Case Study

Design Team Initiative Leads to a 390% Boost in Sales.

Context

Spatial is a platform enabling creators & businesses to quickly build and share 3D digital spaces across web, mobile, & VR.

Description

Due to a steady growth in retention, Spatial is increasing its investment in gaming spaces built with the Unity game engine. However, two key challenges persist: sales for creators remain low, and the product team lacks a deep understanding of their workflows. As a result, creators face significant challenges and lack an empathetic community to support them. To address this, I initiated a project to enhance the design team’s empathy for Unity creators and identify the obstacles hindering their sales.

ROLE

Design Engineer

TIMELINE

Q4 23' - Q1 24'

COMPANY

TEAM

3

TOOLS

Impact

390% Sales

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

Unlocking 4x in sales after optimizing the Avatar Store

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

Unlocking 4x in sales after optimizing the Avatar Store

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

Unlocking 4x in sales after optimizing the Avatar Store

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Deep DIve

Pain Point

As Spatial focuses more on Unity game developers, empathy & understanding between creators and the product team widens.

Pain Point

While retention has grown since the
'Spatial Economy' initiative, sales remain very low for most creators.

This could be an great opportunity to demonstrate my leadership skills through an internal initiative

Insight

Goals

Kickstart a project to deepen the design team’s empathy for Unity creators and pinpoint challenges hindering sales.

Open Questions:

  1. When creating a space through Unity - what aspects are the most pain staking?

  1. What skills can the design team develop to better support an increasingly video game-focused company?

  1. How are creators currently selling items, and what factors are contributing to low conversion rates?

  1. What’s the best way to secure team-wide support to move this project into production?

Research

What challenges do our creators face when building spaces, and why are they not converting well to sales?

Audit of current shopping experiences on Spatial against other successful alternative models.

  • Reference of Fortnite Store Layout

  • Reference of Roblox Marketplace Layout

  • Recording of Spatial's current highest-performing shopping experience.

Findings

Spatial

  • Shopping experiences often require users to run from item to item in 3D space. While this provides a unique shopping experience - it is inefficient for rapid item discovery and quick sales conversion.

Roblox

  • The marketplace primarily focuses on individual items, with secondary emphasis on their relationship to the avatar. Additionally, the minimal background and lack of free navigation for the avatar further concentrate the user on shopping rather than space discovery.

  • *Insight* Marketplace only sells "global" items (items that can be used across all experiences — not just one.

Fortnite

  • Similar to Roblox in structure and biasing toward highlighting items.

  • Similar to Roblox, Fortnite's store only sells "global" items. *Insight*

  • Unlike Roblox, Fortnite is heavily biased towards item "bundles" rather than individual items.

Development

Increase sales by limiting space navigation and increasing focus on (global) item discovery.

Optimizing the current Spatial shopping experience to better reflect Roblox and Fortnite.

Development (Low to High Fidelity)

  • Texturing, lighting, and game development all occurred within Unity game engine.

  • Initial Specs developed in Figma

  • Animation created by Yoonwoo Lee to inform art direction and interactive design before production.

  • Initial Greyboxing of the 3D space to better understand spacing, positioning, and Ui layout.

  • Revised architecture after initial grey box feedback.

Playtesting Feedback

90%

"What am I supposed to do when entering?"

Focus on the user's attention by auto-prompting the store when entering the space.

70%

"These items are not worth the money."

Introduce tiered pricing to help users compare assets relative to each other vs comparing items relative to external assets.

50%

"I wish there were categories"

Introduced categories and bundles following POC deployment to production.

Proof of Concept

The initial concept built by the design team and pitched to the team at large.

Create // Empathize // Design

Create // Empathize // Design

Impact

How did this project lead to a real impact?

Prod

Initiative gets implemented into production

390%

Sales revenue exceeds the average revenue per space.

200%

Sales revenue exceeds other Spatial monetization initiatives.

Takeaways

  1. Stakeholder buy-in increases as you emphasize the value the project brings to them, specifically.

  1. Ensure the brief (problem & goals) is prominently surfaced near assigned tasks to increase visibility and reference.

  1. Even in a lead role, seeking support is essential. Regular consultations with game developers and other PMs would have provided valuable insight into project timelines.

  1. There seems to be a strong correlation between an items value and it's ability to be "shown off" to others.

Have more questions?
Let's set up a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024