Amazon - Fire Phone

Amazon - Fire Phone

3D UI Design, Interaction, Content

3D UI Design, Interaction, Content

2012-2016

2012-2016

Sr. Manager, Lead Designer

Sr. Manager, Lead Designer

Mobile views presenting a chat and a map view
Mobile views presenting a chat and a map view
Mobile views presenting a chat and a map view

Project info

Inventing the Future: Bringing 3D UI to Life on the Amazon Fire Phone


When I joined the Fire Phone team at Amazon, the ambition was clear—and unprecedented: to build the world’s first 3D smartphone interface. This wasn’t about parallax tricks or novelty effects. The goal was to create a real-time, dynamic UI that responded to a user’s head movements, offering a new dimension of interaction on a mobile device.

To make it work, we needed to combine the precision of a game engine, the constraints of mobile hardware, and the unpredictability of human behavior—all within the Android ecosystem. It was a moonshot project with no roadmap, no existing team, and no tools fit for the job.


Building a Team for a 3D Revolution

My first task was assembling the right team. I built and led a first-of-its-kind production group at Amazon, bringing together 3D artists, animators, and UX designers who could work at the intersection of gaming and mobile UX.

We established new workflows tailored to mobile performance, with:

• Specialized pipelines for high-performance 3D assets

• Custom quality standards and review systems for evaluating 3D UI elements

• Coordination across hundreds of assets—from animated lock screens to core system UI components

It wasn’t just about making things look good. It was about making them perform—consistently, responsively, and in real time.


Pioneering New Workflows and Technologies

We were inventing a new category of mobile UX, which meant pioneering everything from scratch. That included:

• Integrating game development techniques like rigging, shading, and real-time lighting into Android UI

• Collaborating with the rendering engine team to ensure performance and visual fidelity

• Partnering with the head-tracking team, which used four front-facing infrared cameras to track user movement—even in complete darkness

One of the most exciting and challenging aspects was designing for AI-driven interaction. The head-tracking system was powered by real-time computer vision, using artificial intelligence to interpret where the user was looking and how they were moving. This was AI in the wild—unpredictable, real-time, and deeply human.

We developed optimization techniques to maintain visual richness while preserving 60fps performance, ensuring the 3D effects felt natural, not gimmicky.


Delivering the First-Ever 3D Smartphone Interface

What we delivered was more than a product—it was a proof of concept for a new kind of mobile interaction.

Key achievements included:

• A comprehensive library of rigged, real-time 3D UI elements

• Dozens of dynamic lock screens that responded to head movement

• Advanced material shading and lighting techniques adapted from gaming

• Scalable production pipelines to efficiently deliver and update assets

We also developed entirely new methods for integrating 3D assets into Android’s native UI framework, something that hadn’t been done before at this level of complexity.

The work resulted in multiple patents and established new methodologies for blending game development, AI, and mobile UX into a cohesive, forward-looking experience.


Reflection: Inventing Without a Map—And Designing for AI Before It Was a Buzzword

Looking back, this project was one of the most technically and creatively demanding experiences of my career. It required equal parts vision, leadership, and humility—because we were making it all up as we went.

We weren’t just building a 3D interface—we were designing for a system that responded to real-time human behavior, driven by artificial intelligence. The head-tracking cameras used AI to continuously interpret user position and movement, even in darkness. This meant we had to think differently—not just about screens, but about how machine intelligence would shape the experience.

Today, when people talk about AI, they usually mean generative tools like GPT. But this work predated that wave. We were designing for AI-enabled interaction in the wild—live, real-time, human-centered. It pushed us to define new principles for responsiveness, latency, feedback, and trust in interfaces that were no longer passive.

There was no playbook for what we were doing, so we built our own—one pipeline, one animation system, one review process at a time. And through it all, I saw firsthand how bringing the right people together in the right structure, with trust and curiosity, could turn a wild idea into a real, functioning experience.

We didn’t just build a phone. We built a team. We built a process. And we built a glimpse of what the future could feel like when design, AI, motion, and engineering move together in 3D.

Inventing the Future: Bringing 3D UI to Life on the Amazon Fire Phone


When I joined the Fire Phone team at Amazon, the ambition was clear—and unprecedented: to build the world’s first 3D smartphone interface. This wasn’t about parallax tricks or novelty effects. The goal was to create a real-time, dynamic UI that responded to a user’s head movements, offering a new dimension of interaction on a mobile device.

To make it work, we needed to combine the precision of a game engine, the constraints of mobile hardware, and the unpredictability of human behavior—all within the Android ecosystem. It was a moonshot project with no roadmap, no existing team, and no tools fit for the job.


Building a Team for a 3D Revolution

My first task was assembling the right team. I built and led a first-of-its-kind production group at Amazon, bringing together 3D artists, animators, and UX designers who could work at the intersection of gaming and mobile UX.

We established new workflows tailored to mobile performance, with:

• Specialized pipelines for high-performance 3D assets

• Custom quality standards and review systems for evaluating 3D UI elements

• Coordination across hundreds of assets—from animated lock screens to core system UI components

It wasn’t just about making things look good. It was about making them perform—consistently, responsively, and in real time.


Pioneering New Workflows and Technologies

We were inventing a new category of mobile UX, which meant pioneering everything from scratch. That included:

• Integrating game development techniques like rigging, shading, and real-time lighting into Android UI

• Collaborating with the rendering engine team to ensure performance and visual fidelity

• Partnering with the head-tracking team, which used four front-facing infrared cameras to track user movement—even in complete darkness

One of the most exciting and challenging aspects was designing for AI-driven interaction. The head-tracking system was powered by real-time computer vision, using artificial intelligence to interpret where the user was looking and how they were moving. This was AI in the wild—unpredictable, real-time, and deeply human.

We developed optimization techniques to maintain visual richness while preserving 60fps performance, ensuring the 3D effects felt natural, not gimmicky.


Delivering the First-Ever 3D Smartphone Interface

What we delivered was more than a product—it was a proof of concept for a new kind of mobile interaction.

Key achievements included:

• A comprehensive library of rigged, real-time 3D UI elements

• Dozens of dynamic lock screens that responded to head movement

• Advanced material shading and lighting techniques adapted from gaming

• Scalable production pipelines to efficiently deliver and update assets

We also developed entirely new methods for integrating 3D assets into Android’s native UI framework, something that hadn’t been done before at this level of complexity.

The work resulted in multiple patents and established new methodologies for blending game development, AI, and mobile UX into a cohesive, forward-looking experience.


Reflection: Inventing Without a Map—And Designing for AI Before It Was a Buzzword

Looking back, this project was one of the most technically and creatively demanding experiences of my career. It required equal parts vision, leadership, and humility—because we were making it all up as we went.

We weren’t just building a 3D interface—we were designing for a system that responded to real-time human behavior, driven by artificial intelligence. The head-tracking cameras used AI to continuously interpret user position and movement, even in darkness. This meant we had to think differently—not just about screens, but about how machine intelligence would shape the experience.

Today, when people talk about AI, they usually mean generative tools like GPT. But this work predated that wave. We were designing for AI-enabled interaction in the wild—live, real-time, human-centered. It pushed us to define new principles for responsiveness, latency, feedback, and trust in interfaces that were no longer passive.

There was no playbook for what we were doing, so we built our own—one pipeline, one animation system, one review process at a time. And through it all, I saw firsthand how bringing the right people together in the right structure, with trust and curiosity, could turn a wild idea into a real, functioning experience.

We didn’t just build a phone. We built a team. We built a process. And we built a glimpse of what the future could feel like when design, AI, motion, and engineering move together in 3D.

Examples