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Product Transformation September 15, 2018

Dolby

Transform Dolby to speak directly to consumers through an experimental website redesign.

  • Strategy

    Design scrum team

  • Design

    UI/UX Design, Art Direction

  • Client

    Dolby

  • Duration

    8 months

Challenge

Transform Dolby

Transform Dolby. Dolby is the industry leader in sound and visual technology for movies, shows, and music. However, when you ask the public, they think Dolby has “something to do with sound.” They recall the Dolby button on their cassette players or incorrectly remember the THX sound cue from their theater goings. Since the company has traditionally been focused on licensing and technology, they were relying on others (tech forums, directors, news articles) to tell their story. Dolby needed our team to help them own their story and make the transition from B2B to B2C through an innovative website redesign.

My Roles

I came on to this project when it was in its earliest phase of strategy and was able to see it through to the end of our engagement. My design work spanned blue-sky visionary work, specific tech detail pages, systems thinking, and editorial design work driven by current culture.

During the project, I found an opportunity to improve our design process by implementing and teaching a new (at the time) version control system with Abstract. With many teammates cycling on and off the project with parallel tasks, this new process was critical to keep all of us aligned and in tune with each other. It also helped me quickly onboard new teammates to our packed sprints.

Flagship feature

Atmos visualizer

One of the main design elements I tackled was the “Atmos Visualizer.” This feature needed to simply explain the complex technology and benefits for Dolby’s flagship offering, Dolby Atmos.

I am proud to say that this feature got the client to lean forward in his chair and say “Fuck yeah!”

As my design moved through the various phases of fidelity to sell it up the ladder, I collaborated and directed some incredible teammates to include 3D motion and final webGL development.

Atmos Visualizer

Process

The visualizer was one of the first features we tackled in the detailed design phase of the project. So, while I was exploring the UX and experience of this visualizer, we were all also pushing the new look and feel simultaneously. This was a fun exercise to truly own and create a new experience through both UX and visual design.

Research & content strategy

I love to learn about new industries and topics I’ve never explored before. To understand what information to highlight in the visualizer, I started by immersing myself in all the nerdy details — audiophile forums, online resources, old how-to’s, and 3rd party tech articles. I quickly realized that, in most cases, the basic understanding of the technology was glossed over, either moving immediately to technical specs or staying very shallow in marketing. Next, I began to prioritize the information knowing that our project strategy goal was to expand the target audience away from audiophiles/businesses to a wider general audience. I wanted to highlight the information that exposed the true differentiators/user benefits and expose the nitty gritty details later on in the experience.

Sketching & hifi mocks

After researching, I moved into sketching (some can be seen below). I tried to imagine unique ways to visualize sound, represent a viewer, and Dolby’s unique content combining into one amazing experience. I also needed to allow the user to interact with the visualize to ultimately understand the benefits and features of Dolby Atmos.

Moving straight into hifi mocks (seen below), I quickly explored rough mocks combining all of the above features in a dynamic UI. I kept coming back to spheres & domes to represent the sound since the technology allows embedded sound objects to literally move all around the viewer.

Client buy-in

I explored and mocked up many different variations of the visualizer. I would dial up or down different aspects of the technology through different visual representations. After solidifying a few different concepts, I would present to the client, get feedback, and continue to work collaboratively to achieve the best representation of the visualizer that also aligned with the business goals.

As the concept became clearer, I worked with a 3D motion designer for a couple of days to quickly mock up the main part of the visualizer. This was the key to selling the client the magic of the concept.

Tech hook-up

After “finishing” the designs (responsive designs, all iterations, and documenting functionality), I needed to move on to other aspects of the site. However, we needed to keep moving the static and video comps into webGL and ultimately connecting the visuals to actual Atmos sound objects. So, I continued to work with a couple of very talented creative technologists during the rest of the project. We would work to adjust the designs to when there were technological limits and preserved the original concept through to the end. We eventually handed over a working prototype to the client’s in-house developers.

Rough initial UI mocks
Explorations of other orb visuals (representing encompassing sound)
Mobile iterations, testing edge-cases, and hierarchy of features
Modular library

Experience Finder

The next big feature I handled was the “Experience Finder.” Dolby’s superior technology is used in hundreds of movies, shows, and games — new and old. However, Dolby had no way to showcase this, let alone help users find any of the content. We created the “Experience Finder” to help marry the users’ needs (find out what IP had Dolby in it and how to get the experience) and the business needs (teaching the value of the technology and understanding that Dolby is much more than just sound) in a modular and scalable experience.

Storytelling

Passion pages

A huge part of the strategy for transforming Dolby’s perception was to use “Passions” as an entry point into the site. These passion pages (Music, Gaming, Cinema) are meant to be constantly updated with new content and very editorial. Working with content strategy and UX we created a template that would work for each passion over time while creating a unique experience

Concepts

Home & navigation

The homepage and navigation elements were major challenges for many reasons. All of the designers on the team took a stab at it varying points with the client.
It needed to be variable and current, unique and experimental, introduce the new Dolby, respect IP legally, and be doable by a third party development team.

Here are the concepts that I was the most excited about.

It takes a village

Teammates

Creative direction

— Chris Linden
— Dwayne Koh
— Bryan Le

Design partners

— Lamon Bethel
— Lacey Valentini

UX

— Jessica Stanell
— Noah Conk
— Shihwen Wang

Strategy

— Andi Davis
— Griffin Olmstead

Technology

— Julien Renau
— Genki Hagata

Account

— Darius Houshiarnejad
— Jaime Sena
— 
Daniel Olivieri
— Graham Humphreys

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