Group Effects

I built and led the Alpha UX Design team behind Group Effects, the industry's first AI-powered, real-time AR experiences for video calling. Partnering with Engineering to hack and patent Meta's Multipeer API, we took it from MVP to product-market fit and a public launch that reached 1.3 billion users across Messenger, Instagram, and Facebook, driving an 80% lift in Duration per DAU on Messenger and seeding a creator ecosystem that kept it growing.

*Password-protected please reach out for access

Key Results

• 1.3B+ users across Messenger, Instagram, and Facebook
• +80% Duration per DAU on Messenger at public launch
• +14.6% D14 retention on Instagram and Messenger (MVP)
• +20% AR WAU in six months to global PMF
• +21% YoY Instagram AR WAU
• 800+ new Multipeer experiences, flywheel established

Metaverse Avatars

I led the UX creative strategy for Metaverse Avatars "Expressions" experiences across Meta's Family of Apps, spearheading the development and launch of three flagship products: Social Stickers, Animated Stickers, and Animal Avatars in Real-Time Calling. Through a modular design approach that scaled first-party and creator content and a quality playbook that held the bar across a billion-plus avatars, I helped bring these experiences to Messenger, Instagram, Facebook, and WhatsApp, contributing to the creation of more than one billion avatars across Meta's technologies.

*Password-protected please reach out for access

Key Results

• 1B+ avatars created across Meta's technologies
• 3 flagship products launched: Social Stickers, Animated Stickers, Animal Avatars (RTC)
• Shipped across the full Family of Apps: Messenger, Instagram, Facebook, WhatsApp
• 10 MVP Social Stickers introducing multi-avatar togetherness scenes
• 50 top static stickers converted to Animated across Stories, Reels, comments, and chat

UX Creative Strategy: Humor

I spearheaded the UX creative strategy for humor on Messenger, Instagram, and Facebook, one of the two primary use cases for real-time calling. Grounding the work in UX research on what makes US under-25s laugh, I led the delivery of six series of Humor AR experiences, including Expressive Characters that consistently ranked #1 globally for real-time calling. Along the way I pivoted the team from a siloed content-production studio into an alpha developer lab that drove 0-to-1 innovation and pushed Meta Spark's AI technologies forward.

*Password-protected please reach out for access

Key Results

• 6 series of Humor AR experiences delivered
• 18 top-three-ranked effects with 93%+ pre-capture rates
• Multiple Expressive Characters at #1 global for real-time calling
• Drove Humor as one of the two primary use cases for real-time calling
• Pivoted a siloed content studio into an integrated alpha developer lab

Camera Effects Platform

I was recruited to build Facebook's first-generation AR filters for the Camera Effects Platform, as part of the first team in the company to work in AR. I built, art directed, and shipped 170+ first-party effects across Facebook and Messenger, including 106 top-performing effects that all ranked above the 90th percentile and in the Top 10 for real-time calling and pre-capture engagement. I led the Post-Capture and APAC emerging-market strategies and contributed to Messenger reaching its milestone of one billion AR real-time sessions.

Key Results

• 170+ first-party AR effects built and shipped across Facebook and Messenger
• 106 top-performing effects, all above the 90th percentile and Top 10 in RTC and pre-capture
• Contributed to Messenger's 1 billion AR real-time sessions milestone
• Post-Capture strategy: 38 effects driving +12% total usage
• APAC: 15 effects, with 3 India effects reaching top 5 globally at launch

AR Casual Games

Building on the Multipeer API and Scene Composition we unlocked for Group Effects, our team took on a harder challenge: real-time, multiplayer AR Casual Games. We conceptualized 16 game mechanics, defined the game anatomy and UX framework, hacked working prototypes, and shipped MVPs into Data Science experiments to test for product-market fit. The initiative was paused when company priorities shifted, but the work pushed our real-time AR technology and design thinking into genuinely new territory.

Scope

• 16 multiplayer game mechanics conceptualized (timing, turn-based, shooting, puzzles, trivia, racing, and more)
• Defined the game anatomy, UX flows, and design principles for real-time AR games
• Hacked functional prototypes and validated new Spark APIs
• Shipped MVPs into Data Science PMF experiments
• Enabled 2P creators to build inventory and excitement

*Please reach out to learn more about this initiative.