Dmytro Kucher

Product Designer — XR & Spatial Interfaces

For nine years I designed the interaction layer of Spectacles — the spatial UI primitives, input models, and platform frameworks that shipped across three generations of AR hardware. Much of it turned on-device computer vision and machine learning — depth, meshing, body tracking, colocation — into spatial interactions people could use. 8 US patents. One experience on an Apple keynote seen by 61 million people.

All work created during employment at Snap Inc. (2017–2026)

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Container

Spectacles had no consistent system-level component for moveable UI. The Container came out of that gap: a frame that wraps UI elements and makes them moveable in AR space. It became the foundation for all system UI on Spectacles.

Schematic recreation · Character rig: Rain by Blender Studio, modified (reposed, animated, lit) · CC BY 4.0

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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 introduced a proximity-aware cursor that fades in when targeting an interactable object and disappears otherwise, added a visible ray, and defined a depth constraint system. Validated with a controlled prototype study: the new design produced significantly more successful hits.

Schematic recreation · Character rig: Rain by Blender Studio, modified (reposed, animated, lit) · CC BY 4.0

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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.

Multiplayer session flow on Spectacles

Image: Snap for Developers

Screen mirroring app

Designed the phone-to-glasses casting experience for Spectacles — letting users bring any content from their phone into AR space and interact with it using hand gestures. The cast screen follows the user naturally without being distracting, can be anchored to the world or to the user's body, and returns into view automatically when it drifts out of frame.

Screen mirroring user flow
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Spectacles 2021 launch

Led design and production of the full slate of AR experiences for the Spectacles 2021 launch — a new hardware platform with its own spatial interaction model and input paradigm. Coordinated prototyping, 3D, VFX, and engineering from concept through ship.

Video: Snap Partner Summit 2021 · © Snap Inc.

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Spectacles 3 — depth & IMU experiences

Led design and production of 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.

Video: Courtesy of Snap Inc.

Notable work
Magic Forest — LiDAR

Apple reached out to Snap ahead of the iPhone 12 Pro 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.

Video: Snap Lens Studio · © Snap Inc.

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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.

Lenses: 1 · 2 · 3 · © Snap Inc.

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