Category

3D B2B

Deliverables

RESEARCH BRANDING DESIGN SYSTEM DESKTOP APP DESIGN IOS APP CONCEPT

team

1 DESIGNER. 1 PM. 3 DEVELOPERS. 1 QA.

Connecting the 3D Workflow, End to End

Connecting the 3D Workflow, End to End

Intro

Obsphera is a SaaS ecosystem that transforms how companies create and use 3D content through two connected products:

Obsphera 360 → generates 3D models from photos and videos

Obsphera Studio → converts those models into marketing-ready assets.

As a Product Designer, I focused on designing a seamless end-to-end system, turning complex 3D workflows into an intuitive, scalable content creation pipeline.

Category

3D B2B

Status

V1 live

Deliverables

RESEARCH BRANDING DESIGN SYSTEM DESKTOP APP DESIGN IOS APP CONCEPT

team

1 DESIGNER. 1 PM. 3 DEVELOPERS. 1 QA.

Impact

The system transformed 3D creation into a scalable, business-ready workflow

↓ 65%

↓ 65%

Production Time

Faster transition from input to final marketing asset

Faster transition from input to final marketing asset

↑ 3×

↑ 3×

Assets Output

Increased number of assets produced per product

Increased number of assets produced per product

Problem

From Fragmented Tools to a Connected 3D Pipeline

From Fragmented Tools to a Connected 3D Pipeline

Creating one 3D asset takes days, and we still need to use multiple tools to get the final output.

Creating one 3D asset takes days, and we still need to use multiple tools to get the final output.

I don’t know if my partner is working on the same priorities unless I ask.

Marketing Manager

Cutting the number of cycles per asset and lowering what each one cost to produce was the immediate, measurable target. But treating this purely as a throughput problem risked missing a second issue underneath it: marketing team members and 3D creators were both meant to use the same pipeline, but only one of them could actually operate the 3D tooling directly

50–200+ Production cycles

High costs

Different user groups

Key findings

Different Users, One Pipeline

Different Users, One Pipeline

  1. Roles overlapped more than a strict split would allow for In practice, especially on smaller teams, people didn't sit cleanly on one side of the marketing/3D divide — the same person often touched both parts of the pipeline.

  1. A further step was considered - a 2D editor after Studio for adding logos and other branding elements, closer to a general-purpose tool like Canva. Users told us directly they didn't need it: 3D editing in Studio was already a sufficient endpoint for their workflow.

  1. Entry into Studio needed to support two starting points, not one.
Some users already had a 3D asset ready to bring in; others needed to start from an existing library.

Exploration

Should the pipeline extend into 2D branding?

Should the pipeline extend into 2D branding?

With the problem framed and the findings in hand, two open questions shaped the rest of the design: how far the pipeline itself should extend, and how personalized the dashboard around it needed to be.

Users would set up a saved brand kit (logo, colors) once; from there, adding it to an asset meant placing that saved logo directly onto the 3D output inside Studio itself

Treat 3D editing in Obsphera Studio as the final step of the pipeline, with no additional branding step or overlay at all.

Rethinking the dashboard itself

Rethinking the dashboard itself

Zooming out from the pipeline steps to the dashboard, surfaced a related question: should the dashboard itself be personalized per user type? Early plans included a short onboarding questionnaire that would tailor what marketing users vs. 3D creators would see on the dashboard.

Solution

Designing an End-to-End Content System

Designing an End-to-End Content System

We chose to end the pipeline at Studio for two reasons that reinforced each other: users told us directly that a further branding step wasn't needed, and even the smallest version we sketched out - a saved logo dropped into the existing 3D view, would have asked people to switch mental models mid-task, from manipulating a 3D object to placing a flat 2D element, inside the same screen. Every user now sees the same unified dashboard, with entry points into both 3D and marketing asset creation. Stakeholders agreed: segmenting it upfront would have been over-engineering for a v1, when one shared view was already a strong starting point to validate.

Rather than extending the pipeline into general-purpose 2D editing, we kept it focused on the core flow: images into Obsphera 360 for 3D generation, then into Studio for 3D editing, matching what users told us they actually needed

Rather than extending the pipeline into general-purpose 2D editing, we kept it focused on the core flow: images into Obsphera 360 for 3D generation, then into Studio for 3D editing, matching what users told us they actually needed

Transforming photos and videos into ready-to-use 3D models

Learnings

Designing Systems, Not Features

Designing Systems, Not Features

The challenge wasn’t the ability to create 3D content — it was the lack of a connected, streamlined workflow that could support it at scale. 1. A faster, cheaper process isn't a fix if it still only works for specialists. The initial brief was framed around production speed and cost. Solving only for that would have missed that the real constraint was who could operate the pipeline at all. 2. Not every personalization idea is worth building, even a well-intentioned one The plan to tailor the dashboard per user type via a questionnaire felt like the more thoughtful, user-centered choice going in. 3. Scope discipline is easiest to justify when users say "we don't need this" directly Choosing not to build the 2D branding editor wasn't a guess — users told us Studio's 3D editing was already enough 4. Systems-level thinking doesn't need a big section to matter The dashboard-personalization question didn't turn out to be the central design problem, but including it

‹ Obsphera

‹ Qollabi

Melior ›