Redesigning immersive commerce for mobile, desktop, and VR

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Overview
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The original 3D Space experience launched as a flat, gray 2D web space with awkward hotspots. The original desktop-only UI was inherited from an acquired company and built by developers for functionality, not user experience
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As immersive commerce gained traction, we saw the opportunity to rebuild it into a sleek, glassmorphic 3D platform that feels dynamic, custom, and social.

Original UI from Ethereal Engine
The Challenge
65% of e-commerce happens on mobile devices, yet our experience was built for desktop.
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The UI was outdated, platform-limited, and not built to support the e-commerce features the business needed to grow.
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Leadership believed that if we update the UI in a modern, user-friendly way, we would attract more customers.
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The design needed to work across VR, mobile, and desktop while layering in e-commerce controls without cluttering the immersive 3D environment that made the experience worth building in the first place.
Gathering Insights
Before redesigning anything, I audited the product, interviewed stakeholders across three teams, ran user tests, and studied 3D e-commerce and mixed-reality experiences across the industry. I explored every pain point and opportunity before narrowing into solutions worth building.

Visual Exploration
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I explored UI styles across immersive and spatial contexts, including Neumorphism, Glassmorphism, VR interfaces, and 3D e-commerce, while auditing which controls and features needed to surface based on product needs.
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I landed on Glassmorphism. Its frosted, translucent surfaces hold up against any background a host sets, keeping the UI legible, no matter the environment.

Design Process
By grounding every decision in user impact, I mapped out our design trajectory with stakeholders across product, engineering, and business, while pulling a cohesive glassmorphism visual language from the Napster 3D Spaces Redesign so users moved between both experiences seamlessly.
User CONTROL Navigation
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We ran 9 usability tests to settle one of the project's most debated decisions: free-walk navigation vs. a staged, scene-by-scene approach.
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Results broke clearly along familiarity lines: gamers preferred free navigation, while non-gamers found the staged model frictionless and more focused.
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Since our primary user was a retail shopper, not a gamer, we moved forward with staged navigation.
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Free-roam was documented as a strong candidate for future social and gaming use cases.


Publish Controls explained
Publishing
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Mapping out the publishing user flow brought up a real question: how much agency do we give our product users over tailoring UI controls?
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With use cases potentially stretching to socialization and gaming, and both staged and free-roam navigation confirmed, select controls like jump, VR, and multiplayer were made modifiable.
VR IMPLiMENTATION
With my co-designer, we created a VR version of 3D Spaces to make immersive shopping feel natural, blending intuitive interaction with calm, elegant visuals. Built for Meta Quest, it lets users step inside a virtual store and explore products.
Partnership with Developement
Problem
Glassmorphism's blur and opacity effects were causing latency issues, and engineering was pushing back on using it as our UI direction.
Solution
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I met weekly with the Director of Engineering to understand GPU constraints, finding ways design could help.
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Together we found a way to 'cheat' the blur on larger sections by snapshotting and freezing backgrounds behind modals when they were opened, keeping the glassmorphic aesthetic intact without the GPU constantly recalculating
Result
GPU processing improved significantly, reducing crashes and freezing. It also built one of the strongest cross-functional relationships I've had on a team.

Project outcomes
What i learned from this project
Next steps
With e-commerce underway, I plan to:
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Shift focus to social interaction use cases.
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Beyond group chat, I want to enable direct messaging and friending to support deeper connections inside the space.