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PlaybookXR VR App UX & Gen AI Tools
22—23
Timeline: 2022—2023 / 6 months (Part-time role)
Platform: Quest App, Unity
My deliverables
  1. Prototyped in Unity multiple proof of concepts to improve the design tools’ capabilities using Gen AI to generate textures & skyboxes.
  2. Designed locomotion system allowing precision, scaling, fast movement and clear orientation in space while designing XR experiences.
  3. Improved user experience through redesigning controllers and navigation UX, focusing on controller-attached panels & shortcuts.
Unity, Figma, Dall-E API
The whole collaboration was fast-paced, focusing on shipping features quickly, testing through interactive prototypes, and iterating. I collaborated directly with other designers, engineers, and technical artists.

I had to get familiar with the PlaybookXR technical stack, especially when prototyping new features on top of the existing platform.
Team
Jakub Zegzulka (Me), XR Designer & Researcher
Jean-Daniel LeRoy, CEO & Co-Founder
Skylar Thomas, CTO & Co-Founder
Charlie Geraci, UX Designer
Justin Majetich, Unity Developer
Bethany Lai, Unity Developer
Katie Zhao, Technical Artist
Janelle Elise Hizon, XR Product Designer
Jakub is a multi-talented designer with a wealth of enthusiasm and knowledge within the XR space. At Playbook, Jakub bolstered team culture and continuously looked for better and faster ways of doing things as a company. On his projects, Jakub was thorough and often surprised others with the variety of different solutions he designed. His design skills were heightened by his ability to learn new platforms quickly and implement proof of concepts that allowed his work to be tested by other team members.
Skylar Thoams, CTO & Co-Founder
Prototyped multiple proof of concepts to improve the design tools’ capabilities using Gen AI to generate textures & skyboxes.
Problem: Designers spent a lot of time on creating assets outside of PlaybookXR, which makes the whole design process slower, especially when ideating.
Solution: Leveraging DALL-E's image generation API to allow generate images, textures and skyboxes directly within the design tool.
VR Prototype (Unity): Generating images inside of Playbook using Dall-E API
Prototype (Unity): Generating cube skybox using Dall-E API
Prototype (Unity): Generating Textures using Dall-E API
Designed locomotion system allowing precision, scaling, fast movement and clear orientation in space while designing XR experiences.
Problem: App doesn't have any locomotion system. Which limits the users from using the whole virtual space and limits the potential of the PlaybookXR as a design tool.
Solution: Locomotion system containing world pull for short movements, grid overlay to reduce motion sickness, lockable rotation and zoom, teleportation for longer distances, a bird's eye view for orientation, and a quick home function for easy return to the starting point.
Locomotion prototype developed by a Unity engineer based on the proposed design
Improved user experience through redesigning controllers and navigation UX, focusing on controller-attached panels & shortcuts.
Problem: Old controller system design had an overly complex interface with too many panels and difficult-to-access features.
Solution: Redesign of the interface focusing on simplicity and intuitive navigation, incorporating controller-attached panels and button shortcuts to prioritize accessibility and hierarchy of tools.
(Wireframe) One menu, 1 interactor
(Wireframe) One hand, customizable
(Wireframe) Double hand, 2 interactors
(Wireframe) Double hand, radial
Close
Undout Sleep Helper Design
20—21
Problem: Increasing reliance on technology disrupts natural sleep cycles, leading to restlessness and poor sleep quality.
Impact: Successfully fundraised 550k CZK, delivered a working sleep helper with digital app to 220+ customers, mentioned on a national TV (2+ million people watching live).
Solution: Built an integrated hardware and app sleep helper, offering a smart, harmonious sleep experience that resonates with human’s natural rhythms.
Platforms: iOS, Android, Web
Timeline: 2020—2021 / 1.5-Year Project (Part-time role)
My deliverables
  1. Led the digital product design across the whole company
  2. Designed the core functionality of the mobile app (iOS + Android)
  3. Closely collaborated with the engineering and founding team, leading the digital product design side
  4. Created a design system for the mobile app, connected to the engineering side
  5. Managed other designers & the workflow in the design team
  6. Designed the landing page, product page and blog
  7. Led all the design initiatives on the brand side (social media, manual design, posters).
Team
Jakub Zegzulka (Me), Product Design Lead
Max Kozlov, CEO & Founder
Krystof Mitka, CTO & Co-Founder
Petr Stepanek, CPO & Co-Founder
Zaden Ruggiero-Boune, Flutter Engineer
Martin Rosenberg, Frontend Developer
David Stancik, Freelance UI Designer
Radim Jelinek, Freelance 3D Designer
Mikulas Vanousek, Flutter Engineer
Josef Gajdusek, Firmware Engineer
Jakub is one of the most hard working, curious and talented individuals I've had the pleasure to work with. When Jakub came into Undout, he was instantly thinking about the long-term impact, which I find very rare amongst designers today. He took over designing both our app and the website. While building the design foundations for years to come, he's shown how quick he is on his feet. He guided the whole team towards creating a successful product.
Max Kozlov, CEO & Co-Founder
Led the design of the mobile app
Wake up sessions list, lamp & settings
Loading screen, choosing wi-fi, searching state
Choosing sleep box, bluetooth prompt, hard-reset guidance, connected
Setting up wake up session, setting up sleep session
Led the design of the website
Product page: social proof, use-cases timeline
Product page: hardware features
Product page: mobile app features
Product page: purchase, faq, footer
Close
XTND Website, Smart Electric Board
20—21
Info: After a successful Kickstarter campaign with $346,000 pledged on an idea with a smart electric skateboard and many years of development of XTND team, there was a need to create a website/landing page for the release and pre-orders. After releasing this MVP, we got a lot of great insights out of user testings and analytics and continued iterating on it.
Goal: Find the best way to communicate the product to potential customers with the highest impact on KPIs (conversion rate, subscription).
Timeline: 2020 / 2 months to first MVP + 6 months iterations
Platform: Web / Webflow
My role
  1. Web Visual Design
  2. Web User Experience
  3. User Research
  4. Market Research
  5. Analysis of User Testings
  6. Moving from Sketch to Figma
  7. Communication with Stakeholders
  8. Communication with Developers
Team
Jakub Zegzulka (Me), Product Designer
Jan Blunar, Product Designer
Marian Galba, 3D Designer
Dominika Covcik, Copywriter
Marek Pohlodek, Product Manager / CPO
Ondrej Barta, Webflow Developer
Miro Perina, CEO
Jakub's main focus on the project was a redesign of our website, allowing the users to learn more about the product and pre-order it. From product discovery, market research, all the way to the actual product design Jakub was able to do it all extremely well and very quickly. He was able to look at the big picture, is able to give and receive feedback very well, and iterate extremely quickly based on new findings and feedback. I can confidently say that he’d be a valuable addition to any team or organisation.
Marek Pohlodek, CPO
Product Page Design
FAQ, Blog, Article Page Design
Subscription & About Us Page Design
Other
Cart, Custom Cursor, Email Pop-Up
Modals, describing the product page sections better: User Experience, Advanced Technology, Innovative Design
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Fuzee, Ultimate City Routing Planner App Redesign
20
Platform: iOS, Android
My role
  1. Mobile App Visual Redesign
  2. Competitive Analysis
  3. UX Research
  4. User Experience Design
  5. Interaction Design
Team
Jakub Zegzulka (Me), Product Designer
Adam Zvada, CEO, Backend Engineer
Jan Sokol, Backend Engineer
Martin Strambach, iOS Engineer
Jan Smolik, Android Engineer
Mobile App Design
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Wondr Weight Loss Mobile App Redesign
20—22
What: Redesigning the app from scratch, focusing on habit forming and building the experience around the main revenue driver (video lesson engagement).
Timeline: 2020—2022 / 2-Year Project (Part-time Role)
Platforms: iOS (iPad & Mobile), Android, Web
Impact: 75% increase in users using the mobile app instead of web app, 84% success rate of losing weight, 4.8 App Store rating with 220k+ annually paying customers.
My deliverables
  1. Explored distinctive visual directions of the 1st iteration of the app
  2. Designed all the core aspects of the Mobile & iPad app & micro interactions (video watching, navigation, quizzes, modals, community module, progress, logging meals, tracking weight)
  3. Built full design system for the mobile app & tokens for the whole platform
  4. Redesigned the mobile app visual after the company rebrand
  5. Designed a number of growth experiments (day-one experience, retention - gamification)
Figma, Lottie, After Effects
Team
Jakub Zegzulka (Me), Product Designer
Garrett Godsey, Lead Product Designer
Kendall Ramirez, VP Product
Trent Cockerham, Product Director
Jose Garrido, Lead Web Dev
Chase Bullock, Lead Mobile Dev
Jakub quickly proved himself capable of carrying the ball and doing big things, solidifying himself as good friend, reliable colleague, inspiring creative, and valuable teammate. His youth brings a fresh perspective and a ton of passion. He has the ability to deliver work under pressure and on time. Anyone who has already collaborated with him knows that he is far ahead of the curve, and with his passion to learn and experiment, his growth will continue to impress and inspire those around him.
Garrett Godsey, Lead Product Designer
Using behavior change and healthy habit forming to help users reach their goals and increase user retention.
Key Challenges:
  1. How might we motivate and help users reach their weight loss goals?
  2. How might we increase app engagement and retention?
  3. How might we motivate users to track their progress regularly?
  4. How might we connect participants with others to help them support each other?
Our Approach:
  1. Tested different features that prompt and motivate users to watch educational videos and motivate them to track their meals together with weight and activity progress.
  2. Explored many ways to make the app experience more engaging and fun.
  3. Come up with many different ideas through solid market research, industry knowledge and workshops with stakeholders.
  4. Through ideation and testing have maintained a strong role throughout the process.

Additionally, we've paid strong attention to the community features, which we found to have significant impact on motivation and, in the end, retention. People enjoy being a part of something bigger with other people.
Weekly & daily tasks, combined with notifications reminders and pledges as a way to motivate users and help them create regular habits.
Progress tracking as the way to keep users on track to reach weight goals and increase their data investment, which improves retention.
Mindful eating techniques combined with meal logging helping participants to build the correct eating habits and keep track of their meals.
Providing participants with a community, allowing them to share their progress or ask for support both from the Wondr team and other participants, leading to increased motivation and feeling of tribe inclusion.
Increasing business revenue and helping users reach their goals faster through a primary experience focused on learning and video engagement.
Key Challenges:
  1. How might we increase engagement in the video/learning section?
  2. How might we make the learning process more effective?
Our Approach:
The more classes participants watch, the more revenue is generated by the business model. Watching videos is also strongly connected to success in the program. The more videos participants watch, the more they are likely to succeed and lose weight. The momentum and emotional investment of users have been the key here.

That's why we've built the experience around watching videos and education as the main point of interest. We've explored many possible options to make the experience more satisfying and effective through ideation sessions and prototypes.

Additionally, we've implemented a number of progress indicators and motivating features to help users stay on track and engaged along the journey.
New, higher quality, content focusing on encouragement and engagement leading to a positive overall experience.
Video classes as the main element of the home page, always at the user’s fingertips with a clear progress indicator motivating them to move further.
Supporting momentum by providing next-step feature guiding the users throughout the journey and increasing engagement of all the features.
Personalizing videos to improve engagement and allow users to learn more about what they are actually interested in.
Improving overall user experience and satisfaction through a new visual and product direction supported by strong market research and a new design system.
Key Challenges:
  1. How might we design the app flow and architecture in a way that helps users to perform all their desired tasks faster?
  2. How might we keep the apps consistent across all the platforms and features?
  3. How might we set the tone of voice and design direction in a way that makes the whole experience engaging and fun?
Our Approach:
Improving the overall user experience was our goal at the very beginning, in addition to the new brand. We did not want to just give the app a new coat of paint. Before modifying the previous design and digging into visuals and direction, we identified what was working and what wasn’t through interaction and usability heuristics, reviews and user testing. This, in the end, moved us in the direction of creating an entirely new mobile app.

We've found out that to be able to be competitive in the market and fulfil our users' needs, we have to focus on a simple, straightforward, friendly and encouraging experience across all the platforms.

We've delivered these experience attributes through a minimalistic layout and positive visuals, together with a friendly and conversational copy. We guide users to focus on the positives during their progress and encourage them to improve every day, step by step while being mindful throughout the journey.

To be able to keep the experience simple, we had to keep it consistent across all the platforms. That's why we've, from the ground up, built a new design system which supports this goal and, in the end, also saves designers and developers a lot of time.
A simple and straightforward user interface together with encouraging visuals making the overall experience effective and fun.
Conversational, engaging, and friendly copy helps users feel the human connection that is a major pillar of the Wondr experience.
A new design system helped the team to stay consistent across all platforms and made development more effective, scalable and organized.
Driving engagement from the web to the new mobile app with increased activation, retention and engagement rates.
Key Challenges:
  1. How might we drive more engagement from the web to mobile?
  2. How might we increase the mobile app activation rate?
  3. How might we make the onboarding more simple while more encouraging and fun?
  4. How might we design a new iPad app without a huge dev lift?
Our Approach:
In the process of designing the experiments for the activation section we’ve focused on making the onboarding entertaining and exciting while keeping it short and straightforward.

To be able to create an emotional investment in the users, we’ve emphasized providing context and asking the right questions. This way, we can discover their goals and can prioritize them throughout the whole program experience. We don’t just show them the features they should use, we tell them why they should use them and how they help them succeed.

Through the iterative process we found that user engagement and goal success is much higher on the mobile platform. Because of this, we designed a number of ways to drive users to the mobile experience rather than web, while focusing on making the transition and onboarding to the new platform as smooth as possible.
Custom day-one experience with one-click log-ins increasing the activation rates by a significant margin.
Providing users separate onboarding to more complex features to give them context and make the learning as smooth as possible.
Increasing activation rate through providing an optimized experience to iPad users.
Driving users from web app to mobile app, which has higher engagement rates through different prompts throughout the whole web app experience.
Close
Avast Parental Control Internship
19
Problem: Youngsters get no value out of the app because it only functions as a data collector and screen time limiter.
Timeline: Summer 2019 / 2 months FT, 2 months PT
Platforms: iOS, Android, Web
Goal: Building an ideal concept of a product for adolescents, that would bring them value they perceive and listens to their needs.
KPIs:
  1. Increasment of NPS score / % of positive reviews.
  2. Family retention rate improvement.
Context: Product allowing parents to overwatch and limit their children in the area of screen-time and location.
My role (end-to-end)
Collaboration
  1. Research
  2. Prototyping
  3. Testing
  4. Visual Design
  5. Product
  1. Omni Team (Product Management)
  2. Product Discovery (User Research, Market Research, Ideation)
  3. Design Systems Team (Prototyping, UX)
  4. UX Writing
  5. UX Research (User Interviews, User Testing)
  6. Engineering Team (Feasibility of design)
Ideation
Sketching & Information Architecture
Feature #1 — Location system
Parents needs:
  1. Parents want to be sure that their children are safe in terms of their physical location.
Children needs:
  1. Want to feel safe.
  2. Children don’t want to be tracked all the time.
  3. Want to know when their location is being tracked.
Wireframe
Prototype #1 — System flow
  1. System working on a location request basis connected with set locations preventing unnecessary “overwatch”.
  1. If person is in a set location everybody can see them. If they are outside of it others can view their location anytime through a button, but they will get notified.
Prototype #2 — Check-in flow
  1. Ability to request pick up from parents.
  1. Check-in status.
User Testing
5 children, 10 - 15 y.o., Czech Republic
Comparison & Final Design
1st Iteration:
2nd Iteration:
  1. Keeping privacy needs of both sides in mind through location view notification.
  2. Improved copy clearly describing status of the people.
  3. Automatic check-in notification for parents when children arrive at a destination.
Feature #2 — Screen time
Parents needs:
  1. Parents want to be in control of how much time their children spent on a phone and when.
Children needs:
  1. Be motivated to use internet less.
  2. They want to have a clear overview of when they are going to be limited.
  3. Scared of not being online when needed.
  4. They don’t know how much time they should spend online.
Prototype #1 — Rest time
  1. Clear communication of rest time set by parents.
  1. Ability for children to turn on rest time by themselves.
Feature #2 — Recommended screen time
Prototype #3 — Game concept
  1. Showing children recommended screen time, increasing their awareness around it.
  1. Collecting gifts by points and taking care of their character.
Comparison & Final Design
1st Iteration:
2nd Iteration:
  1. Clearly communicating upcoming internet rest time.
  2. Motivating children to spend less time on their phone through smile indicators.
Feature #3 — Recommended activities
Research Insight:
Boredom leads to longer screen time.
Challenge:
How might we help children explore new free-time activities, hobbies, sports they can do instead of being on their phone?
Prototype #1 — Home screen recommendation
  1. Every day recommending 2 new activities children can try out.
  1. Filtering based on location, number of people needed and categories.
Learnings:
  1. Bad UX of the filter.
  2. 2 activities per day is too much.
  1. Children need more detailed advice.
Desktop design
Mobile design
Pulling children away from their mobile phones by helping them to find new habits and activities through giving them materials on where to start.
Categories:
Activity:
Features outline
  1. Choose the target group clearly. Be aware of their demographics and also % of different users in terms of age.
  1. Motivating children to spend less time on their phones through smile indicators.
  1. Pulling children away from their mobile phones by recommending them better activities to do.
Learnings
  1. Don’t get distracted by fancy offices. Prioritise work, time-box days.
  2. Choose the target group clearly. Be aware of their demographics and also % of different users in terms of age.
  1. Visual direction has a huge impact on what first impression children have on an app.
Impact
  1. Final presentation to the VP of Design and the parental control designers. (Increasing awareness around children needs, sharing insights and proposing app improvements.)
First design intern hire as a test, which lead to more design internships after me.
    Close
    Meta AR Glasses Core UX Flow, Project Nazare
    23
    What: Led the design of one of the core flows for the 1st Meta AR Glasses.
    Impact: Got an approval from the leadership and very positive feedback up to the VP level.
    I led the end-to-end design of one of the core flows for the AR Glasses, turning a conceptual idea into a tangible solution.

    I had to quickly get used to a new technical stack and design workflow, while cross-functionality collaborating with sound, content & 3D designers, technical artists, prototypers, user researches, PMs, and engineers.

    I had to make sure all the parts of the flow across sound, 3D, content, interaction and UX fit together and the final solution is aligned with the product roadmap, considering hardware & software limitations.

    I presented the project multiple times across the company, getting approval from the leadership and very positive feedback up to the VP level.
    UX, Prototyping, Art Direction, Unity, Bezel, SparkAR, Adobe After Effects
    I was the only product design intern in the AR team during Summer 2023, out of 1000s of applicants.
    Testimonials
    Jakub tackled a challenging problem in AR Glasses and executed a super impressive end-to-end design solution, proactively leveraging design and prototyping tools to build a final experience that was clear, usable, and elegant. He proactively shared and communicated his work with the AR Glasses organization up to the director and VP level, providing valuable feedback to the AR Glasses organization along the way.
    Sean Kelly, Product Design Prototyper
    It was so nice to work with you Jakub! I'm honestly impressed by the work you've done, the attitude you've had, and the amount of proactivity. It is amazing that — in addition to your great work — you managed to get the PMs onboard with your work, ramp up additional ICs. Seriously, this is a big time stuff that is well beyond what most interns can do. You are going to be an amazing leader.
    Michael Ishigaki, Director of Product Design
    Jakub's talent, passion and ambition are truly awe-inspiring. He is a high-level thinker and extremely self-motivated, which makes it a joy to collaborate with him.
    Ben Huynh, 3D Designer
    Excellent work, Jakub!!
    Joshua To, VP of Product Design (Workplace Comment)
    Jakub is a very talented designer. During his internship at Meta working on AR Glasses, he worked very proactively and collaboratively, and always pushed for better outcome, and it really brought the experience to the next level! He demonstrated his solid product thinking and communication skills, and learned our system quickly, and he always found ways to unblock himself independently. Overall, I am extremely impressed by the work he delivered during his internship!
    Shengzhi Wu, Product Designer/Intern Manager
    Observing Jakub's unquenchable thirst for knowledge from expert, his unwavering commitment to producing top-tier work without accepting mediocrity, and his proactive engagement in hands-on Unity prototyping has been truly inspiring during his internship at Meta. Jakub also demonstrated a remarkable degree of adaptability and openness, enabling him to seamlessly navigate complex, constantly evolving, and ambiguous AR design space.
    Haejin Lee, Product Designer
    Jakub did an excellent job at providing context efficiently for his project which helped me onboard quickly and provide feedback. Jakub also balanced well which feedback to integrate versus which to leave out. Jakub's project output was cohesive and represented great product thinking incorporating needs from multiple workstreams, and capitalizing on opportunities to improve what would be delivered to consumers.
    Eduardo Ramirez Holguin, Product Designer
    While we didn't collaborate directly, it was clear to me that Jakub brought both a user-centered mindset, a strong knack for problem-solving, and eye for craft to his work on the new user experience. The project needed to both introduce a first-in-genre product while also dealing with several interaction and display constraints, and Jakub crafted a elegant solutions resulting in a seamless experience. His communication and presentation of work are also top-notch. I hope I get the chance to work with him more in the future!
    Aaron Faucher, Product Design Prototyper
    Amazing work Jakub! Extremely proud of what you've achieved in such a short amount of time during your internship here at Meta and the way you executed and presented your final project was really fantastic! Excited to see what future holds for you :)
    Michal Vasko, Staff Product Designer
    Jakub Zegzulka
    Designer, Artist & Prototyper
    Los Angeles, California
    Skills
    Unity, C#, AI, Cinema4D, Lens Studio, JavaScript, p5.js, SparkAR, Lightship ARDK, Oculus SDK, Python, AR, VR, Growth, Design Systems
    About
    About
    Work
    Work
    Playground
    Playground
    About
    Background Growing up in the Czech Republic, a culture valuing honesty and teamwork, has shaped me into a team player who's open and understands the life of everyday people. I believe that each of us can shape our own destiny and perceptions.
    Focus I moved to the US to be closer to the future technologies, primarily AR & AI, which I see as the way forward in making our world more personalized, efficient, and less distracting. I focus on creating prototypes of high-quality execution across visual, motion & interaction. These new media bring us a lot of new data and inputs we can really leverage.
    Concerns Despite my passion for the potential these technologies hold, I am aware of their dark sides. I am concerned about how products such as social media and pornography are affecting people negatively, contributing to issues like overstimulation, mental & relationship issues. It's important to keep these downsides in mind while enhancing the benefits.
    Approach My approach to work is intensely collaborative yet individualistic. I like bringing my artistic mind to design projects, allowing me to generate unique ideas and stay open-minded. I prefer to immerse myself in one area and be an expert in it. To be creative, I make sure to get new inputs everyday through continuous life exploration.
    23
    Adobe Gen AI DesignStorm
    Teaching Assistant
    23
    ArtCenter
    IxD + MDP Peer Coach
    23
    MIT Reality Hack
    Volunteer
    21
    Startup Weekend Czechia
    Volunteer/Tech Lead
    20—21
    StartRemote
    Creator
    20
    Projekt Rozhled
    Speaker
    20
    Startup Weekend Prague
    Volunteer
    22
    Top 3 High Schooler
    Czech Republic
    20
    1st place Startup Weekend
    Ostrava
    20
    2nd place Startup Weekend
    Zilina
    20
    1st place Startup Weekend
    Prague
    20
    1st place Startup Weekend
    Olomouc
    19
    3-6th place UX Travel Sprint
    Bratislava
    18
    3rd place Teen Design
    Visual Communication
    23
    Cofolios
    Interns at Top Tech Companies
    22
    UX Design Weekly Newsletter
    Featured in Issue 409
    22
    Bestfolios
    Design Portfolios
    21
    Pfolios
    Portfolio of The Day
    21
    Dribbble Blog
    Design Portfolios
    21
    Dribbble Stories
    Startup Design Portfolios
    20
    Bestfolios
    Design Portfolios
    20
    Case Study Club Newsletter
    Featured Case Study
    20
    UXPlanet
    Case Study Article
    19
    Bestfolios
    Design Portfolios
    19
    LinkedIn Summit
    Speaker
    Background Growing up in the Czech Republic, a culture valuing honesty and teamwork, has shaped me into a team player who's open and understands the life of everyday people. I believe that each of us can shape our own destiny and perceptions.
    Focus I moved to the US to be closer to the future technologies, primarily AR & AI, which I see as the way forward in making our world more personalized, efficient, and less distracting. I focus on creating prototypes of high-quality execution across visual, motion & interaction. These new media bring us a lot of new data and inputs we can really leverage.
    Concerns Despite my passion for the potential these technologies hold, I am aware of their dark sides. I am concerned about how products such as social media and pornography are affecting people negatively, contributing to issues like overstimulation, mental & relationship issues. It's important to keep these downsides in mind while enhancing the benefits.
    Approach My approach to work is intensely collaborative yet individualistic. I like bringing my artistic mind to design projects, allowing me to generate unique ideas and stay open-minded. I prefer to immerse myself in one area and be an expert in it. To be creative, I make sure to get new inputs everyday through continuous life exploration.
    23
    Adobe Gen AI DesignStorm
    Teaching Assistant
    23
    ArtCenter
    IxD + MDP Peer Coach
    23
    MIT Reality Hack
    Volunteer
    21
    Startup Weekend Czechia
    Volunteer/Tech Lead
    20—21
    StartRemote
    Creator
    20
    Projekt Rozhled
    Speaker
    20
    Startup Weekend Prague
    Volunteer
    22
    Top 3 High Schooler
    Czech Republic
    20
    1st place Startup Weekend
    Ostrava
    20
    2nd place Startup Weekend
    Zilina
    20
    1st place Startup Weekend
    Prague
    20
    1st place Startup Weekend
    Olomouc
    19
    3-6th place UX Travel Sprint
    Bratislava
    18
    3rd place Teen Design
    Visual Communication
    23
    Cofolios
    Interns at Top Tech Companies
    22
    UX Design Weekly Newsletter
    Featured in Issue 409
    22
    Bestfolios
    Design Portfolios
    21
    Pfolios
    Portfolio of The Day
    21
    Dribbble Blog
    Design Portfolios
    21
    Dribbble Stories
    Startup Design Portfolios
    20
    Bestfolios
    Design Portfolios
    20
    Case Study Club Newsletter
    Featured Case Study
    20
    UXPlanet
    Case Study Article
    19
    Bestfolios
    Design Portfolios
    19
    LinkedIn Summit
    Speaker
    Work
    Meta Designed a Core UX flow for Project Nazare, 1st AR Glasses
    23
    What: Led the design of one of the core flows for the AR Glasses. I worked on the art direction, flow, UX & prototyping in Unity.
    Impact: Got an approval from the leadership and very positive feedback up to the VP level.
    (Not My Work) Illustrative Footage, Meta Connect 2021
    PlaybookXR — Designed locomotion + controllers/system navigation UX & prototyped texture and skybox AI generation for VR app using Unity
    22—23
    What1: Researched & developed POCs in Unity for skybox, texture and object AI generation.
    What2: Designed new locomotion system for the Quest in-headset app.
    What3: Researched & concepted directions for the new controllers UX & IA in the Quest
in-headset app.
    Wondr Redesigned a weight loss mobile app for 220,000+ paying customers, increased engagement by 75%, 4.8 star rating
    20—22
    What: Redesigning the app from scratch, focusing on habit forming and building the experience around the main revenue driver (video lesson engagement).
    Impact: 75% increase in users using the mobile app instead of web app, 84% success rate of losing weight, 4.8 App Store rating with 220k+ annually paying customers.
    Undout Led the digital design (mobile app, web, brand), delivered a fully working smart sleep helper to 220+ customers
    20—21
    What: Led the design of all the digital products (web, mobile app, brand). Building software + hardware product from scratch.
    Impact: Successful fundraising campaign, raising 550k CZK, delivered a fully working alarm clock to 220 customers.
    Avast Designed a parental control mobile app concept with a goal to balance children and parents needs for one of the biggest cybersecurity companies in the world
    19
    Problem: Youngsters get no value out of the app because it only functions as a data collector and screen time limiter.
    Goal: Building an ideal concept of a product for adolescents, that would bring them value they perceive and listens to their needs.
    Meta Designed a Core UX flow for Project Nazare, 1st AR Glasses
    23
    What: Led the design of one of the core flows for the AR Glasses. I worked on the art direction, flow, UX & prototyping in Unity.
    Impact: Got an approval from the leadership and very positive feedback up to the VP level.
    (Not My Work) Illustrative Footage, Meta Connect 2021
    PlaybookXR — Designed locomotion + controllers/system navigation UX & prototyped texture and skybox AI generation for VR app using Unity
    22—23
    What1: Researched & developed POCs in Unity for skybox, texture and object AI generation.
    What2: Designed new locomotion system for the Quest in-headset app.
    What3: Researched & concepted directions for the new controllers UX & IA in the Quest
in-headset app.
    Wondr Redesigned a weight loss mobile app for 220,000+ paying customers, increased engagement by 75%, 4.8 star rating
    20—22
    What: Redesigning the app from scratch, focusing on habit forming and building the experience around the main revenue driver (video lesson engagement).
    Impact: 75% increase in users using the mobile app instead of web app, 84% success rate of losing weight, 4.8 App Store rating with 220k+ annually paying customers.
    Undout Led the digital design (mobile app, web, brand), delivered a fully working smart sleep helper to 220+ customers
    20—21
    What: Led the design of all the digital products (web, mobile app, brand). Building software + hardware product from scratch.
    Impact: Successful fundraising campaign, raising 550k CZK, delivered a fully working alarm clock to 220 customers.
    Avast Designed a parental control mobile app concept with a goal to balance children and parents needs for one of the biggest cybersecurity companies in the world
    19
    Problem: Youngsters get no value out of the app because it only functions as a data collector and screen time limiter.
    Goal: Building an ideal concept of a product for adolescents, that would bring them value they perceive and listens to their needs.
    Playground
    Eye Tracking AR Vending Machine made in Unity using custom-coded C#
    AR Poker Scene Render made in Cinema4D
    20—22
    What: Redesigning the app from scratch, focusing on habit forming and building the experience around the main revenue driver (video lesson engagement).
    Impact: 75% increase in users using the mobile app instead of web app, 84% success rate of losing weight, 4.8 App Store rating with 220k+ annually paying customers.
    World Anchored AR Notes, Eye-Tracking for Pin Position & Real-Time Face Tracking for Holograms made in Unity
    Spatial loading animation made in Blender
    Interactive sound-playing AR poster concept made in Lens Studio
    AR Networking Concept made in After Effects
    Testing Quest Pro eye tracking precision in Unity & C#
    Color temperature detection Snapchat filter
    3D representation of Art Nouveau, made in Gravity Sketch + Spline
    Bouncing balls on a fake mesh on an AI-edited image made in Blender
    AR game made in Unity using C# scripts, running on Lightship ARDK
    AR + Hand Tracking chess made in Unity using Oculus Integration SDK
    VR experience of cleaning a room made in Unity using Auto Hand SDK
    Bringing Picture NFTs from Screens into “Reality” (Augmented)
    Encouraging people through a gift box containing personalized cards created by their family & friends.
    Eye Tracking AR Vending Machine made in Unity using custom-coded C#
    AR Poker Scene Render made in Cinema4D
    20—22
    What: Redesigning the app from scratch, focusing on habit forming and building the experience around the main revenue driver (video lesson engagement).
    Impact: 75% increase in users using the mobile app instead of web app, 84% success rate of losing weight, 4.8 App Store rating with 220k+ annually paying customers.
    World Anchored AR Notes, Eye-Tracking for Pin Position & Real-Time Face Tracking for Holograms made in Unity
    Spatial loading animation made in Blender
    Interactive sound-playing AR poster concept made in Lens Studio
    AR Networking Concept made in After Effects
    Testing Quest Pro eye tracking precision in Unity & C#
    Color temperature detection Snapchat filter
    3D representation of Art Nouveau, made in Gravity Sketch + Spline
    Bouncing balls on a fake mesh on an AI-edited image made in Blender
    AR game made in Unity using C# scripts, running on Lightship ARDK
    AR + Hand Tracking chess made in Unity using Oculus Integration SDK
    VR experience of cleaning a room made in Unity using Auto Hand SDK
    Bringing Picture NFTs from Screens into “Reality” (Augmented)
    Encouraging people through a gift box containing personalized cards created by their family & friends.
    Yo, don’t get too excited scrolling.
    My head is spinning.
    I am done here.