Sean Doyle

Case study

Interactive Joints

Designing a flexible motion system that enables realistic mechanical simulation within a web-based 3D configurator.

Joints in VR Manual
Joints in VR Manual

Snapshot

Role: Lead UX/UI Designer
Scope: Interaction architecture, system modeling, UX flows, and visual design
Platform: Web-based 3D configurator with VR capabilities
Domain: Mechanical product configuration and simulation


Adding Interactions
Adding Interactions
Adding Joints
Adding Joints

Business Context

As NeoSpace continued evolving as a configurable product platform, a major limitation became clear: while users could configure products visually, they could not easily simulate how mechanical components interacted or moved.

For companies working with assemblies or mechanical systems, this limited the configurator’s usefulness during product exploration, sales demonstrations, and training scenarios.

The opportunity was to introduce a motion system that allowed users to simulate realistic mechanical behaviour directly within the configurator.

This meant moving beyond static visualization toward interactive mechanical simulation.


Strategic Tension

Designing an interaction model for mechanical motion required balancing several competing demands:

The challenge was to translate complex mechanical logic into a clear and intuitive interaction model.


Organizational Constraints

The solution had to maintain technical fidelity without introducing unnecessary complexity into the user experience.


Strategic Leadership

Defining the Motion Interaction Model

The first step was establishing a clear conceptual model for how users would create and control joint behaviour.

Rather than exposing raw physics parameters, the system was structured around recognizable mechanical joint types:

This abstraction allowed users to work with familiar mechanical concepts rather than low-level system settings.


Designing Direct Manipulation Interactions

A key goal was enabling users to explore movement intuitively.

I designed interaction patterns that supported:

This combination allowed both exploratory interaction and precise control.


Supporting Precision and Constraints

Mechanical realism required detailed constraint controls.

The system allowed users to:

These controls ensured simulated behaviour remained physically plausible while still being easy to configure.


Enabling Goal-Based Motion Sequences

Beyond individual joint interactions, the system supported goal-triggered transitions.

Users could define target states and preview how assemblies would move between them.

This capability proved particularly valuable for:


Systems Thinking

The interactive joint system connected several technical layers:

Introducing motion capabilities expanded the configurator from a static configuration tool into an interactive simulation environment.

This created new product opportunities, including interactive demonstrations and training workflows.


Outcomes

The feature significantly expanded how the configurator could be used.

Key outcomes included:

The system transformed abstract motion concepts into visible, interactive behaviour.


Organizational Impact

By translating mechanical simulation concepts into a clear interaction model, the feature made complex product behaviour understandable and explorable within a browser-based environment.