All Notes

Resume
2026 · profile
Feyi Agbaje Resume
About Feyi Agbaje
2026 · profile
Systems Design Engineer & IESE MBA. 9+ years across enterprise software, AI research, and operations.
Versa
2026 · flagship
Versa is a live daily word game from Dear Barry Games. I built the content quality system for generation, model evaluation, human review, curation, and product analytics.
Inside the Frontier
2025-26 · flagship
I turned a primary-source AI corpus into a grounded Atlas for comparing how frontier labs train, evaluate, and govern model releases without separating the claim from the evidence.
Daybreak
2026 · flagship
I took a GLP-1 companion from a weak generic tracker to a focused product thesis, then carried the strategy through product requirements, privacy boundaries, interaction design, and a deployed build.
Design Studio
2026 · flagship
I built a design-system studio to stop AI coding agents from inventing a new visual language every time they touch a product. It turns visual decisions into reusable tokens, semantic roles, and agent-readable constraints.
Maya Codex
2022 · enterprise
I led a joint research program asking where language models could genuinely help 3D artists learn Maya, where they would fail, and how those failures should change product strategy.
Bifrost Platform Foundations
2018–21 · enterprise
I helped turn an emerging procedural graph system into a product people could find, navigate, reuse, and adopt without breaking established Maya workflows.
Research Operations
2021–23 · enterprise
I turned a research bottleneck into reusable infrastructure: faster recruitment, a shared knowledge system, guarded self-service, analytics, and operational automation for a complex enterprise product organization.
Cached Playback
2018–19 · enterprise
I redesigned a technical caching feature around the way animators actually work, improving discoverability, learnability, control, and recovery while reducing a costly review loop.
Email Feyi 2018–19

Cached Playback

I redesigned a technical caching feature around the way animators actually work, improving discoverability, learnability, control, and recovery while reducing a costly review loop.
enterpriseAnimation productivity
Role
UX design end-to-end
Research · flows · interaction design · prototyping · testing
Focus
Animation productivity
Playback · discoverability · learnability · error recovery
Skills
Product discovery · Interaction design
Enterprise research · usability · cross-functional delivery
Tools
Maya · field research · InVision
Usability testing · competitive benchmarking · beta program
00 / Problem

Animators were losing time just to review their work.

Complex Maya scenes often could not play back in real time. The fallback was playblasting: exporting frames or video for review, which could consume roughly 30% of an animator’s working time.

The caching technology could help, but early designs were hard to discover, difficult to interpret, and framed around technical users rather than animators.

30%+
of animator time could be lost to playblasting
30+
professionals involved across research
5
competitor tools benchmarked
01 / Research

Study the feature inside real animation workflows.

I combined customer visits, interviews, contextual inquiry, surveys, beta feedback, and usability testing. A modified first-experience study included animation supervisors, animators, technical directors, and producers.

The research showed that potential time savings were compelling, but users would abandon the feature if it did not work out of the box or if failures required a technical director to interpret.

UX goals
Easy to use, discoverable, learnable, flexible, and clear about what is happening when the cache fails or reaches system limits.
02 / Interaction design

Move controls into the animator’s workflow and make the system legible.

The feature originally lived in the Evaluation Toolkit, a place associated with technical scene management. I worked with content and visual design partners to move core controls closer to the timeline, add consistent access points, improve naming, and use tooltips and status messages for learnability.

We also added flexibility around cache display and colours, and warning states that helped users distinguish hardware or software limitations instead of simply watching the cache stop.

01
Discoverability
Timeline toggle, right-click access, search, and preferences.
02
Learnability
Clearer labels, reduced acronyms, tooltips, and status messages.
03
Feedback
Warnings explain cache state and recovery paths.
04
Flexibility
User control over display, colour, and cache preferences.
03 / Validation

Build continuous user feedback into the product team.

We presented prototypes to beta users on a recurring cadence and established monthly usability testing. Those sessions shortened the distance between design decisions and expert feedback.

The program also changed team practice: usability testing became a recurring product-team habit rather than a one-time milestone.

Product practice
Validation was not a final gate. It became part of the team’s regular operating cadence.
04 / Result

A technical capability became a usable animation workflow.

The final experience improved access, learnability, status feedback, and customization around Cached Playback. The feature became a major Maya 2019 release and saw strong early adoption.

Portfolio records report a 3× improvement in animation iteration speed through reduced playblast dependency, 30% early adoption growth, and 90% of defined usability benchmarks met.

Workflow impact
Reduced dependence on repeated playblasts and shortened the review loop.
Adoption
30% increase in early adoption in the Maya release.
Usability
90% of defined usability benchmarks met.
Team capability
Monthly usability testing became part of product-team practice.

Working on a hard product problem?

I’m exploring GTM Strategy, AI Product, Product Strategy, and Forward Deployed roles.