AR Shopping Experience

From vague AR concept to confident customers

T-Mobile | Lead Designer | Web, App | AR, Interaction Design | 2022

Phone Experience

Watch Experience

What makes this project unique?

  • Allows user to test device in hand before purchasing online
  • Started with partially defined AR concept; ended with a structured, testable, and iterative shopping experience, balancing innovation with usability
  • Designed mobile AR interactions while collaborating cross-functionally with T-Mobile InLab, the VP of Design, and AR partner, Paper Triangles

Problem

Online device shopping lacks the confidence of in-store experiences, especially when customers can’t physically interact with products.

​

“How might we increase customer confidence in purchasing devices online?”

Solution

Design an intuitive AR experience that allows users to visualize, explore, and interact with devices in their own hand, helping them make more confident purchase decisions.

​

Solutioning for both phones & watches

Explore iPhone in AR

Final AR screens - phone

Outcomes

  • Defined an MVP “Browsing Experience” and a future-facing “Shopping Experience” roadmap
  • Validated key features like hand-fit visualization, device interaction, and guided onboarding
  • Established a cross-functional workflow for AR design + development collaboration

Learnings

  • Strong ideas need ruthless prioritization to stay usable in emerging tech
  • Designing for AR moves fast and needs daily collaboration with development
  • How to navigate vendor collaboration and SOW constraints
  • Adhoc usability testing in the office is a great way to get traction for your product

Explore Apple Watch in AR

Final AR screens - watch

Discover

What I did

  • Synthesized prior research, interviews, and concepts into a centralized FigJam workspace
  • Conducted additional user interviews to understand confidence gaps in online shopping
  • Built personas and journey insights focused on hesitation and trust
  • Performed competitive analysis across AR and e-commerce experiences (Ikea, Warby Parker...)

Key insights

  • Users preferred online shopping but wanted to understand scale, feel, and interaction in a way that mimics in-store confidence.
  • Users who preferred in-store purchasing were skeptical.

Interview & competitor analysis

Workpages of interview & competitors notes

Affinity mapping

Workpages of iaffinity mapping
Workpages of iaffinity mapping

Define

Stakeholder alignment

  • Led a design workshop with cross-functional partners
  • Prioritized features using an impact vs. effort framework
  • Aligned on iteration phases (MVP → future roadmap)
  • Identified assumptions and defined “How might we” opportunities

Key decision

Separated the experience into

  • Browsing (low friction, exploratory)
  • Shopping (higher complexity, transactional)

Stakeholder workshop

Workpage of stakeholder workshop. includes effort vs effect graph, wireframing, and how might we's

Feature prioritization

workpage of feature prioritization

3 tiers of features

MVP (Browsing Experience)

  • View phone in hand
  • Flip device
  • Basic onboarding

Iteration 2

  • Color selection
  • Feature highlights
  • Snapshot & share

Future (Shopping Experience)

  • Compare devices
  • Switch products
  • Add to cart

User flow

User flow chart

Design

Approach

  • Designed flows and prototypes in Figma, later adapting to Photoshop for AR dev collaboration
  • Created end-to-end user flows including entry points from e-commerce
  • Iterated through multiple rounds of usability testing

Key decisions

Interaction Patterns

  • Designed intuitive gestures for:
    • Rotating and flipping devices
    • Exploring features
  • Tested different models for color selection (tap vs. drag)

Onboarding & Tutorial

  • Explored multiple triggers (auto-launch vs. user-initiated)
  • Balanced guidance vs. interruption

Feature Prioritization

  • Cut “Add to Cart” from MVP due to complexity vs. value tradeoff
  • Focused on confidence-building interactions first

Accessibility Considerations

  • Explored left-handed support (“switch hands”)
  • Advocated for legibility and contrast improvements

Color selection

Color selection options

Flip

flip feature

Feature highlights

Feature highlights

Tutorial

tutorial feature

Deliver

What I delivered

  • High-fidelity UI adapted for AR constraints
  • Interaction specs and iterative design updates
  • Support in feedback loop & QA between design, stakeholders, and developers

Final refinements

  • Simplified UI for clarity in AR environment
  • Adjusted interaction models based on feasibility
  • Roadmap for shopping experience & Fun Mode

Share

screenshot feature

Ruler

Roadmapped shopping experience

Roadmapped shopping experience

AR Shopping Experience

From vague AR concept to confident customers

T-Mobile | Lead Designer | Web, App | AR, Interaction Design | 2022

Phone Experience

Watch Experience

What makes this project unique?

  • Allows user to test device in hand before purchasing online
  • Started with partially defined AR concept; ended with a structured, testable, and iterative shopping experience, balancing innovation with usability
  • Designed mobile AR interactions while collaborating cross-functionally with T-Mobile InLab, the VP of Design, and AR partner, Paper Triangles

Problem

Online device shopping lacks the confidence of in-store experiences, especially when customers can’t physically interact with products.

​

“How might we increase customer confidence in purchasing devices online?”

Solution

Design an intuitive AR experience that allows users to visualize, explore, and interact with devices in their own hand, helping them make more confident purchase decisions.

​

Solutioning for both phones & watches

Explore iPhone in AR

Final AR screens - phone

Outcomes

  • Defined an MVP “Browsing Experience” and a future-facing “Shopping Experience” roadmap
  • Validated key features like hand-fit visualization, device interaction, and guided onboarding
  • Established a cross-functional workflow for AR design + development collaboration

Learnings

  • Strong ideas need ruthless prioritization to stay usable in emerging tech
  • Designing for AR moves fast and needs daily collaboration with development
  • How to navigate vendor collaboration and SOW constraints
  • Adhoc usability testing in the office is a great way to get traction for your product

Explore Apple Watch in AR

Final AR screens - watch

Discover

What I did

  • Synthesized prior research, interviews, and concepts into a centralized FigJam workspace
  • Conducted additional user interviews to understand confidence gaps in online shopping
  • Built personas and journey insights focused on hesitation and trust
  • Performed competitive analysis across AR and e-commerce experiences (Ikea, Warby Parker...)

Key insights

  • Users preferred online shopping but wanted to understand scale, feel, and interaction in a way that mimics in-store confidence.
  • Users who preferred in-store purchasing were skeptical.

Interview & competitor analysis

Workpages of interview & competitors notes

Affinity mapping

Workpages of iaffinity mapping
Workpages of iaffinity mapping

Define

Stakeholder alignment

  • Led a design workshop with cross-functional partners
  • Prioritized features using an impact vs. effort framework
  • Aligned on iteration phases (MVP → future roadmap)
  • Identified assumptions and defined “How might we” opportunities

Key decision

Separated the experience into

  • Browsing (low friction, exploratory)
  • Shopping (higher complexity, transactional)

Stakeholder workshop

Workpage of stakeholder workshop. includes effort vs effect graph, wireframing, and how might we's

Feature prioritization

workpage of feature prioritization

3 tiers of features

MVP (Browsing Experience)

  • View phone in hand
  • Flip device
  • Basic onboarding

Iteration 2

  • Color selection
  • Feature highlights
  • Snapshot & share

Future (Shopping Experience)

  • Compare devices
  • Switch products
  • Add to cart

User flow

User flow chart

Design

Approach

  • Designed flows and prototypes in Figma, later adapting to Photoshop for AR dev collaboration
  • Created end-to-end user flows including entry points from e-commerce
  • Iterated through multiple rounds of usability testing

Key decisions

Interaction Patterns

  • Designed intuitive gestures for:
    • Rotating and flipping devices
    • Exploring features
  • Tested different models for color selection (tap vs. drag)

Onboarding & Tutorial

  • Explored multiple triggers (auto-launch vs. user-initiated)
  • Balanced guidance vs. interruption

Feature Prioritization

  • Cut “Add to Cart” from MVP due to complexity vs. value tradeoff
  • Focused on confidence-building interactions first

Accessibility Considerations

  • Explored left-handed support (“switch hands”)
  • Advocated for legibility and contrast improvements

Color selection

Color selection options

Flip

flip feature

Feature highlights

Feature highlights

Tutorial

tutorial feature

Deliver

What I delivered

  • High-fidelity UI adapted for AR constraints
  • Interaction specs and iterative design updates
  • Support in feedback loop & QA between design, stakeholders, and developers

Final refinements

  • Simplified UI for clarity in AR environment
  • Adjusted interaction models based on feasibility
  • Roadmap for shopping experience & Fun Mode

Share

screenshot feature

Ruler

Roadmapped shopping experience

Roadmapped shopping experience

AR Shopping Experience

From vague AR concept to confident customers

| Lead Designer | Web | AR, Interaction Design | 2022

Phone Experience

Watch Experience

What makes this project unique?

  • Allows user to test device in hand before purchasing online
  • Started with partially defined AR concept; ended with a structured, testable, and iterative shopping experience, balancing innovation with usability
  • Designed mobile AR interactions while collaborating cross-functionally with T-Mobile InLab, the VP of Design, and AR partner, Paper Triangles

Problem

Online device shopping lacks the confidence of in-store experiences, especially when customers can’t physically interact with products.

​

“How might we increase customer confidence in purchasing devices online?”

Solution

Design an intuitive AR experience that allows users to visualize, explore, and interact with devices in their own hand, helping them make more confident purchase decisions.

​

Solutioning for both phones & watches

Explore iPhone in AR

Final AR screens - phone

Outcomes

  • Defined an MVP “Browsing Experience” and a future-facing “Shopping Experience” roadmap
  • Validated key features like hand-fit visualization, device interaction, and guided onboarding
  • Established a cross-functional workflow for AR design + development collaboration

Learnings

  • Strong ideas need ruthless prioritization to stay usable in emerging tech
  • Designing for AR moves fast and needs daily collaboration with development
  • How to navigate vendor collaboration and SOW constraints
  • Adhoc usability testing in the office is a great way to get traction for your product

Explore Apple Watch in AR

Final AR screens - watch

Discover

What I did

  • Synthesized prior research, interviews, and concepts into a centralized FigJam workspace
  • Conducted additional user interviews to understand confidence gaps in online shopping
  • Built personas and journey insights focused on hesitation and trust
  • Performed competitive analysis across AR and e-commerce experiences (Ikea, Warby Parker...)

Key insights

  • Users preferred online shopping but wanted to understand scale, feel, and interaction in a way that mimics in-store confidence.
  • Users who preferred in-store purchasing were skeptical.

Interview & competitor analysis

Workpages of interview & competitors notes

Affinity mapping

Workpages of iaffinity mapping

Define

Stakeholder alignment

  • Led a design workshop with cross-functional partners
  • Prioritized features using an impact vs. effort framework
  • Aligned on iteration phases (MVP → future roadmap)
  • Identified assumptions and defined “How might we” opportunities

Key decision

Separated the experience into

  • Browsing (low friction, exploratory)
  • Shopping (higher complexity, transactional)

Stakeholder workshop

Workpage of stakeholder workshop. includes effort vs effect graph, wireframing, and how might we's

Feature prioritization

workpage of feature prioritization

3 tiers of features

MVP (Browsing Experience)

  • View phone in hand
  • Flip device
  • Basic onboarding

Iteration 2

  • Color selection
  • Feature highlights
  • Snapshot & share

Future (Shopping Experience)

  • Compare devices
  • Switch products
  • Add to cart

User flow

User flow chart

Design

Approach

  • Designed flows and prototypes in Figma, later adapting to Photoshop for AR dev collaboration
  • Created end-to-end user flows including entry points from e-commerce
  • Iterated through multiple rounds of usability testing

Key decisions

Interaction Patterns

  • Designed intuitive gestures for:
    • Rotating and flipping devices
    • Exploring features
  • Tested different models for color selection (tap vs. drag)

Onboarding & Tutorial

  • Explored multiple triggers (auto-launch vs. user-initiated)
  • Balanced guidance vs. interruption

Feature Prioritization

  • Cut “Add to Cart” from MVP due to complexity vs. value tradeoff
  • Focused on confidence-building interactions first

Accessibility Considerations

  • Explored left-handed support (“switch hands”)
  • Advocated for legibility and contrast improvements

Color selection

Color selection options

Flip

flip feature

Feature highlights

Feature highlights

Tutorial

tutorial feature

Deliver

What I delivered

  • High-fidelity UI adapted for AR constraints
  • Interaction specs and iterative design updates
  • Support in feedback loop & QA between design, stakeholders, and developers

Final refinements

  • Simplified UI for clarity in AR environment
  • Adjusted interaction models based on feasibility
  • Roadmap for shopping experience & Fun Mode

Share

screenshot feature

Ruler

Roadmapped shopping experience

Roadmapped shopping experience