Foundations for Social Surfaces
As a result of Oculus graph and Meta graph migrations, Quest's social surfaces were originally fragmented and had inconsistent interaction models. This initiative created a cohesive architecture for social experiences that would scale with the platform's growth and support Meta's vision for social VR.
- Role
- Senior Product Designer (IC)
- Challenge
Create a unified foundation for system-level social surfaces on Quest OS.
- Contribution
Led strategy and design for the People and Chat Apps, developing new information architecture for messaging and calling. Orchestrated the unification of social graphs and led workshops to align cross-functional teams on a vision for People and multi-identity-graph support. Planned and designed many experiments with the Growth team.
- Impact
Unifying social surfaces significantly increased discoverability metrics and social participation. New information architecture unblocked future roadmaps and secured leadership alignment, leading to measurable increases in platform co-presence. Growth experiments increased 10x, enabling rapid iteration and learning that shaped new social features.