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Case Study

Has AI unlocked hyper-personal design systems?

Context

Ambient, aesthetic, and hyper-personalized, Protegia aims to perfectly fill the space between every moment. Settle in, wander around, put on something good... just please, stay on the path.

Description

Design systems used to take months to build and teams to manage. AI has collapsed that cost. What was once a quarterly initiative is now a weekend project for a single IC. While intimidating, I believe this unlocks something bigger than just efficiency. I suspect it unlocks a new renaissance of hyper-personalized design systems, tuned by geography, age, or subculture. This case study uses Protegia, my creative sandbox, to explore how this philosophy shapes a user's experience - and where it strains as the system scales.

Role

Founder

Timeline

Q1 26' - Current

Company

Stack

Impact

Pending

Breakdown

Pain points

View

Goal

View

Research

View

Development

View

Impact

View

All work and No Play

Case Study

Has AI unlocked hyper-personal design systems?

Context

Ambient, aesthetic, and hyper-personalized, Protegia aims to perfectly fill the space between every moment. Settle in, wander around, put on something good... just please, stay on the path.

Description

Design systems used to take months to build and teams to manage. AI has collapsed that cost. What was once a quarterly initiative is now a weekend project for a single IC. While intimidating, I believe this unlocks something bigger than just efficiency. I suspect it unlocks a new renaissance of hyper-personalized design systems, tuned by geography, age, or subculture. This case study uses Protegia, my creative sandbox, to explore how this philosophy shapes a user's experience - and where it strains as the system scales.

Role

Founder

Timeline

Q1 26' - Current

Company

Stack

Impact

Pending

Breakdown

Pain points

View

Goal

View

Research

View

Development

View

Impact

View

All work and No Play

SAN FRANCISCO, CA

COPYRIGHT JAYSon.STUDIO 2025

Never. Stop. Creating.

Problem

With A New Line Of Glasses Coming out how where we to educate users on their new Ai Glasses?

Description

Reel showcasing art direction and motion design for a diverse range of 2D and 3D projects. Focuses span from commercials, brand campaigns, and concert visuals to the conceptualization and development of a virtual reality game.

Goals

With A New Line Of Glasses Coming out how where we to educate users on their new Ai Glasses?

KPIs

Reel showcasing art direction and motion design for a diverse range of 2D and 3D projects. Focuses span from commercials, brand campaigns, and concert visuals to the conceptualization and development of a virtual reality game.

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.

⭐️

Connect to Content

Add layers or components to make infinite auto-playing slideshows.

Findings

Point 1

Shopping experiences often require users to run from item to item in 3D space. While this provides a unique shopping experience

Point 2

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.

Point 3

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.

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)

⭐️

Connect to Content

Add layers or components to make infinite auto-playing slideshows.

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.

NEVER.STOP.CreaTING

NEVER.STOP.CreaTING

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.