

Rival MVP
Lead Product Designer (2024-25)
RIVAL's mission is to create the largest platform to discover, watch, and share immersive spatial videos. I joined the team in October 2024 to lead the design function during the development of the MVP which brought in $4.2 million of seed investment April 2025.
This project summarizes the zero to one journey of Rival and the design system and processes we established at the company that will last much beyond my time there.
When I joined Rival, I knew that we had about 6 months till the proposed launch date. I wanted get the ball rolling as quickly as possible. I decided to use my first week at the company as a "Design Sprint" week. This allowed me to get the whole team involved and helped us better understand the product we wanted to build.
I'm fascinated by design systems. I've had my opportunities to work with existing design systems and help evolve them. This is the first time I had the opportunity to define the foundational design principles of a product. I wanted to create something that would scale very well with increased complexity but also be efficient enough to be used by a small team.

I love designing interfaces for mixed-reality applications. Mainly because there's really no rulebook. I love being able to experiment with unconventional layouts and interactions and create intuitive user experiences that make you forget that you're interacting with a "computer".

I love designing interfaces for mixed-reality applications. Mainly because there's really no rulebook. I love being able to experiment with unconventional layouts and interactions and create intuitive user experiences that make you forget that you're interacting with a "computer".

We tried to find the right balance between keeping existing muscle memory interactions from 2D platforms while also creating a more tactile and immersive experience with skeumorphic concepts. Every feature we deisgned had the same goal : "Keep the content front and center".
At Rival, I had the opportunity to learn a lot more about the development process. It helped me improve a core part of any product function: the handoff process. We built a pipeline that would allow us to very quickly prototype and test an idea but did not sacrifice the quality of the features being to pushed to production.

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