Dmytro Kucher

Product Designer — XR & Spatial Interfaces

I design the systems that make spatial computing feel native — the interaction patterns, interface primitives, and experience frameworks that define how people inhabit new kinds of screens.

Most recently at Snap Inc., I led UX for core system features and interaction models on Spectacles — shaping the foundational patterns through which users navigate, interact with, and understand AR space. That work spanned system UI architecture, spatial affordance design, and first-party experiences that pushed the boundaries of what wearable computing can feel like.

My work is backed by 8 US patents in XR and spatial computing — not as a measure of novelty, but as evidence of a consistent investment in solving problems that don't have precedents yet.

Snap Inc.
Product Designer — Spectacles
Santa Monica, CA
2022–2026
Container
Container

Spectacles had no consistent spatial UI primitive — every moveable panel was solved ad hoc. I designed the Container: a frame that wraps UI elements and makes them moveable in AR space. It became the foundation for all system UI on Spectacles.

View case study
Spatial Targeting
Spatial Targeting

The original cursor rendered at a fixed depth and jumped abruptly when hitting UI — users couldn't build a mental model for how targeting worked. I redesigned the cursor, introduced a ray, and defined a depth constraint system. Validated with a controlled prototype study: 3x more successful hits.

View case study
Multiplayer session flow on Spectacles

Image: Snap for Developers

Multiplayer system flow

Redesigned the system-level multiplayer UX on Spectacles — moving colocated session discovery from a per-experience feature to a platform capability. Users can now find and join active nearby sessions across all experiences from a dedicated Multiplayer tab in Lens Explorer, with a guided colocation flow to establish a shared coordinate space.

Screen Mirroring
Screen mirroring app

Designed the phone-to-glasses casting experience for Spectacles — spring-based soft-follow behavior, world and body anchoring, and a sticky FoV implementation that keeps cast content within the user's view.

Snap Inc.
Design Lead, AR Experiences
Santa Monica, CA / Odesa, Ukraine
2017–2022
Magic Forest — LiDAR
Magic Forest — LiDAR

Apple reached out to Snap ahead of the iPhone 12 launch. I led the design of the first LiDAR AR experience on Snapchat, solving a 3–5 second initialization constraint through interaction design. Featured on the Apple keynote — 61 million YouTube views.

View case study
Spectacles 2021
Spectacles 2021 launch

Led design and production of the full slate of AR experiences for the Spectacles 2021 launch — coordinating prototyping, 3D, VFX, and engineering. Shipped every committed experience on schedule.

Spectacles 3
Spectacles 3 — depth & IMU experiences

Designed AR experiences built on a depth map, stereo camera, and IMU pipeline — enabling surface-aware occlusion, motion-reactive characters, and a fully realized underwater world with caustics and procedural coral.

Face AR pipeline
Snapchat 1st party face AR pipeline

Ran the end-to-end production pipeline for Snapchat's 1st party face AR experiences — from stats-driven concept selection through 3D/VFX review, engineering handoff, QA, and ship.

Playtech
Art Director & Team Leader
Kyiv, Ukraine
2015–2017

Led visual design, UI direction, and animation across interactive game titles — serving as both team leader and the sole animator, from concept through delivery.

8 US patents, all issued or pending during my time at Snap Inc.