Xbox
Video Kinect
- CLIENT: Microsoft
- ROLE: UX Design
- Conceptual Design
- User Research
- Personas & User Flows
- Information Architecture
- Heuristic Assessment
- Wireframing
- Rapid Prototyping
- User Testing
- Style Guide & Hi-Fi Comps
- Rapid Prototyping
- Front End Development
- Delivery and Integration Support
Overview
When I joined the Xbox Video Kinect project, our goal was clear: to create a seamless, engaging video chat experience leveraging the Kinect sensor’s technology. The challenge was integrating intuitive, motion-based controls with social interaction—something that hadn’t been done on this scale before. Our target users ranged from families to core gamers, so the experience needed to be welcoming, accessible, and fun for a broad audience. Our initial research involved in-home interviews and competitive analysis, revealing users’ frustration with complex sign-ins and lack of personalization in existing video chat platforms.
Interaction Design
During ideation, we mapped user journeys and identified key interaction points, focusing on minimizing the friction often associated with video chat on consoles. We collaborated closely with engineers to prototype voice and gesture controls, iterating on UI flows for joining calls, inviting friends, and navigating content without traditional controllers. Usability testing exposed surprising pain points—users often hesitated or misinterpreted voice prompts, so we refined our feedback loops with clearer on-screen cues and playful animations that responded to gestures in real-time.
Problems
& Opportunities
Implementing spatial UI elements transformed the experience. Instead of static menus, we projected options into 3D space, discoverable through natural movements or voice commands. We also tailored avatar reactions and virtual backgrounds, making conversations more immersive and expressive. One major breakthrough came when we integrated live content sharing, allowing users to watch shows together, which required careful design to maintain focus on both the participants and synchronized content.

Chad Rawlinson
UX Designer
Xbox Entertainment & Devices
"The successful launch and reception of Xbox Video Kinect far exceeded our initial expectations, delighting not only our users but also the entire design and engineering teams who brought the vision to life. It became a pivotal showcase at E3 in 2012, where the live demonstrations captivated both the press and industry insiders, highlighting how natural, gesture-based interactions could create richer and more meaningful social experiences in the living room. Seeing families and friends seamlessly connect, laugh, and share real moments across distances validated our commitment to user-centric design, while the project’s technical and creative breakthroughs set new standards for interactive entertainment. It was a proud moment for everyone involved, proving the transformative impact of combining cutting-edge technology with empathetic UX thinking."