Context
Phoenix is simulation software for 3D artists. As a product designer at Chaos, I designed an in-app simulation-cache converter for moving simulation data between formats without leaving the host application or rerunning a simulation. The UX work covered user requirements, conversion flows, nested channel selection, compact and advanced views, and an interactive prototype for developer handoff.
Reuse simulation data across formats.
As a 3D artist using Phoenix, I want to be able to quickly and easily convert simulation caches between different formats. This ability would allow me to use cached data in various software and rendering packages without the need to resimulate in a different format, saving time. Currently, this option is not available, and I have to rely on external methods to achieve the same results.
Define the conversion task.
I discussed the workflow with stakeholders, wrote a user story and mapped the requirements before moving into screens. The key job was to convert simulation caches without leaving the 3D application or rerunning a simulation.
Separate quick conversion from advanced settings.
I separated quick conversion from advanced settings. Experienced 3D artists could complete the common task with few steps, then expand the controls when they needed to choose channels or adjust conversion options.
Design for nested, growing channel lists.
I used rough Figma sketches to explore the structure before final UI. The main constraint was a potentially long list of particle channels with nested subchannels. I compared existing patterns and explored how users could navigate and select this hierarchy.
A compact default. More control when needed.
I reused the existing design system and designed a compact default view with an expandable advanced section. The advanced controls accommodate a growing list of channels and subchannels, while the default view keeps the common conversion task straightforward.
Document the flow and its states.
I handed over the final screens and an interactive prototype, using the existing design system to document component states and expected behaviour. The prototype helped developers inspect the simple and advanced conversion flows.
Walk through the proposed conversion flow.
Resolve the structure before polishing the UI.
Early sketches exposed an important constraint: particle channels can contain nested subchannels, and the list needs to support an open-ended structure. I designed a quick conversion flow alongside advanced controls for these cases. The main lesson was to resolve the data structure before polishing the interface.
