
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.
Impact
The system transformed 3D creation into a scalable, business-ready workflow
Production Time
Assets Output
Problem
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
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.
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.
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
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.
Solution
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.
Transforming photos and videos into ready-to-use 3D models
Learnings
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
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