Case Study January 11, 2024

Video editor that leverages AI to reframe YouTube to Reels, at scale.

 

*Disclaimer: the product, company & some details of this project have been redacted to ensure confidentiality as per NDA conditions.

  • Client

    A global creator company

  • Timeline

    June 2022 - Dec 2023

  • Platform

    Web only

  • Design Team

    Myself (Product Design) & a Sr. UX Researcher

  • Engineering Team

    12, Dev + QA

Video editing reimagined: turning an AI powerhouse into a tool that helps you edit YouTube to reels, at scale.

One of the most significant players in the creator growth economy – valued at over $3 billion – wanted to overhaul a recently acquired AI video editor. The editor could automate editing long-form YouTube content to short-form: TikTok, Instagram, Facebook, etc.

We were tasked with redesigning the tool for widespread use – integrating novel features and overhauling the existing UX.

01

OVERVIEW

CONTEXT

Product History

A web-based video editor that – in its existing form at the time – could already auto-track objects, auto-cut, and identify points of interest in the video using AI & ML – and use that to reframe content from 16:9 YouTube format to vertical reels automatically.

PROBLEM

Content editing should be faster.

The client’s business model relied on content production and creator growth across social platforms – and adapting videos to shorts was a key revenue generator. However, they employed highly skilled editors to do this, which significantly limited this output.

Their new acquisition wasn’t by chance: the tool could streamline the process, save on editing costs, and increase content production. However, it missed key UX features before we could roll it out for widespread use.

OPPORTUNITY

Internal release, then ship to market.

On top of streamlining the internal editing process, our redesign would enable a release to the market. In a $22 billion post-production market, a self-serve editing tool that targeted non-editors presented immense potential to creators, editors, and marketing professionals. With over 60bn minutes of footage already on YouTube, there was a significant untapped market in efficient reframing editors for short-form content.

My role

I led the redesign between June 2022 and Dec. 2023, closely collaborating with the PO and our Sr. UX Researcher to achieve this, alongside a team of 9 engineers. As a product designer, I defined the redesign strategy, including research, roadmapping, feature selection, and visual direction.

My background in audio engineering and music, familiarity with audio-video tools, and experience in designing other apps in the audio space gave me a considerable advantage during the project’s lifetime and was a contributing factor to my joining the team.

GOAL

Design a brand new timeline, improve core UX.

Multitrack Editing

Designing tracks that allow split screens and picture-in-picture and the ability to use multiple video, audio, or image tracks.

Detaching Audio

Enable editors to detach, trim, extend, and play the audio over other clips.

Custom Audio Upload

Allowing users to drop audio in the timeline and add music over their edits.

Architecture & Interaction

Designing improved interactions in the timeline & simplifying navigation and settings.

02

DESIGN PROCESS

How can we transform the editing timeline into a real workspace?

and bring some UX improvements along the way, too 🤠

Design process

- Picking the right framework -

My goal for us was having a framework that suited our needs: we had to take multiple areas of research into account, be able to digest vast amounts of information, and turn those into a workable feature list that would ultimately define the MVP. The framework could then guide us into a clear design & development strategy.

Since we worked with an existing product, the solution was not just about creating new features – but also about weaving them with a coherent new user experience, along with improved interactions and behaviors, navigation, interface structure, and information architecture changes.

We decided on an adapted double-diamond framework.

PHASE 1 - DIVERGE

Research

Spread out into multiple research areas, split based on each member’s expertise.

PHASE 2 - CONVERGE

Prioritize

Converge together, analyze, and present all the information gathered to stakeholders, prioritizing must-have features & improvements.

PHASE 3 - DIVERGE

Ideate

Spread out, ideate design solutions, test out ideas – and discuss feasibility or issues.

PHASE 2 - CONVERGE

Design & Iterate

Focus on the best ideas, creating high-fidelity designs & tests with users.

03

RESEARCH

Research: getting all the angles first

We had an end goal and some basic directions – but what do we actually design?

We wanted to create with purpose and have a good understanding of the present, so we can build for the future. We split our research into four main categories.

User Interviews & Base usability tests

How do users interact with the current version, what do they need to do their job, and why are other tools better?

UX Audit & Report

We stepped in the editors' shoes and stress-tested it, documenting all UX issues based on UX heuristics and best practices.

Competitive Analysis

What competitors do better, and how can we improve on that?

Team insights: offering everyone a voice

I wanted to encourage team members to voice their opinions through dedicated channels like surveys, slack & 1:1 meetings. Democratizing feedback: every idea carries significance.

04

PRIORITIZE

Prioritization: defining the product MVP

With research collected, we conducted a cross-analysis and identified patterns that helped us shape the MVP. We prioritized using “How might we” statements, cross-examining the multiple research points into patterns that determined the big bets the solution needs to include.

Based on the findings, we presented a design concept to the team, discussed feasibility, and established a possible roadmap.

05

DESIGN

Design: Out with the old, in with the new

The new design focused on creating an improved timeline that enabled Picture in Picture, split screens, and many other improvements that offered much-needed freedom to users editing.

Before After

05

DESIGN

Product quality, led by Design.

We established a rock-solid QA process led by design – where the final greenlight of all design tickets was solely managed by the design department.

We also systematically fine-tuned designs on the drawing board before any time was spent implementing – using various methods to test our designs, from unmoderated prototype testing using MAZE to in-person concept testing and interviews.

Delivery & Communication

I strived for a solid delivery style consisting of design screens accompanied by interaction specifications and thorough feature documentation.

All of this, backed by recorded design walkthroughs that the developers could access at any time to better navigate designs.

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