Glossy blue infinity symbol on a dark blue background with a Reality Labs logo below

CASE STUDY

Meta Quest VR Store: Unifying a Complex Ecosystem

Role: Lead UX Designer

Overview: Redesigned the Meta Quest VR Store experience by creating a unified metadata and design system, reducing user confusion, increasing discoverability, and significantly improving cross-team collaboration and scalability.

Meta Quest VR Store interface showing featured games, including The Climb, Dance Central, Wander, Star Wars: Tales from the Galaxy’s Edge, and Death Lap, alongside a mobile app product screen.

Context & Problem

Background: Meta Quest VR Store offers an extensive catalog of VR experiences, apps, games, and events. However, inconsistent design systems, fragmented documentation, and unclear information architecture created confusion among users and internal stakeholders.

Challenge: Customers struggled with discoverability, inconsistent product metadata across store sections, and confusing product presentations. Internally, multiple design systems and disparate codebases resulted in duplicated effort and slow innovation.

Dark portfolio presentation slide titled “Roles and Constraints,” outlining a VR Browse Design Systems Lead role and eight responsibilities for the Meta Quest VR Store case study.

My Role, The Team & the Customer

I served as the Lead UX Designer, collaborating deeply with Product Management, Engineering, UX Researchers, and Senior Leadership.

Responsibilities included leading quantitative research synthesis, creating standardized metadata frameworks, wireframing, prototyping, usability testing, and mentoring junior designers in scaling the unified design system.

Customers included fell into two groups:

• Teenagers & Young Adults

• Adult gamers above the age of 13.

Design thinking process diagram showing problem definition, research, design, and solution stages: discover, explore and define, develop and test, and deliver and listen.

My Design Process

I leveraged the Double Diamond method of product design—Discover, Define, Develop, Deliver—to systematically address user pain points, align stakeholders, validate solutions, and ultimately bring these features to life.

This approach enabled thorough exploration and precise definition of user needs, followed by iterative development and delivery of user-centric solutions.

Portfolio review slide titled “The Problem” stating that the VR store lacks deep systems thinking, alongside Meta Quest VR Store game listings.

Where to start

Customer Problem: Users struggled with discoverability and comprehension of products within the VR Store. Internal friction also existed due to multiple competing design systems.

Key Hypotheses:

  • Customers needed consistent and minimal metadata across store surfaces.

  • Clearer visual hierarchy and standardized components would enhance user comprehension and product discoverability.

  • Internal teams needed a unified design and metadata structure to streamline workflows and innovation.

Dark portfolio review slide titled “Goal” outlining user needs, stakeholder partnership, business goals, and alignment for a Meta Quest VR Store case study.

Research Methodology

Qualitative: Internal researchers interviewed customers about this customer problem along with others in multiple usability studies. Meta also has a robust dataset from prior research, so I pulled from that first, where possible.

Quantitative: Ran several rounds of A/B tests, which tested small incremental changes resutling from getting to statistical significance.

Key Hypotheses:

  • Customers needed consistent and minimal metadata across store surfaces.

  • Clearer visual hierarchy and standardized components would enhance user comprehension and product discoverability.

  • Internal teams needed a unified design and metadata structure to streamline workflows and innovation.

How do you break down 4 different design systems into a single, unified pattern?

Portfolio review slide titled “How to Identify User Needs,” showing Step 1: Audit the System with outlined WWW, MWeb, app, and headset interfaces.

Step 1: Complete a full audit of the VR Store, Mobile App, and Website, looking for duplicate and disparate patterns. Look for opportunities to consolidate patterns across all meta store surfaces.

Portfolio review slide showing a Meta Quest VR Store wireframe with notifications, search, results, and feed layouts

Step 2: Map and affinitize. Make a visual representation of all common metadata elements found in each surface. Then, create primitive elements to build upon in Figma.

Tablet displaying the Baymard Institute e-commerce UX research guidelines website, held against a purple background

Step 3: Leverage 3rd Party research vendors wherever possible, in order to cut costs in research resources. Baymard is the authority on e-comm. I leveraged their 100K hours of UX research to speed run data generation.

Dark portfolio review slide titled “The Store,” showing metadata categories and five stages: Feed, Search, Browse, PDP, and Checkout.

What did I learn?

The initial research surfaced numerous pain points, distilled into actionable insights via a high-level end-to-end journey map:.

Key Findings:

  • No central tokenized system

    • The core Design systems have similar but not exact matches on most foundational elements.

  • Three separate design systems

    • Each org has its own design system with varying levels of documentation.

  • Three orgs of stakeholders

    • Each core team has differing OKRs and misaligned incentives.

  • No shared components

    • Multiple component and pattern libraries owned and operated by different teams.

  • Inconsistent usage of components

    • Each team’s components are variants of one another, and inconsistently arranged into similar patterns.

  • Poor information architecture

    • The store, across surfaces, has an unclear content strategy.

  • Documentation unclear

    • Documentation is in varying levels of completeness and clarity.

  • Search fundamentally broken

    • Search and Browse are separate code bases, with minimal function and lack e-commerce features.

Product Marketing-a-palooza

New Requirements Uncovered, Mid-Sprint: During the auditing process, the need for product marketing support was brought to my attention.

Requirements: Whatever patterns I was to decide to build would have to support all the basic metadata for product cards, as well as multiple promotions from multiple groups… all at the same time.

Promotion Types to Support:

  • Standard Pricing

  • Discounted Prices

  • Bundle Offers

  • Seasonal Promotions

  • Limited-time Offers

  • Loyalty Discounts

  • Member Programs (e.g., Quest+)

  • External Program Eligibility

  • Meta Recommended

Example: All the type of promotions that my store pattern would have to support. (click image to expand)

The Final Pattern

Dark portfolio review slide titled “Strategy” outlining a Meta Quest VR Store shopping strategy, with product evaluation principles and a schematic for visual, product detail, price, and promotion considerations.
Portfolio review slide comparing horizontal and vertical scanning with blue arrows highlighting grouped attributes across product cards.
Dark portfolio review design showing numbered card fields, custom metadata, desktop and mobile card footers, and a promotional card grid.
Portfolio review slide showing VR game shelf layouts at multiple densities alongside a Marvel Iron Man VR store page.

Using what I learned from previous research, in-house usability, Baymard best practices, this is how I solved the problem of unifying 20+ pieces of metadata across three platforms that were owned by three differentorganizations.

Impact & Results

Wins:

  • Measured reduction in user confusion and friction during discovery and purchase.

  • Internal adoption of a unified design and metadata system, significantly improving cross-team efficiency.

  • Improved scalability and consistency across store surfaces and promotions.

  • Positive early feedback from first phase testing, reinforcing the direction of the design pattern, holistically.

Documentation

Webpage titled “Store Product Card” showcasing an e-commerce product card design with a climbing game banner and VR game listings.

Created new documentation guidelines from the ground up, tailored for Engineers and potential partners. The goal of the documentation was top enable partner teams to adopt my components with minimal oversight from me or other designers in Reality Labs. This was done to reduce the cost of costly alignment meetings.

This is the phasing plan that enabled the team to incrementally build and ship the changes to the new product card component. Additionally, these foundational elements were not only built into Figma, and used to build the patterns, they were also built to be modular and reusable across App, Webb, & VR.

What I learned, and how that applied to future work.

Takeaways:

  • At Meta, everything most faster than anywhere else. I learned that I can do a lot more in a short period of time than I thought.

  • Recognized the importance of ongoing discovery, recommending regular cross-team alignment sessions to maintain system cohesion.

  • Continuous validation cycles with users needed to ensure relevance and reduce waste.

  • Get buy-in from Core Teams early and fail often. Don’t wait until you’re presenting to leadership to find out that you don’t have complete alignment.

Next Steps:

  • Expand the unified metadata and design model across additional surfaces and promotional assets.

  • Implement enhanced promotional templates and refined UI components to maintain high quality and consistent UX.