GoPro Max 2

GoPro Max 2

GoPro Max 2

ROLE

PRINCIPAL UX
PRINCIPAL UX

Platforms

ANDROID / IOS
ANDROID / IOS

launched

2025
2025

ProJECT Duration

2 YEARS
2 YEARS
In 2025, GoPro re-entered 360 media after a long hiatus.
In 2025, GoPro re-entered 360 media after a long hiatus.

As Design Lead, I defined the product strategy, UX vision, and interaction model for the entire 360 software experience, partnering with international engineering teams, consumer insights, and executive leadership over two+ years to bring the product to life. My role as Principal was as much about defining what we should build as how it should behave - and developing the relationships and trust with cross functional partner teams to actually execute on that vision.

// Measured Impact

360 SW Metrics

0Mil

Monthly Active Users

0Mil

Monthly Active Users

0x

Increase: Export Acquisition

0x

Increase: Export Acquisition

0x

Increase: Export Acquisition

0pt

Increase: New User Edits

0pt

Increase: New User Edits

0pt

Increase: Month 1 Edit Retention

0pt

Increase: Month 1 Edit Retention

Understanding the Problem

Before designing the experience, I partnered with GoPro's Consumer Insights team to understand why 360 editing remained difficult for both experienced creators and first-time users. Through surveys, moderated usability testing, and competitive analysis, we identified the behaviors and misconceptions that would shape the product from day one - and help us gauge what success would look like.

Before designing the experience, I partnered with GoPro's Consumer Insights team to understand why 360 editing remained difficult for both experienced creators and first-time users. Through surveys, moderated usability testing, and competitive analysis, we identified the behaviors and misconceptions that would shape the product from day one - and help us gauge what success would look like.

Rick O’Connell

Novice 360 User

"360 videos always end up looking sort of warped."
Ellie Sattler

360 Camera Owner

"360 can be cool, but it's a lot of work to get something usable out of it."
Ellie Sattler

360 Camera Owner

"360 can be cool, but it's a lot of work to get something usable out of it."
Kate Mccallister

Influencer

"I wish there were some automated modes or AI or something to speed up my workflow"
Kate Mccallister

Influencer

"I wish there were some automated modes or AI or something to speed up my workflow"
Building Alignment Internally

Our engineering team was based in Paris, while product leadership operated primarily from California. Early on, I recognized that success depended as much on alignment as design.

I led collaborative workshops in both Paris and Carlsbad, bringing engineering, product, and senior leadership together to align on design principles, negotiate the MVP, establish our implementation roadmap, and create a shared vision that carried the project through development.

Our engineering team was based in Paris, while product leadership operated primarily from California. Early on, I recognized that success depended as much on alignment as design.

I led collaborative workshops in both Paris and Carlsbad, bringing engineering, product, and senior leadership together to align on design principles, negotiate the MVP, establish our implementation roadmap, and create a shared vision that carried the project through development.

// UX Principles

Building Alignment

// UX Principles

Building Alignment

Minimize the disparities between 2D & 360 when possible.

Standardize patterns

Shared patterns make systems predictable. 360 patterns should only deviate from our standard media patterns when absolutely necessary.

Minimize the disparities between 2D & 360 when possible

Standardize patterns

Shared patterns make systems predictable. 360 patterns should only deviate from our standard media patterns when absolutely necessary.

Flatten the Learning Curve

Anticipate Needs

Help users to edit through intent, rather than having to interpret the system INTO their intent.

Flatten the Learning Curve

Anticipate Needs

Help users to edit through intent, rather than having to interpret the system INTO their intent.

Create a graduated system

Serve Noobs + Adv Users

360 editing is complicated, and users run the gamut from novice to professional. Allow the system to grow with them.

Create a graduated system

Serve Noobs + Adv Users

360 editing is complicated, and users run the gamut from novice to professional. Allow the system to grow with them.

Creating an End-to-End 360 Ecosystem
360 media is a bit of a unicorn. Every step of the user-journey - from capture to export - is different than with traditional media, and potentially more complicated. This meant that the entire GoPro ecosystem needed to be considered and potentially reworked specifically for 360, in an attempt to anticipate and smooth every step of what is often considered by users to be an intimidating workflow. It also meant that, while internal convention was to own a single area of the app or hardware experience, I needed to own the entire 360 ecosystem. Working across initiative teams, I coordinated decisions from camera to cloud to editing to export, maintaining the integrity of the system as a whole rather than optimizing each touchpoint in isolation.
360 media is a bit of a unicorn. Every step of the user-journey - from capture to export - is different than with traditional media, and potentially more complicated. This meant that the entire GoPro ecosystem needed to be considered and potentially reworked specifically for 360, in an attempt to anticipate and smooth every step of what is often considered by users to be an intimidating workflow. It also meant that, while internal convention was to own a single area of the app or hardware experience, I needed to own the entire 360 ecosystem. Working across initiative teams, I coordinated decisions from camera to cloud to editing to export, maintaining the integrity of the system as a whole rather than optimizing each touchpoint in isolation.
Leading Product Strategy Under Uncertainty
Leading Product Strategy Under Uncertainty
The GoPro Quik app wasn't originally architected for modern 360 workflows. As engineering teams retrofitted the platform throughout development, product strategy had to evolve alongside it. As a tech mentor of mine once instilled in me: "innovation requires more flexibility than convention does, and a willingness to adapt." From the outset, my role extended beyond design - and that challenge intensified as constraints emerged mid-development. I worked alongside engineering leaders across mobile, firmware, backend, cloud infrastructure, and media pipelines to translate technical realities into product direction. Every major architectural decision (and even most minor UI changes) required balancing user value, implementation complexity, and long-term extensibility, often forcing us to rethink not just individual features, but the shape of the product itself. Together, we aligned leadership around a simple principle: if we couldn't go broad, we'd go deep. Rather than pursuing parity with competitors across every capability, we focused our investment on the efforts that would make MAX 2's end-to-end experience feel unmistakably best in class.
The GoPro Quik app wasn't originally architected for modern 360 workflows. As engineering teams retrofitted the platform throughout development, product strategy had to evolve alongside it. As a tech mentor of mine once instilled in me: "innovation requires more flexibility than convention does, and a willingness to adapt." From the outset, my role extended beyond design - and that challenge intensified as constraints emerged mid-development. I worked alongside engineering leaders across mobile, firmware, backend, cloud infrastructure, and media pipelines to translate technical realities into product direction. Every major architectural decision (and even most minor UI changes) required balancing user value, implementation complexity, and long-term extensibility, often forcing us to rethink not just individual features, but the shape of the product itself. Together, we aligned leadership around a simple principle: if we couldn't go broad, we'd go deep. Rather than pursuing parity with competitors across every capability, we focused our investment on the efforts that would make MAX 2's end-to-end experience feel unmistakably best in class.
Final Product
Final Product

The final experience lowered the barrier to creating with 360 media while encouraging creators to return and edit again. We made concepts like gyroscopic stabilization easy to understand, and introduced automated modes that allowed users to edit through intent.


Following launch, new users were significantly more likely to begin editing, export finished videos, and continue using the experience over time.

Intent-driven Experience

Creator-tuned Selfie/POV stabilization and framing, coupled with a digital stitching process that removes the selfie stick, allowed us to deliver an experience where users didn't have to interpret settings into a result - they could simply pick an intent, and the system responded, at every touchpoint from capture to export.

CameraFX

Add pro-level motion with effects like Spin, Flip, Roll, Wobble, Tiny Planet and more.

Object Tracking

Select an object and track it, automatically.

Keyframing

Set the view precisely where you want it, moment by moment.

MotionFrame

Tilt and move your mobile device to steer the view.

CameraFX

Add pro-level motion with effects like Spin, Flip, Roll, Wobble, Tiny Planet and more.

Keyframing

Set the view precisely where you want it, moment by moment.

Object Tracking

Select an object and track it, automatically.

MotionFrame

Tilt and move your mobile device to steer the view.

CameraFX

Add pro-level motion with effects like Spin, Flip, Roll, Wobble, Tiny Planet and more.

Keyframing

Set the view precisely where you want it, moment by moment.

Object Tracking

Select an object and track it, automatically.

MotionFrame

Tilt and move your mobile device to steer the view.

Keyframing

set the view precisely where you want it, moment by moment.

Object Tracking

Effortlessly follow and focus on subjects anywhere around the camera.

MOTIONFRAME

Tilt and move your mobile device to steer the view.

Camera FX

Add pro-level motion with effects like Spin, Flip, Roll, Wobble, Tiny Planet and more.

Horizon Lock

Keep the horizon level, even when the camera rotates.

Direction Lock

Keep the direction locked, even when the camera spins.

Let'S make

something amazing

BASED IN

Oregon

Principal UX
+ product designer

I am an infinitely curious problem solver and digital designer with decades of experience shipping software products to millions of users.

Let'S make

something amazing

BASED IN

Oregon

Principal UX
+ product designer

I am an infinitely curious problem solver and digital designer with decades of experience shipping software products to millions of users.

Let'S make

something amazing

Man

I am an infinitely curious problem solver and digital designer with decades of experience shipping software products to millions of users.

Let'S make

something amazing

BASED IN

Oregon

Principal UX
+ product designer

I am an infinitely curious problem solver and digital designer with decades of experience shipping software products to millions of users.