Coordinated Party Travel
Role: Product Design Lead
Product: Meta Horizon Worlds
Timeline: 4 Weeks
Teams: Social, Server, Matchmaking, Instancing
I led the redesign of party travel in Horizon Worlds, resolving a critical system failure, aligning cross-functional teams, and restoring user trust in the platform’s core navigation experience.
Key Outcomes:
99.75% success rate for party travel post-launch (up from 75% failure rate)
Shipped in 3 weeks, resolving an issue that had blocked playtests for over 3 months
Eliminated 200+ people-days per week of wasted time across teams due to failed navigation
Aligned 4 teams (social, server, matchmaking, instancing) around a unified travel model
Established new UX standards for intent-based navigation and party coordination
Context & Challenge
Party travel in Horizon Worlds was failing — users couldn’t reliably navigate together.
75% failure rate blocked internal playtests and live experiences
200+ people-days lost weekly due to coordination issues
No documentation or shared system understanding
Unresolved for 3+ months across multiple teams
I stepped in to define the problem, align teams, and lead a system-wide redesign.
Methodology & Coordination
System Mapping:
Reconstructed undocumented flows across social UX, server, matchmaking, and instancing to identify root causes.Cross-Team Alignment:
Brought together stakeholders from four teams to build a shared understanding and resolve conflicting assumptions.UX Breakdown:
Analyzed failures from internal playtests and live user reports to define what successful navigation should feel like.Competitive Benchmarking:
Reviewed party systems from comparable platforms to guide intent-based design patterns.
These efforts established a foundation for clear, reliable party navigation — and created team alignment where none existed.
Design Direction
Once teams were aligned, I defined clear requirements for a new party travel model:
Shared Intent:
All party members must confirm a destination before travel begins.No Party Leaders:
Navigation had to support equal control — a core org constraint.Fast Shipping:
UX needed to work within existing systems and ship quickly.Design Goal:
Make party travel feel intentional, reliable, and transparent.
UX Exploration
Prioritized critical info: where the party is going, who’s invited, who’s accepted
Introduced the Ephemeral Party Leader model — a rotating, invisible lead role for initiating travel without explicit hierarchy
Explored delivery surfaces: inline UI, interactive toasts, and modals
Designed for speed and clarity under platform constraints
Rapid Prototyping
Designed and iterated directly in build to maintain speed and alignment
Partnered closely with engineers and PMs to balance clarity, feasibility, and urgency
Prototyped the Ephemeral Party Leader — a novel UX pattern that allowed travel initiation without explicit hierarchy, not found in any competitive platform
Delivery & Impact
Shipped in 3 weeks, unblocking a platform-critical issue that had lingered for over 3 months
Improved party travel success rate from 25% to 99.75%
Restored internal playtest velocity, saving over 200 people-days per week
The Ephemeral Party Leader model set a new UX precedent for collaborative travel without hierarchy
In December 2024, Roblox introduced a similar party system, validating the approach
Established new internal standards for intent-based navigation and cross-team system alignment