visionOS System UI.
Lead and grow the team that owned the surfaces every visionOS app and the operating system itself rendered against — from initial concept through launch and one stability release.
A platform with no installed base, no precedent for legible 3-D windows, and a hard launch date. The system UI had to feel inevitable on day one and survive third-party apps on day two.
Hold the surface count small and stable. Treat every chrome — window controls, ornaments, alerts, status — as a single rendering pipeline with depth and refraction as first-class properties. Hire against the surfaces, not the headcount.
Shipped through the launch window and the 1.1 stability release. Grew the org from three engineers to roughly thirty through three calibration cycles without breaking the review bar.
- Three concurrent ship trains held without surface regressions
- Six patents granted or filed against the System UI work
- Hiring funnel that ran continuously for eighteen months