
In 2022, LIV patented a volumetric capture and reconstruction technology that allows users to record RGB and depth data and reconstruct it into 3D on standalone devices such as Quest.

The goal of this case study is to showcase an iterative process of finding product–market fit for our revolutionary volumetric technology. These learnings were essential in pivoting toward a product that, within its first six months, was integrated into 2,082 apps and generated 72 million hours of recorded content.
My role was Product Designer across all prototypes.
We tested three major prototypes with users to identify the strongest product direction:
The messaging prototype was a simple concept that we tested one-on-one in online calls with 15 heavy VR users. In parallel, we distributed a Google Form through our existing Discord channel to better understand users’ social connections in VR. In total, 42 participants completed the questionnaire.
Research goals: We aimed to validate and understand:




✅ What worked well
⚠️ Challenges and limitations

Based on previous learnings we hypothesize that while in a VR app, having conversations with people that aren’t in that specific app or “game instance” is valuable.
We created a prototype for calling friends and shared it with a test group of 20 participants who already knew each other. We observed organic usage within the group and conducted weekly surveys to capture ongoing feedback and behavior patterns.





✅ What worked well
⚠️ Challenges and limitations


The results of the previous prototypes did not build strong conviction that we had found the right product direction. Therefore, we pivoted toward using volumetric technology to build a spatial social platform.
Today, most VR content is consumed in a 2D format. But what if users didn’t have to lose immersion—and could instead experience content with the same level of presence as the creator
To explore this direction, we conducted two rounds of testing:

First, we wanted to understand whether volumetric content in its raw form had inherent value—without editing, just recorded volumetric gameplay.
We designed a simple testing experience: 20 videos recorded by our team were shown to users in a fixed sequence. After each video, an in-app form prompted participants to evaluate:




A total of 145 devices submitted ratings. On average, each user watched and rated 14 out of 20 videos. This was a strong result, especially considering that users were required to submit a rating to continue, the videos were not edited, and the volumetric mesh quality was imperfect.



Encouraged by the results of the previous test, we shifted from curated content to user-generated content. We built a lightweight platform where users could browse and consume videos created by early creators. We then evaluated organic usage against predefined success metrics.




During the testing period, we did not hit any of our target metrics. While conversations with users revealed some promising signals, the concept was not yet fully viable.
🛠️ Areas for improvement
⚠️ Deeper challenges

quote from user research interview
quote from user research interview
The idea of not trying to be just another app on the app store was a major aha moment for us. We pivoted from building a standalone platform to getting into games first with a tool that developers actually needed to distribute their games organically: an in-game camera.
These prototypes laid the foundation for our camera product, LCK, which has been a major success. In its first six months, the tool was detected in 2,082 VR apps and recorded 72 million hours of content.
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