Lead UX Designer, March 2015 – April 2016
Currently I work on crafting delightful experiences in virtual reality.
Last November, the New York Times sent Cardboard viewers to all of their print and digital subscribers. In preparation, we wanted to make a few key improvements to the Cardboard app.
Problems with the original flow
- The three screens were not visually unified, leading to a less predictable experience.
- The final success message didn't instill a sense of accomplishment.
- There was no visual connection between the pairing flow and the rest of the app.
- Users landed on this page without a clear sense of their next step.
- They rarely clicked to "Get more Cardboard apps" and as a result didn't try any other third party apps.
- The black background failed to transport users into a new world, which is the most exciting aspect of virtual reality.
Goals for this release
Get users excited about virtual reality. First show them the demos and then guide them to download third party apps.
Make it easy for users to discover third party apps. Instead of linking users to the Play Store, feature third party apps inline.
Last June, I spoke at Google I/O as part of a talk on "Designing for Virtual Reality."