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

Proud Team Member of

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

Painpoint

Painpoint

Creators are unsuccessfully attempting to monetize their spaces. As a result, creators are finding it harder and harder to justify their efforts — slowly causing them to leave.

Creators are unsuccessfully attempting to monetize their spaces. As a result, creators are finding it harder and harder to justify their efforts — slowly causing them to leave.

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:

  1. What are common patterns creators know in similar systems today?

  1. How will explorers convert their fiat currency to local currency? Will they need multiple wallets?

  1. How can we intuitively connect Spatial's Toolkit in Unity with an asset management system hosted on the Web platform?

  1. What happens if a Creator deletes an item already purchased by an explorer — will they lose access to that item?

  1. If a creator has multiple spaces - can explorers take items between Spaces? What about taking items between two spaces from two separate creators?

  1. 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

Painpoint

Painpoint

As Spatial continues focusing on video game-based spaces, empathy between the product team and our creators begins to widen.

As Spatial continues focusing on video game-based spaces, empathy between the product team and our creators begins to widen.

Painpoint

Painpoint

While retention has grown since the 'Spatial Economy' initiative, conversion rates to sales remain low for the majority of creators.

While retention has grown since the 'Spatial Economy' initiative, conversion rates to sales remain low for the majority of creators.

Constraint

Constraint

There was no room in the budget to bring on another Design Intern for me to manage.

There was no room in the budget to bring on another Design Intern for me to manage.

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:

  1. What are parts of the Unity toolkit process are the most painful? How would we fix them?

  1. What skills can the design team contribute to support a video game-focused company?

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

  1. 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.

I appreciated your time,
let's connect sometime.

Los Angeles, CA

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