Samsung Electronics · 2017–2018

Samsung PhoneCast VR

Sole UX designer for the Gear VR app that brought mobile apps onto a 200-inch virtual screen. Used store reviews, interviews, and usage data to decide what to build next, reaching 1M+ monthly active users.

1M+monthly active users
All appsopened up from a curated list to every mobile app
2 screensmain-plus-sub multi-screen mode, chosen from usage data
Role
VR product design lead: mobile VR, B2B, XR design system
Team
UI and visual design; application and platform software; QA; product management; legal
Timeline
2017–2018
Stack
Gear VR, Android, Oculus Store
PhoneCast VR virtual theater scene

The problem

The first PhoneCast VR let users watch a handful of selected video apps on a huge virtual screen, controlled only through the headset touchpad. I wanted to know what users actually thought and what to build next, with a budget for exactly one major update.

How I decided

Listen first. I read every rating and review on the Oculus Store page and interviewed users and the carrier partners who sold Gear VR bundles. Three wishes came back: open every mobile app in VR, make the screen bigger, and show multiple screens at once.

Test feasibility, including the legal kind. With engineering I prototyped opening arbitrary apps and ran QA across representative app categories. Because a mirrored app's layout can change unintentionally, I also met with attorneys to understand what app owners could claim, which shaped the terms shown in the update.

Research the bigger screen properly. A naive bigger screen felt uncomfortably close. I applied linear perspective and occlusion principles, adding 3D objects into the scene to give the screen depth, and validated the effect in a prototype.

Prototype multi-screen. Four screens were technically possible, but Android's foreground model paused background apps, and the keyboard reshaped layouts and made screens blink.

The two-step decision

Only the first wish had enough evidence to ship. So the update opened all apps in a Labs mode with monitoring, and I used six months of aggregated usage (which apps, how long; no personal data) to find the four categories people really used in VR. That data, plus interviews with Samsung TV specialists about how people watch TV while doing other things, produced the multi-screen design: a main screen plus one sub screen, placed horizontally per ergonomic research, which avoided every technical problem the four-screen prototype had.

Results

1M+monthly active users
Allmobile apps available in VR after the Labs update
Top 4app categories identified from usage data drove the multi-screen scenario

The Labs update drew voluntary positive reviews and forum posts, and the usage data it produced is what made the second update a confident decision rather than a guess.