Cavrnus

Role
Director of Product Design
Domain
Spatial Computing
Client
Cavrnus, Inc.

As Director of Product Design at Cavrnus, I led the experience design practice for an ambitious real-time multi-product platform built around drag-and-drop collaboration for Unreal Engine and Unity environments. The platform spanned 2.5D, spatial 3D (AR, VR, and MR), voice, video, data integration, and spatial persistence, with all interactions logged and synchronized across sessions through Cavrnus's proprietary Journal system.

Designed for creators, brands, and developers, the platform required cohesive, purposeful design across 17 distinct endpoints: streaming, web, PC and Mac applications, iOS and Android mobile and tablet devices, and the full range of current XR headsets. Flexible deployment options, from hosted cloud to on-premises enterprise configurations, added another layer of complexity to an already expansive design surface.

Jedi Council - VR World for Founder's Birthday
Jedi Council - VR World for Founder's Birthday

A Skunkworks Birthday in VR

When Cavrnus founder Anthony Ducca's birthday approached, I decided to do something the platform had never seen before: throw him a surprise party in VR.

The project was entirely after-hours and off the books. Over roughly eight days, four of us pulled together a fully realized Star Wars-themed (his favorite) world built around the Jedi Council chamber, complete with a custom-designed 3D birthday cake as the centerpiece. I secretly PM’d the project and led the concept, coordinated the collaboration, and sourced and created original 3D assets. Mark, our Unreal developer and Holoscript expert, built the interactive reveal sequences, each triggered by a single button press. Boris, our technical artist, brought the space to life with animations. Connor, our senior Unity developer, added the finishing touch: interactive lightsabers at every seat.

Anthony was genuinely surprised. The world resonated so strongly that he adopted it as a featured demo environment, using it to show prospective customers and partners what the Cavrnus platform could do.

"Thank you so much for coordinating this. It was great on so many levels. It was a great example of what our platform can do. Birthdays in the metaverse is such a great real-world use case. It's the coolest space yet!" — Anthony Ducca, Founder, Cavrnus

Jedi Council environment and Star Wars models sourced from Sketchfab.

Cavrnus
User-Type Taxonomy – Critical to Understanding of the Cavrnus Ecosystem
User-Type Taxonomy – Critical to Understanding of the Cavrnus Ecosystem
SuperAdmin Web Portal. Sitemap - bird’s eye view of the internal admin side of the system. Client’s admin is very similar in features and functionality.
SuperAdmin Web Portal. Sitemap - bird’s eye view of the internal admin side of the system. Client’s admin is very similar in features and functionality.
SuperAdmin User Flow Diagram
SuperAdmin User Flow Diagram
SuperAdmin Web Portal UX – Wireframes
SuperAdmin Web Portal UX – Wireframes

The UI shown in these wireframes reflects the React-based design system I began customizing for our product. While our team was fully invested in Vue.js at the time, I recognized early signs, despite not being a developer, that it wouldn’t scale with our long-term roadmap. I brought this concern to the VP of Product and our lead developer, sparking a deeper evaluation. After further research and discussion, we aligned on a plan to begin migrating to React.

Cavrnus
Cavrnus
Cavrnus
Cavrnus
Cavrnus
OOBE and Onboarding UX/UI. The new user experience via the two primary points of entry into the Cavrnus platform: web and desktop app.
OOBE and Onboarding UX/UI. The new user experience via the two primary points of entry into the Cavrnus platform: web and desktop app.
Cavrnus
Cavrnus
Cavrnus
Ready Player Me avatar integration.
Ready Player Me avatar integration.
Feature: Screen Sharing. Screen- and content-selection via webcam permissions are primary platform features. This user experience is more intuitive and reflective of current best practices.
Feature: Screen Sharing. Screen- and content-selection via webcam permissions are primary platform features. This user experience is more intuitive and reflective of current best practices.
Instant Links - Share Access to any space, anywhere, anytime with anyone. Virtual 2.5D and 3D spaces shared and as accessible as a webpage, all through the magic of Instant Links.
Instant Links - Share Access to any space, anywhere, anytime with anyone. Virtual 2.5D and 3D spaces shared and as accessible as a webpage, all through the magic of Instant Links.
Cavrnus
Cavrnus
Cavrnus
Content Library: Before and After UX/UI Re-design.
Content Library: Before and After UX/UI Re-design.

The content library is the conduit by which all content is ingested, stored and shared within the system, always at the ready for use in creating virtual spaces.

The initial functionality of the content library was limited, just waiting for a redesign. I was able to add a more robust and functional feature set including list and tile views, details panel, filtering and sorting, multi-select file data, and an overall cleaner and more hierarchical UX, and a UI design allowing for both dark and light themes, including a consistent content tile background (preventing some content from becoming illegible).

Visualization of Core User Roles, Access and Associated Actions
Visualization of Core User Roles, Access and Associated Actions

Deceptively simple in appearance, this diagram was one of the most clarifying artifacts of the project. Mapping Cavrnus user types, roles, tasks, and permission-based access limitations across each endpoint proved far more intricate than initially assumed. Sharing this diagram resolved weeks of ambiguity and gave the team a common reference point for every subsequent conversation about roles and permissions.

UX - Inviting Multiple User Types to a Space
UX - Inviting Multiple User Types to a Space

Working real-time in Miro with stakeholders was a great methodology to move feature and functionality development forward. Inviting multiple user types, each with variable roles and permissions, to a space along with management of invitations and invitees after the fact, posed an interesting UX challenge. My solution was embraced by execs and engineering, with its base usability structure and rules implemented elsewhere for other features.

The New Properties Panel
The New Properties Panel

The addition of "Properties" represented a significant expansion of the platform's space-creation toolset. Like all major feature functionality at Cavrnus, it began as a developer proof-of-concept (left): functional, but built for the engineers who authored it. The right panel is my first-pass information architecture: the same system, translated into an experience that makes sense to all Cavrnus users.

This was not standard UX translation from technical to human. I reverse-engineered system logic that wasn't organized around conventional communication, then rebuilt it into something universally navigable.

Properties: Final UX Architecture and Early Design System
Properties: Final UX Architecture and Early Design System
Early UX Sketch, Creator Studio World-Building Core Feature
Early UX Sketch, Creator Studio World-Building Core Feature
Creator Studio World-building UI Concept
Creator Studio World-building UI Concept
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