Our team conducted qualitative user research and interviews. We wanted a concept that matched the mental model of users approaching 3D modelling for the first time.
We used affinity mapping to organize our findings and ideas to formulate a concept. Framing 3D modelling as “sculpting” abstracts some of the more complex geometric and mathematical principles by allowing users to relate to 3D spatial manipulation in a familiar, real-world context. We then created definition with an experience map: Sculpt was born.
I worked with developers to prototype interactions, specifically 3D navigation and skeleton building.
ENVIRONMENTS & TEXTURES
I designed skeleton and joint UI to fit within the app style, and designed rendering style (lighting and textures) and environments.
We conducted a series of usability tests before release, using the feedback to improve some pain points we discovered. In order to test the appeal of the app to wide audiences, we even conducted informal testing sessions with children.
After the release of 123DSculpt, we observed users sharing videos and images of their work on the web.
The app was rebranded as Sculpt+, and we added in-app and online community to share work.
- Sculpt and Sculpt+ were successful with 1+ million downloads, and were featured in the Apple App Store.
- The app had good user retention, with several thousand MAUs.
- I was the lead author on a paper outlining our work, accepted to CHI.