Ekoo: Digital Asset Management System

Reimagine remote 3D art production.

Ekoo Digital Asset Management System is a cloud-based solution developed specifically for game art production. It is based on the needs of game content production and collaboration teams online.

Ekoo connects all data together, helping teams to produce high-standard digital assets in a more efficient and visualized manner.

Academic Project

Nov - Dec 2021

Timeline

6 weeks

Key practices

User Research

2B Product Structure

User Research, 2B Product Structure

Other contributors

Haoran Xu, Duoning Zheng, Cynthia Lee

01 Background

Since the outbreak of the COVID-19 pandemic in 2020, remote work has become the new normal in the gaming industry. This shift has posed unprecedented challenges, especially for content creation teams centered around 3D art. Although collaboration tools like Jira, Trello, and Google Docs are widely available, they fall short when it comes to handling large resource files, coordinating across complex roles, and supporting real-time review and feedback loops.

🎯 What we observed is not simply that “the tools are hard to use,” but rather a systemic breakdown in remote art production workflows — across information chains, role coordination, and feedback loops.

🎯 What we observed is not simply that “the tools are hard to use,” but rather a systemic breakdown in remote art production workflows — across information chains, role coordination, and feedback loops.

🎯 What we observed is not simply that “the tools are hard to use,” but rather a systemic breakdown in remote art production workflows — across information chains, role coordination, and feedback loops.

02 Research & Insights

Design Hypothesis

Hypothesis 1: The pandemic accelerated the demand for remote collaboration, but traditional tools fail to support the highly specialized workflows of art production.

Hypothesis 2: Existing tools (such as Google Docs and Jira) face critical limitations in handling large file sizes and providing effective visual project management.

Through analysis of data related to declining remote work efficiency, issues such as production delays, asset transfer bottlenecks, and frequent revisions of art resources were repeatedly mentioned. This suggests that the root cause is not the mere lack of remote collaboration tools, but rather the insufficient support for specialized workflows.

Through analysis of data related to declining remote work efficiency, issues such as production delays, asset transfer bottlenecks, and frequent revisions of art resources were repeatedly mentioned. This suggests that the root cause is not the mere lack of remote collaboration tools, but rather the insufficient support for specialized workflows.

Through analysis of data related to declining remote work efficiency, issues such as production delays, asset transfer bottlenecks, and frequent revisions of art resources were repeatedly mentioned. This suggests that the root cause is not the mere lack of remote collaboration tools, but rather the insufficient support for specialized workflows.

Semi-structured user interviews (20+ participants)

Objective: To gain a deep understanding of the real obstacles faced by target users in their actual workflows — rather than just addressing surface-level issues.

Interview Participants:

  • 20+ art professionals from the gaming industry, including 2D/3D artists, animators, project managers, and technical artists.

  • Participants come from companies such as Blizzard, Activision, Tencent TiMi, NetEase Leihuo, and Ubisoft.

Interview Question Design:

  • Workflow Mapping
    Example: “Can you walk me through every step from receiving a task to delivering it?”

  • Tool Usage
    Example: “What tools do you typically use for collaboration? What limitations have you encountered?”

  • Collaboration & Communication
    Example: “How does your team share and review art assets? How efficient is the communication?”

  • Pain Point Retrospective
    Example: “What caused the last major bottleneck or slowdown in your collaboration process?”

Most users attributed the problems to "communication delays" or "ineffective tools," but through structured interviews and cross-comparative analysis, we found that the core pain points lie in fragmented workflows, uncontrollable data versioning, and untrackable feedback, which prevent smooth handoffs across multiple roles in the collaboration process.

Most users attributed the problems to "communication delays" or "ineffective tools," but through structured interviews and cross-comparative analysis, we found that the core pain points lie in fragmented workflows, uncontrollable data versioning, and untrackable feedback, which prevent smooth handoffs across multiple roles in the collaboration process.

Most users attributed the problems to "communication delays" or "ineffective tools," but through structured interviews and cross-comparative analysis, we found that the core pain points lie in fragmented workflows, uncontrollable data versioning, and untrackable feedback, which prevent smooth handoffs across multiple roles in the collaboration process.

Affinity Mapping

I tagged the issues, behaviors, and emotions mentioned in the interviews, and extracted over 300 high-frequency excerpts in total.

Using a two-dimensional scoring method based on Impact and Frequency, I identified and prioritized 4 key high-priority problems:

🎭

Role Misalignment and Communication Breakdown

Artists, directors, and PMs have clear roles, but complex communication chains lead to information loss.

🔗

Fragmented Cross-Tool Workflows

Multiple tools (Google Drive, WeTransfer, WeChat, Jira) result in disjointed processes and scattered information.

Delayed Asset Feedback

Feedback is often slow or misaligned with 3D production practices due to unclear task statuses.

🌀

Chaotic Version Control

File naming is inconsistent, overwriting happens frequently, and there’s often no clear “final” version.

The challenges brought by multiple roles, multiple tools, and multiple formats are not just about “poor collaboration,” but rather a misalignment in information architecture.
We realized that the solution lies in restructuring the underlying system of information organization and feedback mechanisms — simply optimizing a single interface cannot resolve these systemic collaboration barriers.

Competitor Research

We conducted a week of competitive analysis to determine the strengths and weaknesses of similar products. The most direct competitor was Arthub (Level 1) and indirect competitors were products such as Arcweave, Jira and Google Docs (Level 2, Level 3, and Level 4).

For these competitors, we compared 4 main aspects: target audience, first impressions, functionality, and user experience. Opinions were obtained from user interviews as well as market research.

We were able to identify how the current products do not meet the needs of the users, the main points are as follows.‍ Direct competitor Arthub does an excellent job of classifying files, but the readability of information is not high. While using the competitor product, interviewees reported a low perception of collaboration and a low sense of synchronization.

We were able to identify how the current products do not meet the needs of the users, the main points are as follows.‍ Direct competitor Arthub does an excellent job of classifying files, but the readability of information is not high. While using the competitor product, interviewees reported a low perception of collaboration and a low sense of synchronization.

We were able to identify how the current products do not meet the needs of the users, the main points are as follows.‍ Direct competitor Arthub does an excellent job of classifying files, but the readability of information is not high. While using the competitor product, interviewees reported a low perception of collaboration and a low sense of synchronization.

📒

‍Level 1    Products with the same core services and users.

Level 2   Products with the same core users. These products do not provide our core functions and services. Relevant functions and services may be added through upgrades/updates.

Level 3   Products with different target groups but similar functions and services.

Level 4   Products with the same core target users but aim to meet different needs. They are not likely to become our competition.

Data Synthesis and Behavior Model Building

More importantly, Competing products in the market fail to satisfy our users because the pain points of heterogeneous users are simply not being attended to.

"While the designers want the functionality to build on their existing habits, the team leaders focused on getting the job done on time and with quality."

👨‍🎨

‍For 3D art team members

the solution should build on their existing work habits and context to address emerging 3D annotation and collaboration issues.

📊

For art lead or design managers

the solution should facilitate progress tracking and should increase team productivity.

✍️

For concept design and copy base members

the solution should be more intuitive to help them organize and find different versions of the draft.

03 Testing and iterations

Sketch & Wireframes

After getting the basic insights, we conducted a round of sketch brainstorming for in-depth interviews and user process testing.

However, the feedback we got from users was not ideal, our users basically mentioned that this version, while taking into account their current needs and pain points, was overall not very different from other software they were using.
Considering the learning costs associated with using new software, they would not be willing to use our product and would rather be stuck in the previous product.

‘Trouble shooting’

Based on the feedbacks, we thought the problem might be in some detailed UX considerations. We decided to do another round of competitive analysis to focus on understanding the Usability Performance of different features through user usability evaluation and interviews.

Usability Performance Chart

For office software, users are concerned about the speed of finding information, although some competing products have the need to focus on the classification of multiple information for the game team. However, the attention to detail user experience and micro interaction is not high. This can be seen from the performance scores of Visual Hierarchy, Layout & Data Format of competing products.

For office software, users are concerned about the speed of finding information, although some competing products have the need to focus on the classification of multiple information for the game team. However, the attention to detail user experience and micro interaction is not high. This can be seen from the performance scores of Visual Hierarchy, Layout & Data Format of competing products.

For office software, users are concerned about the speed of finding information, although some competing products have the need to focus on the classification of multiple information for the game team. However, the attention to detail user experience and micro interaction is not high. This can be seen from the performance scores of Visual Hierarchy, Layout & Data Format of competing products.

In terms of team collaboration, competing products are concerned with the performance of task tracking, which is something we should learn from. However, users believe that their needs for team communication cannot be satisfied by "chat" and "message" only, but they want to keep in sync in every aspect of work.

In terms of team collaboration, competing products are concerned with the performance of task tracking, which is something we should learn from. However, users believe that their needs for team communication cannot be satisfied by "chat" and "message" only, but they want to keep in sync in every aspect of work.

In terms of team collaboration, competing products are concerned with the performance of task tracking, which is something we should learn from. However, users believe that their needs for team communication cannot be satisfied by "chat" and "message" only, but they want to keep in sync in every aspect of work.

User testing based on low-fi

We invited 5 key users to participate in our user testing, and insights supported our final decision.

What should we improve based on the testing:

🎨

Customization

The different roles of users influence their preferences and this experience tells them how to arrange their document screens.

🧼

Reduce Friction

Due to the complexity of the game production digital assets, the user experience of finding information needs to be optimized.

🧭

Orientation & Legibility

In an environment of high information density, orientation can suffer, leading to high cognitive load and frequent moments of refocussing.

⚖️

Reduce Conflicts

While doing user testing we found that when art directors or others were conducting design review sessions they wanted to be able to manipulate 3D assets, but this could lead to software conflicts.

04 Design Solution Based on Insights

Progress tracking System

Highly personalized dashboard that displays tasks and content based on the user's responsibilities.

Visualized documentation (GDD)

Visualized file system designed to quickly find the right file and feedback to process.

Color Coded Task Management

By using color coding, users can quickly and easily identify tasks that require attention, track progress, and prioritize work based on urgency or importance.

Easy to use annotations designed for different habits

Draw

  • An intuitive and quick annotation tool but in low-fidelity.

  • Serve for both synchronous and asynchronous annotation.

Comment

  • A detailed annotation method especially friendly to non-drawing experts such as project managers and writers.

  • Serve for both synchronous and asynchronous annotation.

Skeleton System

  • A precise and professional annotation method but could be time-consuming.

  • Serve for both synchronous and asynchronous annotation.

05 What I learned

Context is significant to define.

Context is the starting point when creating visualization. During design We need to ask ourselves questions such as “ who, what, when, how” in order to decide our context. The team can also decide the feature and experience according to context.

Not letting your anticipation limit your ideas.

Sometimes we are used to using an expected answer when we get a question. In this project, I enjoyed the process of overviewing the app’s functional part and listening to the users’ experience, their stories, and being an active listener.
It helps me understand the user’s pain better. It’s normal if we are not standing in the same position and we could not easily feel the same way as our target users.

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