Adobe · Spatial video · 2024

Project Pulsar

Helping define Adobe's spatial video editor from a blank canvas, with research done in the headset.

Role
Founding design intern, XR domain expert
When
Summer 2024
Platform
Researched on Apple Vision Pro; launched on Android XR
Status
Launched October 2025

01

The question

What would it take for a creator with a phone, not a VFX team, to make spatial video worth stepping into?

Phones can now capture spatial video. Headsets can play it. But putting 3D titles and objects into that footage still meant game engines and frame-by-frame work. I joined the project when it was an idea and a goal statement, with no designs yet.

02

Mapping the landscape

I audited more than 15 spatial creation tools across game engines, AI-to-3D generators and XR prototyping apps, and grouped them by strategy. Most assumed two things: that you already own a headset, and that you already know 3D.

That gap became the focus I recommended: let people start on the web without a headset, move easily between 2D, 3D and immersive views, and bring everything into one collaborative tool instead of a chain of workarounds.

Strategy clustersFrom the competitive analysis

03

The first customer journey

Before this, there were no designs showing what using the product would feel like. I built a storyboard of one creator's story, from capture to audience, made entirely with Adobe's own tools, and presented it to Adobe's incubation board.

  1. CaptureA family creator films a solar eclipse in spatial video on an iPhone.
  2. CreateOn the web, he builds a 3D title, "Totality", and generates the eclipse shapes.
  3. RefineHe opens the project in a headset to adjust it in 3D space and check how it feels at full immersion.
  4. ShareHis editor reviews it in their own headset. A viewer finds it and steps inside the scene.
Storyboard framesThree frames from the customer journey

04

Testing in the headset

I ran gesture and ergonomics studies hands-on, mainly on Apple Vision Pro, and compared them with Meta Quest 3, Quest Pro, HoloLens 2 and Magic Leap. The findings are internal to Adobe, but they went straight into the team's decisions for the MVP.

"Faith's efforts directly impacted how we are shaping the relationship between the [Pulsar] web and HMD surfaces."

Ben Morrow, Adobe

05

Outcome

Pulsar launched in October 2025 as one of the launch apps for Samsung Galaxy XR, rebuilt for Android XR after my internship. It turns flat video into depth-aware scenes, so creators can place 3D text and objects behind people and between things, with no VFX experience required.

As seen in

Coverage of the product

06

Built with

The storyboard was made entirely with Adobe tools, and the research was done hands-on in five headsets.

Design

  • Figma
  • Photoshop
  • Adobe Express

Generative

  • Adobe Firefly
  • Project Neo

Tested on

  • Apple Vision Pro
  • Meta Quest 3
  • Meta Quest Pro
  • HoloLens 2
  • Magic Leap

Methods

  • Competitive audits
  • Storyboarding
  • Gesture studies
  • Ergonomics studies

07

Looking back

Your reflectionTwo or three sentences: what you'd do differently, or what you learned about designing for headsets.
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