Meta
Quest VR
Unlocking growth with improvements to onboarding for families.
Nearly half of Quest users share accounts instead of creating personal profiles, killing growth, personalization, and the social graph. I led a 3-phase redesign of family onboarding across VR, mobile, and web to convert shared headsets into multi-user households.
org
role
Senior Product Designer
year
2025
+18k
Monthly active users
+108k
Monthly active users annually
+126
Headsets added daily
Challenge
Nearly 50% of VR users share profiles in headsets because onboarding is complex, sharing apps is confusing, and they're unsure if personalized profiles are necessary.
Business impact
51%
share accounts to share apps and purchases.
44%
say it's easier than adding accounts.
43%
weren't aware they could switch accounts.

Approach
I led design across VR, mobile, and web, structured around three friction themes:
Unclear how to use profiles = Misunderstanding of the profile mental model.
Onboarding friction = adding profiles was complex and cross-device.
Discoverability & awareness = entry points were buried, and the benefits of profiles were unclear.

PHASE 1
Fixing critical friction (3 weeks)
Partnered with Data Science to map the funnel, then ran a brainstorm with Engineering to generate solutions from quick fixes to ambitious bets. Prioritized with PM on impact.
What shipped
Switch-user panel, contextual nudges after adding a profile, removed blocking security gates.
Impact
Reduced friction at critical drop-off points while building toward the larger cross-platform solution.
PHASE 2
Mobile profile management
One-tap invites to drive VR adoption
Built a net-new profile management system on mobile to leverage network effects. Users manage headsets from their phones and send invites instantly, removing friction from the critical moment of adding family and friends to VR.
What shipped
Share-to-invite links, one-tap invites for supervised/family profiles, invites for headset-sharing and play history contacts.

Design decisions
One-tap to add, two-taps to accept in app
Invites arrive via in-app notification or SMS (not email) to keep the flow native.
Intuitive, contextual entry point or discoverability
Surfaced "Manage profiles" as a clear entry point on the mobile device management screen.

PHASE 3
VR Welcome Screen
Establishing the multi-user mindset at first boot
Made “Add profile” the first thing users see on the headset, transforming profiles from a buried setting into a core platform feature.
What we're testing
Prominent “+” CTA with avatar identification, age-based categorization (adult/teen vs. child) for age-appropriate setup.
Supervised profile flow so parents add kids without leaving VR.
Suggested profiles from family and recent players.
Design decisions
First screen in headset
Prominent "Add profile" CTA makes it immediately clear more profiles can be added.
Age category first
Categorizing by age upfront ensures age-appropriate experiences and sets the right mental model for families.
Prioritizing suggested profiles for easy family set up
One-tap adds for family members—the single biggest driver of MAU growth.
OUTCOME
This work repositioned profiles from a buried setting to a core platform primitive, establishing the foundation for multi-user features and reframing Quest as a naturally shared device.

