction models.

In June 2022, I joined Proto Holograms as a Junior UX Designer, where I had the opportunity to work across a diverse range of products that formed their growing ecosystem. Proto’s products included a web-based cloud system, their Live Beam App, and their holographic display products—each with unique user needs and interaction models.

In June 2022, I joined Proto Holograms as a Junior UX Designer, where I had the opportunity to work across a diverse range of products that formed their growing ecosystem. Proto’s products included a web-based cloud system, their Live Beam App, and their holographic display products—each with unique user needs and interaction models.
In June 2022, I joined Proto Holograms as a Junior UX Designer, where I had the opportunity to work across a diverse range of products that formed their growing ecosystem. Proto’s products included a web-based cloud system, their Live Beam App, and their holographic display products—each with unique user needs and interaction models.
The Challenge

The Challenge

My role and the challenge centered on ensuring all of Proto’s platforms are parts of a unified experience rather than disconnected tools. This meant identifying opportunities to establish consistent UI patterns, aligning interaction paradigms across platforms, and designing workflows that are intuitive for end users. While I collaborated with another UX designer, I also independently led initiatives, developing new features and refining existing ones. In addition, I worked with product managers and engineers to validate these solutions through wireframing, prototyping, and iterative testing, while contributing to the design system that supported scalability and visual cohesion.

My role and the challenge centered on ensuring all of Proto’s platforms are parts of a unified experience rather than disconnected tools. This meant identifying opportunities to establish consistent UI patterns, aligning interaction paradigms across platforms, and designing workflows that are intuitive for end users. While I collaborated with another UX designer, I also independently led initiatives, developing new features and refining existing ones. In addition, I worked with product managers and engineers to validate these solutions through wireframing, prototyping, and iterative testing, while contributing to the design system that supported scalability and visual cohesion.

Responsibilities

Responsibilities

  • Conducted UX research and design for various resolution sizes and Proto’s holographic displays.

  • Analyzed competitors to identify pain points and successful design patterns.

  • Enhanced the current user experience by conducting internal usability testing.

  • Designed user flows and interactions that are intuitive for end users.

  • Ensured cross-platform consistency by aligning UI patterns and interaction paradigms.

  • Maintained and enhance the design system to ensure scalability, consistency, and visual cohesion.

  • Created and iterated wireframes, from low-fidelity concepts to high-fidelity prototypes.

  • Collaborated with UX designers, product managers, and engineers to develop and validate designs.

  • Tested and refined designs through prototyping and iterative feedback.

  • Conducted UX research and design for various resolution sizes and Proto’s holographic displays.

  • Analyzed competitors to identify pain points and successful design patterns.

  • Enhanced the current user experience by conducting internal usability testing.

  • Designed user flows and interactions that are intuitive for end users.

  • Ensured cross-platform consistency by aligning UI patterns and interaction paradigms.

  • Maintained and enhance the design system to ensure scalability, consistency, and visual cohesion.

  • Created and iterated wireframes, from low-fidelity concepts to high-fidelity prototypes.

  • Collaborated with UX designers, product managers, and engineers to develop and validate designs.

  • Tested and refined designs through prototyping and iterative feedback.

RESEARCH & DISCOVERY

RESEARCH & DISCOVERY

Among the various projects I contributed to at Proto, the 3D Objects feature stood out as the most impactful. This initiative extended across the Proto ecosystem, bridging both their web-based CMS and the company’s holographic devices (Epic and M). The project aimed to empower users to upload, manage, and interact with 3D content seamlessly across their products, ensuring consistency and an intuitive user experience.

Among the various projects I contributed to at Proto, the 3D Objects feature stood out as the most impactful. This initiative extended across the Proto ecosystem, bridging both their web-based CMS and the company’s holographic devices (Epic and M). The project aimed to empower users to upload, manage, and interact with 3D content seamlessly across their products, ensuring consistency and an intuitive user experience.

Among the various projects I contributed to at Proto, the 3D Objects feature stood out as the most impactful. This initiative extended across the Proto ecosystem, bridging both their web-based CMS and the company’s holographic devices (Epic and M). The project aimed to empower users to upload, manage, and interact with 3D content seamlessly across their products, ensuring consistency and an intuitive user experience.
Among the various projects I contributed to at Proto, the 3D Objects feature stood out as the most impactful. This initiative extended across the Proto ecosystem, bridging both their web-based CMS and the company’s holographic devices (Epic and M). The project aimed to empower users to upload, manage, and interact with 3D content seamlessly across their products, ensuring consistency and an intuitive user experience.
Identifying Entry Points and Use Cases

Identifying Entry Points and Use Cases

With the goal to enable users to upload 3D content directly onto their Proto devices, the workflow needed to be both intuitive and align with existing content-upload flows to maintain consistency across the ecosystem. Since the foundation of the feature mirrored the existing upload processes, the design team and I conducted a thorough review of all possible entry points and use cases for the 3D objects feature. By doing so, we ensured that the experience felt familiar to users while still addressing the unique needs of managing and displaying 3D objects.

With the goal to enable users to upload 3D content directly onto their Proto devices, the workflow needed to be both intuitive and align with existing content-upload flows to maintain consistency across the ecosystem. Since the foundation of the feature mirrored the existing upload processes, the design team and I conducted a thorough review of all possible entry points and use cases for the 3D objects feature. By doing so, we ensured that the experience felt familiar to users while still addressing the unique needs of managing and displaying 3D objects.

Based on the scenarios, the team and I identified the following use cases:

Based on the scenarios, the team and I identified the following use cases:

  • Users want to upload 3D object files (.obj, .fbx, .glb) to their Proto Cloud account.

  • Users want to assign 3D content from the Cloud to their Proto Device

  • Users want to play 3D content directly on their Proto Device.

  • Users want to play 3D content from their Proto Cloud account.

  • Users want to preview 3D content within their Proto Cloud account.

  • Users want to upload 3D object files (.obj, .fbx, .glb) to their Proto Cloud account.

  • Users want to assign 3D content from the Cloud to their Proto Device

  • Users want to play 3D content directly on their Proto Device.

  • Users want to play 3D content from their Proto Cloud account.

  • Users want to preview 3D content within their Proto Cloud account.

Defining these use cases was a critical step in ensuring the design addressed the complete lifecycle of a 3D object—from upload to playback—while maintaining flexibility for different user workflows. After establishing the lifecycle, we broke down each use case into detailed components, including the actors, goals, preconditions, main flows, and alternative flows. This structured approach allowed us to anticipate edge cases, clarify user intentions, and ensure that the final design supported both common and less frequent scenarios.

Defining these use cases was a critical step in ensuring the design addressed the complete lifecycle of a 3D object—from upload to playback—while maintaining flexibility for different user workflows. After establishing the lifecycle, we broke down each use case into detailed components, including the actors, goals, preconditions, main flows, and alternative flows. This structured approach allowed us to anticipate edge cases, clarify user intentions, and ensure that the final design supported both common and less frequent scenarios.

Reviewing Existing Workflows

Reviewing Existing Workflows

After identifying and breaking down each use case, I recognized that some scenarios already had established workflows. By leveraging these existing patterns, I was able to streamline the process and focus on refining the flows to better tailor them to the feature’s needs.

After identifying and breaking down each use case, I recognized that some scenarios already had established workflows. By leveraging these existing patterns, I was able to streamline the process and focus on refining the flows to better tailor them to the feature’s needs.

Competitor Analysis

Competitor Analysis

Since the project revolved around incorporating 3D content, I explored platforms such as Sketchfab and Spline 3D to study their upload processes and the controls used for previewing 3D content. Additionally, I examined Spotify and YouTube to analyze the intuitiveness and limitations of its playbar, drawing inspiration for how playback interactions could be optimized in this feature.

Since the project revolved around incorporating 3D content, I explored platforms such as Sketchfab and Spline 3D to study their upload processes and the controls used for previewing 3D content. Additionally, I examined Spotify and YouTube to analyze the intuitiveness and limitations of its playbar, drawing inspiration for how playback interactions could be optimized in this feature.

DEFINE

DEFINE

User Personas

User Personas

As Proto is a startup, it was challenging to pinpoint exact users since limited research was available to define them. Despite this constraint, I created quick personas informed by Proto’s existing consumer base, which helped ground design decisions in realistic user needs and behaviors.

As Proto is a startup, it was challenging to pinpoint exact users since limited research was available to define them. Despite this constraint, I created quick personas informed by Proto’s existing consumer base, which helped ground design decisions in realistic user needs and behaviors.

Some of these personas include:

Some of these personas include:

  • Fashion Retailers

  • Product Marketer

  • Medical Professional

  • Public Figures

  • Long-Distance Family

  • Advertising Strategist

  • Digital Collector

  • Fashion Retailers

  • Product Marketer

  • Medical Professional

  • Public Figures

  • Long-Distance Family

  • Advertising Strategist

  • Digital Collector

Based on the personas, I identified that Fashion Retailers, Product Marketers, and Digital Collectors would be the primary users of this feature. These groups had the strongest alignment with the need to upload, preview, and showcase 3D content, making them the key focus for my design decisions.

Based on the personas, I identified that Fashion Retailers, Product Marketers, and Digital Collectors would be the primary users of this feature. These groups had the strongest alignment with the need to upload, preview, and showcase 3D content, making them the key focus for my design decisions.

Design System & Library

Design System & Library

Our design system was structured using the atomic design methodology, which ensured scalability and consistency across the platform. When designing the 3D objects feature, I kept the design library top of mind, leveraging existing components while also making updates where necessary. Beyond this project, I contributed to improving and organizing the design library itself, refining its structure to make it more efficient for the team.

Our design system was structured using the atomic design methodology, which ensured scalability and consistency across the platform. When designing the 3D objects feature, I kept the design library top of mind, leveraging existing components while also making updates where necessary. Beyond this project, I contributed to improving and organizing the design library itself, refining its structure to make it more efficient for the team.

Building an MVP

Building an MVP

The team and I split the feature into two phases to create a clear path towards an MVP. For phase one, we integrated the 3D objects feature with the existing workflow and interface, allowing us to deliver a functional version quickly while maintaining consistency with the platform. In phase two, the feature was expanded by designing and implementing interactive controls for previewing 3D content, ensuring users could engage more dynamically with their uploads. This phased approach balanced speed and scalability, while addressing both immediate needs and future functionality.

The team and I split the feature into two phases to create a clear path towards an MVP. For phase one, we integrated the 3D objects feature with the existing workflow and interface, allowing us to deliver a functional version quickly while maintaining consistency with the platform. In phase two, the feature was expanded by designing and implementing interactive controls for previewing 3D content, ensuring users could engage more dynamically with their uploads. This phased approach balanced speed and scalability, while addressing both immediate needs and future functionality.

IDEATION & DESIGN

IDEATION & DESIGN

Throughout both the MVP and phase two, I focused on ensuring the interface remained consistent, so users would experience a seamless transition as new functionality was introduced. By leveraging the existing design system and building on the established upload workflow, the MVP laid the foundation for future enhancements without disrupting usability.

Throughout both the MVP and phase two, I focused on ensuring the interface remained consistent, so users would experience a seamless transition as new functionality was introduced. By leveraging the existing design system and building on the established upload workflow, the MVP laid the foundation for future enhancements without disrupting usability.

Throughout both the MVP and phase two, I focused on ensuring the interface remained consistent, so users would experience a seamless transition as new functionality was introduced. By leveraging the existing design system and building on the established upload workflow, the MVP laid the foundation for future enhancements without disrupting usability.
Throughout both the MVP and phase two, I focused on ensuring the interface remained consistent, so users would experience a seamless transition as new functionality was introduced. By leveraging the existing design system and building on the established upload workflow, the MVP laid the foundation for future enhancements without disrupting usability.
Starting with Wireframes

Starting with Wireframes

Wireframes were developed for new use cases and early explorations of Phase 2 features, while existing designs were updated using page templates from the design system. These served as early explorations to map out new potential flows, validate ideas quickly, and ensure alignment with both user needs and project goals before moving into high-fidelity design.

Wireframes were developed for new use cases and early explorations of Phase 2 features, while existing designs were updated using page templates from the design system. These served as early explorations to map out new potential flows, validate ideas quickly, and ensure alignment with both user needs and project goals before moving into high-fidelity design.

The MVP Design

The MVP Design

By leveraging the design library and wireframing new features, I was able to rapidly create, iterate on, and finalize the MVP. Throughout the process, weekly syncs were held to gather feedback from the team, which helped refine and strengthen the solution. Once completed, the prototype was presented to the development team to address any outstanding questions and then handed off, with an open line of communication maintained for ongoing support.

By leveraging the design library and wireframing new features, I was able to rapidly create, iterate on, and finalize the MVP. Throughout the process, weekly syncs were held to gather feedback from the team, which helped refine and strengthen the solution. Once completed, the prototype was presented to the development team to address any outstanding questions and then handed off, with an open line of communication maintained for ongoing support.

Running into a bit of a Snag

Running into a bit of a Snag

During development, a new scenario emerged as Proto devices transitioned from a Windows-based operating system to the new Proto operating system. Since Windows OS could not support 3D content playback, I designed a solution to prevent users from assigning 3D content to Windows-based devices. To ensure clarity, I introduced an on-screen prompt that informed users about the limitation and guided them to update their devices in order to access the 3D objects feature. This approach reduced potential confusion, kept the experience user-friendly, and aligned the feature rollout with the platform’s OS transition.

During development, a new scenario emerged as Proto devices transitioned from a Windows-based operating system to the new Proto operating system. Since Windows OS could not support 3D content playback, I designed a solution to prevent users from assigning 3D content to Windows-based devices. To ensure clarity, I introduced an on-screen prompt that informed users about the limitation and guided them to update their devices in order to access the 3D objects feature. This approach reduced potential confusion, kept the experience user-friendly, and aligned the feature rollout with the platform’s OS transition.

Phase 2: Adding New Controls

Phase 2: Adding New Controls

The following prototype represents of the second phase of the 3D objects feature. Informed by the competitive analysis, we incorporated key features from tools like Spline 3D and Sketchfab, and tailored them to fit the Proto Cloud ecosystem. The updates introduce new controls for interacting with the content, adjusting the playbar to support these controls and enabling users to zoom content. These new controls enhanced the user experience by giving users the ability to manipulate and fine-tune the 3D content they uploaded.

The following prototype represents of the second phase of the 3D objects feature. Informed by the competitive analysis, we incorporated key features from tools like Spline 3D and Sketchfab, and tailored them to fit the Proto Cloud ecosystem. The updates introduce new controls for interacting with the content, adjusting the playbar to support these controls and enabling users to zoom content. These new controls enhanced the user experience by giving users the ability to manipulate and fine-tune the 3D content they uploaded.

LEARNINGS

LEARNINGS

Post Implementation

Post Implementation

The reception of the MVP was positive, with users finding the workflow intuitive and familiar since it followed established patterns. Following the release, 83% of users updated from Windows-based Proto devices to the new Proto OS, enabling them to take full advantage of 3D content. In phase two, 68% of users reported that the new 3D preview controls felt intuitive, validating the design decisions and competitive analysis that guided their development. These enhancements not only improved usability but also expanded the product’s value—allowing key personas, such as retailers and digital collectors, to display content they wanted to promote or personalize for their own use.

The reception of the MVP was positive, with users finding the workflow intuitive and familiar since it followed established patterns. Following the release, 83% of users updated from Windows-based Proto devices to the new Proto OS, enabling them to take full advantage of 3D content. In phase two, 68% of users reported that the new 3D preview controls felt intuitive, validating the design decisions and competitive analysis that guided their development. These enhancements not only improved usability but also expanded the product’s value—allowing key personas, such as retailers and digital collectors, to display content they wanted to promote or personalize for their own use.

Reflections

Reflections

This project was a valuable experience, especially as I was the sole designer responsible for the 3D objects feature. While I managed the end-to-end design, I collaborated with the team on prioritizing use cases and revisiting workflows to ensure alignment. In hindsight, I recognize that placing greater emphasis on accessibility and WCAG compliance would have strengthened the solution, though accessibility was not a major priority at the time since the product was targeted at a select consumer base and not yet publicly released.

This project was a valuable experience, especially as I was the sole designer responsible for the 3D objects feature. While I managed the end-to-end design, I collaborated with the team on prioritizing use cases and revisiting workflows to ensure alignment. In hindsight, I recognize that placing greater emphasis on accessibility and WCAG compliance would have strengthened the solution, though accessibility was not a major priority at the time since the product was targeted at a select consumer base and not yet publicly released.

Contact

I'm always up for a collaboration whenever I have time. Let's innovate and create something extraordinary!

cristianxchavez@gmail.com

© 2022 Cristian Chavez