Overview
I joined PLASK AI as the first and only UX designer during its earliest phase — before a product existed. My role was to help define the product from the ground up: translating an ambitious AI concept into a usable, intuitive experience for creators working with motion capture and animation tools.
With no pre-existing design system, no interface, and no user workflows in place, I collaborated closely with engineers and leadership to shape the product’s foundation — from user journeys and visual design to prototypes that would become the first version of PLASK’s animation platform.
Challenge
PLASK’s goal was to make advanced AI motion editing accessible to creators. But the team was engineering-heavy, and there was no user interface or product direction yet — only AI capabilities under the hood. I had to help define what the product should be, how it should feel, and how it could work for real users.
The company also needed a design foundation — not just wireframes — but systems, flows, and feedback loops that could scale with the team and the product.
Goals
My Contributions
Outcome
I helped transform PLASK from an AI demo into a real, usable product. My designs laid the foundation for PLASK’s first public-facing platform — bringing clarity, usability, and structure to a complex technology. The experience gave me deep ownership over an end-to-end product vision, from zero to launchable interface, and helped shape how UX integrates into fast-moving AI teams.