Hello Meta! I'm Jayson —
Product Designer based in LA
With over five years of experience, I have led the delivery of 30+ core features, reaching an audience of 14-million users across mobile, web, and VR platforms.

Daphne

Fred
Intro's
Some quick info about me
"Where are you from?"
Harrisonburg, Virginia




"Do you have any siblings?"
Yes, I have a little "little" brother
"Where did you go to School?"
Savannah College of Art & Design

"What do you do now?"
Product Designer at Spatial.io
Projects
Project 1
Spatial Economy
Building the infrastructure to get creators paid for their efforts.
This project highlights the ability to :
Manage large-scale projects in collaboration with cross-functional teams.
Translate ambiguity into actionable steps for the team.
Ability to mitigate discrepancies between handoff and implementation
Project 2
Avatar Store
An Initiative to improve internal systems explore monetization.
This project highlights the ability to :
Identify internal gaps and proactively drive change
Ship impact-focused products
To lead a team.

Spatial Economy
Building the infrastructure to get creators paid for their efforts.
Squad
Engineering
Jeff Huang (Web)
Dongphil Yoo (Web)
Kevin Tong (Unity)
Benji Lightstone (Mobile)
John Taek (Backend)
Product
Jayson Hahn
Business
Jacob Lowenstein
Role
Product Designer
Timeline
Q1 23' - Q2 23' (~ 6 mo)
Tools

Figma

After Effects
Context
Strategy Team
"Oh wow, Spaces with "mini-games" have 7x better D1 retention than other spaces"
Insight
Goals
Provide creators with the essential tools to craft richer experiences for explorers. In return, this will lead to higher retention and increased revenue opportunities for creators.
Squads
Design Owner
Phase 1
Provide Creators with the ability to reward/gift items to explorers who perform tasks within the space.
Design Owner
Phase 2
Enable creators to assign 'Space Currency' to items that explorers can earn or purchase, generating payout opportunities for creators.
Design Owner
Phase 3
Maintenance and Mobile.
Open Questions:
What are common patterns creators know in similar systems today?
How will explorers convert their fiat currency to local currency? Will they need multiple wallets?
How can we intuitively connect Spatial's Toolkit in Unity with an asset management system hosted on the Web platform?
What happens if a Creator deletes an item already purchased by an explorer — will they lose access to that item?
If a creator has multiple spaces - can explorers take items between Spaces? What about taking items between two spaces from two separate creators?
How will creators track their payout progress and receive earnings?
Research
Allowing data to inform design decision-making.
Competitive Analysis
Identifying commonalities between platforms
Backpack
Roblox
Zepeto
Rec Room
Fortnite
Asset Management
Youtube
Fortnite
Zepeto
Roblox
Marketplace
Amazon
Fortnite
Roblox
Zepetro
User Feedback
Navigating the voice of our users
Discord
Central hub for user feedback and discussion.
Feature Suggestions.
Updates on Community Creations
Support.Spatial.io
Support Tickets
Insight
Findings
Collecting insights to inform MVP designs.
"What's our approach to handling local versus global items?"
Option A (Roblox/Rec Room) :
Backpack items only exist per space.
Option B (Zepeto) :
Backpack items are persistent in all spaces
"How will creators track their payout progress and receive earnings?
Common Pattern: Progress is generally tracked within a 'Creator Studio,' with payout windows of 60 or 90 days.

"We want to view the users who click on each hyperlink"
Insight: A significant portion of creator insights will focus on gathering data about their buyers, requiring us to scale accordingly.

"I want to give users a hoodie they can wear in all my spaces"
Insight: We'll not only manage different item levels (global vs. local) but also likely introduce item categories with distinct properties.
Iterations
Translating ambiguity into actionable ateps and informed decision-making.
Bringing two explorations to the team, outlining the trade-offs of each approach.
B

Zepeto Upsell Flow
User attempts to purchase item they cannot afford.
A


Roblox Upsell Flow
User attempts to purchase item they cannot afford.
Prototype walkthrough

Feedback during implimentation



Finals
Still Frames of end results
Success Metrics
Translating ambiguity into actionable ateps and informed decision-making.
17%
Increased retention among users with items stored in their backpack.
11%
Boost in average retention for spaces featuring a grind currency.
< 2K
Total payouts to ~ 800 creators over a three-month period.
Avatar Store
An Initiative to improve internal systems and explore new monetization techniques.
Squad
Engineering
Product
Peter Ng
Jayson Hahn
Jimmy Shan
Yoonwoo Lee
Business
Role
Product Designer, Project Manager, Design Engineer
Timeline
Q3 23' - Q1 24' (~ 6 mo)
Tools

Figma

After Effects

After Effects

Unity

Visual Studio
Context
Realizations
This could be an great opportunity to demonstrate my leadership skills through an internal initiative
Insight
Goals
Initiate an internal project to deepen the design team’s empathy for Unity Toolkit creators, enhance our game development skills, and address monetization pain points.
Open Questions:
What are parts of the Unity toolkit process are the most painful? How would we fix them?
What skills can the design team contribute to support a video game-focused company?
How are creators currently selling items, and what factors are contributing to low conversion rates?
How can we gather buy-in from the team at large?
Research
Allowing data to inform design decision-making.
Audit of Current Spaces
While this space is popular and provides a unique shopping experience, the need for users to move from item to item is inefficient. We believe there are opportunities to enhance this aspect for a more streamlined experience.
Notes on Unity toolkit workflow

Development
Translating ambiguity into actionable ateps and informed decision-making.


Final
Still Frames of end results
(1) Completed Unity Toolkit Space
(25) Optimized and Textured Avatars
(15) Avatar Emotes
(10) Avatar Auras
Success Metrics
Translating ambiguity into actionable ateps and informed decision-making.
Prod
Initiative gets implemented into production
390%
Sales revenue exceeds the average revenue per space.
200%
Sales revenue exceeds other Spatial monetization initiatives.
Proud Team Member of
Spatial.io