Lead Product Designer
Redefining remote work: immersive 3D meet spaces
Summary
Built by TMRW, designed for what’s next
TMRW is a creative tech company that invests in emerging technologies like spatial computing and AI to explore new digital possibilities. ROOM was created within this context, a 3D environment built to rethink how remote teams meet, feel present and collaborate in more natural ways.
Overview
Company: TMRW
Product: ROOM
Market: Remote and hybrid work
Positioning: Experimental 3D meeting platform
Business model: Internal R&D with early partnerships
Platforms: Web-based 3D experience (desktop and mobile)
Challenge: Traditional video meetings felt flat and disconnected
ROOM was created at a moment when video calls had become the default for remote work, but the experience remained cold and repetitive. There was little sense of presence, no spatial awareness and limited human connection. Instead of adding more tools, we focused on redesigning the core experience of meeting itself, using space, proximity and realism to bring people closer.
Why we built ROOM
Remote meetings had become the default, but most still felt flat. Video grids offered little sense of presence and the overall experience lacked the energy of being in the same room. We wanted to explore whether spatial design could make meetings feel more fluid, focused and engaging.
ROOM was built to test that idea. It offered a 3D environment where users could sit together, see who was speaking and move through space with intention. The goal was not to gamify meetings but to bring back a sense of shared space and natural interaction.
A space to test ideas
ROOM was never built as a finished product. It was a live experiment designed to explore how space, design and subtle cues can improve the meeting experience. Every element was a test, from how people choose seats to how AI supports meetings without getting in the way.
Some of the ideas we tested:
Using cutouts of real people instead of avatars
Adding reflections on surfaces to anchor users in space
Testing spatialized audio to improve natural flow of conversation
Embedding AI agents that support the meeting context when needed
Varying room layouts to encourage different meeting dynamics
Working with technical limits
ROOM was built using Reality OS, our in-house 3D rendering engine. While limited in design flexibility, it allowed us to deploy interactive browser-based meeting spaces with spatial features and visual depth.
Designing within these constraints pushed us to focus on what mattered most to the user experience: presence, clarity and ease of movement. We worked side by side with engineers to adapt ideas to the engine’s limits and still deliver meaningful interactions.
What we discovered
Goal
Make remote meetings feel more present, focused and human
Explore how spatial environments influence participation and attention
Test ambient AI as a meeting support layer
Balance immersion with accessibility and performance
Challenge
Keep it feeling professional, not game-like
Design around the limitations of Reality OS
Ensure ease of use in unfamiliar 3D environments
Maintain smooth performance on standard laptops
What we learned
People felt more engaged in spatial settings - Participants were more likely to stay focused and contribute when meetings felt intentional and visual.
Real cutouts encouraged presence without performance pressure - No need to perform for the camera. Cutouts gave visibility with less fatigue.
AI works best when it is quiet and contextual - Subtle presence works better than constant suggestions. Timing matters.
Results
ROOM became part of the routine for internal teams during meetings
Pilot programs in Europe continue to provide insights and traction
Early feedback shows stronger presence, increased focus and smoother collaboration
The platform is now a foundation for ongoing exploration in spatial UX and AI-powered meeting experiences
Learnings and reflection
This project challenged me to rethink how we bring connection and clarity to virtual spaces. I learned how to:
Explored ways to create a sense of presence and spatial awareness through layout, movement, and proximity cues
Explored how lightweight social behaviors could support intuitive interaction in a 3D environment
Balanced realism and usability when working with spatial metaphors
Collaborated across disciplines to shape immersive interactions that still feel grounded and purposeful