From 3D Experience to Community Product
OmoOmo started as a 3D-based social experience and gradually evolved toward a more accessible community product. I worked across service planning, UX, UI implementation, and operations from early ideas through launch and iteration.
The early experience relied heavily on 3D interaction, which made the product visually distinctive but also introduced usability and accessibility challenges. As we observed how people actually used the service, the experience gradually shifted toward a simpler web-based community structure.
My work included requirements, policies, wireframes, functional documentation, issue tracking, and webview publishing. Jira and Confluence helped keep decisions and development issues visible across the team.
Within six months, the service reached 100,000 users and later exceeded 565,000 downloads. Those numbers were meaningful, but the more lasting lesson for me was that a product does not need to protect its original form.
Sometimes the right product decision is not adding another feature. It is recognizing which parts of the original idea are creating friction and being willing to simplify them.