Scaling Music Production experience for
Epidemic Sound

Product Design | July 2018 — Current

A single source of truth.

A single source of truth.

Epidemic Sound scaled up from being a small—medium sized music company to be a technology driven company in a fast span. Music intake before this transformation was split between different tools like Slack, Google drive and airtable. The problem with such a system is there is no single source of data for the company. This caused intense amount of manual labour, errors and general lack of hygeine all of which makes it extremely hard for the company to plan, review and produce more music in less time. The idea was to build a single source of truth for our music and our musicians.


An easy and scalable product idea.

Instead of working of multiple tools to perform different tasks in hand, we planned on building a single product from scratch with a interface for our users. The hypothesis we were working for was simple, if we have a single source of data for our music and our musicians, the company can support production a larger volume of music without deteriorating the quality of our music.


An early product prototype, with a sidebar to allow multiple dashboards to support different types of information we want to support (ex. Musician / Track data). The design also supports the presence of a single primary button for the users to perform the most important tasks they came to perform.

A very simple design system to help focus on the job.

We initially built our music production tool with Material UI. 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 with a strong focus on less and highly repetitive elements to ease out difficulty for the developers to design the dashboard and focus more delivering to users fast.





Since, most music production users exactly knew when and why they logged in, there was a higher repetition of tasks involved.

This allowed to play with learnability, which means most things could represented by icons which the users once used once, they would remember. Hence we invested heavily on a very rich and consistent iconography.


Focus on patterns.

We focused very heavily on repeating similar patterns for the users to get familier with the product extremely fast. An example of such a pattern is below.


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.