Early workshop involving meeting different departments in the company to define the entire track lifecycle from planning internally to releasing to the world. It also gave us a rough estimate of the problem we were looking at, and what we re solving with Kosmos.
We initially built our music production tool with Material UI to focus on the technical challanges in hand. It didn't work since we spent more time fixing the Material UI related layout issues than building the product. Hence, we built a very simple design system (Epidemic Sound didn't have a design system at that time) with a strong focus on less but highly repetitive elements to ease out difficulty for the developers to build the product and focus more delivering to users fast.
Early releases we made were using material ui, due to lack of a design system, which allowed us to push out the early versions of the application fast. It came with a side-effect that, we spent a lot of time fixing the complex material ui components than actually shipping the product.
As a side-project over the summer, I and two more engineers from our team, who were fed up fixing material-ui related bugs built a very-very simple and minimal design system and we phased out material ui in a couple of months after that.
We divided the experience into different cards based on the types of users interacting with it. For example, users responsible for musician ino and meta-data are different. Then, we tested 2 layouts with our users, a single save button as the only save button for the entire experience and different save buttons for each sections. First section was the favorite amongt the users.
This is an ongoing project.
Since working with music intake involves me dealing with sensitive data, I can't share a lot of information. I will although share a lot more as the project progresses.
© Raghu Nayyar — 2020