Freddie Iboy

A skunkworks product designer for clients.

Freddie Iboy

A skunkworks product designer for clients.

Freddie Iboy

A skunkworks product designer for clients.

PhotoRoom
Skunkworks
I was brought in for 2 weeks to solve a tough problem: How can this crazy successful single player photo editing app have a game changing collaborating platform? From the data that was gathered before the project began, we had found that the most sticky sessions involved at least 2 people going back and forth to edit an image. Note: This work was done with the lens of pure exploration. Thanks for letting me have fun folks ✌️
PhotoRoom
Skunkworks
I was brought in for 2 weeks to solve a tough problem: How can this crazy successful single player photo editing app have a game changing collaborating platform? From the data that was gathered before the project began, we had found that the most sticky sessions involved at least 2 people going back and forth to edit an image. Note: This work was done with the lens of pure exploration. Thanks for letting me have fun folks ✌️
PhotoRoom
Skunkworks
I was brought in for 2 weeks to solve a tough problem: How can this crazy successful single player photo editing app have a game changing collaborating platform? From the data that was gathered before the project began, we had found that the most sticky sessions involved at least 2 people going back and forth to edit an image. Note: This work was done with the lens of pure exploration. Thanks for letting me have fun folks ✌️
PhotoRoom
Skunkworks
I was brought in for 2 weeks to solve a tough problem: How can this crazy successful single player photo editing app have a game changing collaborating platform? From the data that was gathered before the project began, we had found that the most sticky sessions involved at least 2 people going back and forth to edit an image. Note: This work was done with the lens of pure exploration. Thanks for letting me have fun folks ✌️

1

Skunkworks

I was fortunate that Dan Spooner at PhotoRoom had done the bulk of the research. Without his input, I could not have moved as fast as I did.


The first thing I did was to just go for the gold and shove commenting into the app in one go. I didn't care about how it would integrate into the experience but I felt my way around and even gave the team some opinions on cleaning up their editing states for clarity.

2

Skunkworks

When I studied their app, I noticed a particular behavior where once I had done an edit on an image, I felt that I then wanted to ask for feedback. So the export screen was the place to bring in people.


As a side note, their app is visually simple but UX wise it's quite ingenious. Within the same screen and a few taps, you can get anything done. That's the standard I held myself to in this project.

3

Skunkworks

The app creates amazing avatars yet their app profile avatar feature was basically non-existent. I found fun shapes that flowed with their existing language while giving everything a fun little twist. Every app has circular but the app makes great square profile photos. Why not take advantage of that? I made sure to mock up many different states.

4

Skunkworks

What if feedback was just a general feeling in emojis? This was tough since emojis could be translated in many ways but I tried anyway. The result is fun and I would love to use this every single day.

4

Skunkworks

Finally, the core of the project came down to a feature I called, Markup. It is the place where you draw on a photo, your verbal feedback turns into stickers, and tagging new people is super easy.


Markup is being further developed into something much more shippable and I'm excited to see the team run with it.


I hope they continue the fun we started.