Post-Mortum
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It was so challenging to design a flagship product for a brand new device type with brand new content. Literally, no one to that point had used a mobile VR headset. Plus, both the hardware and software were being built as the project was being done. This meant improvising on scarce devices (we had one in the office), constantly changing SDK's (weekly, sometimes daily), and coordination with multiple teams (Samsung, Oculus, and Unity). Moreover, fields of study such as how the brain perceives depth or how light and lenses work were totally new to me. With so many moving parts, I had to study, research, and improvise. The result is that I'm incredibly proud of the work. It was leading a brand new field of design by drawing from my previous experiences as an architect.
There are, however, serious issues with the way that the app has matured over time. It's essentially the same design today as when I left in 2015, save the rebranding and environmental design. The sheer quantity of content, number of other interested parties, and demand for new features requires changes in the app design that haven't happened. Furthermore, this product was designed before a community of 360 content creators and consumers existed. It is therefore fundamental to understand these critical changes and adjust the design accordingly.