Brief

A cross-device feature for HarmonyOS, enabling seamless multi-device collaboration with intuitive drag-and-drop connections. Part of Huawei's strategy to unify its ecosystem - phones, tablets, PCs, smart screens - through a consistent branded design language.

Role

UX | Motion & Interaction Design
Refined connection logic, adaptive motion specs, and visual innovations for a unified, branded multi-device experience.

Team

Consumer UX Design Team with PMs, visual designers, engineers. Collaborators: Fei Ye, Lina Tao, Zhiyan Yang.

Impact

Flagship HarmonyOS feature showcased for cross-device marketing.
Part of IF Design Award 2022–winning system (key interaction component).
Patent filed (EP4318199A1), selected as one of Huawei’s Top 10 Annual Inventions.

Challenges & goals

Business Problem

Huawei’s distributed soft bus technology made it technically possible to connect multiple devices for collaborative tasks.
But there was no user-facing concept or interface to make this powerful capability accessible or appealing to everyday users.
Why “Super Device”? This name emphasizes the unified experience of multiple connected devices working together as one intelligent system.

Key Challenges

Our team faced several distinct challenges in turning this technology into an intuitive feature.
We defined clear design goals to address these challenges and deliver an exceptional user experience.

how i contributed

UX | Motion & Interaction Design

As a UX Designer specializing in Motion & Interaction Design, I helped define connection flows, motion design, and visual innovations for Huawei’s cross-device experience.
This was a long-running feature evolving with OS updates. Because motion deeply shaped interaction, I contributed heavily to interaction patterns and visual details.
I worked closely with PMs, engineers, designers, and researchers, managing reviews to deliver a consistent, premium HarmonyOS experience.

Starting Point

I joined in 2019 for the first version (then called Hiplay, designed for EMUI / Android). It supported basic device discovery but lacked a unified, branded experience. I led all motion design here.
When transitioning to HarmonyOS (launched 2020), the challenge was creating a consistent design language across many products and teams. As part of the Platform Design group, I helped define this system to ensure a seamless, branded experience.

My Contribution

- Defined motion design for intuitive, discoverable flows
- Created adaptive motion specs shaping interaction design
- Contributed to drag-and-drop connections and flows
- Refined visuals for a polished, branded experience, pushing approvals with stakeholders
- Produced marketing resources
This work didn’t just reflect the brand – it helped define it.

Research & insights

Early Version

The first iteration of this feature, called Hiplay, enabled basic device discovery and connection within EMUI.
It used a global entry point: users could swipe up from the home screen to open a modal listing trusted devices. With one tap, they could easily connect - for example, projecting to a TV or pairing earphones for music.

Basic Functions

This early design consolidated essential functions onto a single page, meeting basic user needs.

User Testing On Early Version

After the first release, structured user testing highlighted critical pain points:
- Not easy to use: The swipe gesture from the bottom corner was awkward for one-handed use and easy to trigger accidentally.
- Not easy to understand: The interface was too complex and unclear.
- Unattractive design: Visually plain and lacking in aesthetics.

User feedback ratings confirmed these issues, with the lowest scores in ease of understanding and attractiveness.

Insights

Design Process

Ideation

In the early stages of design, we explored ways to make the “Super Device” concept intuitive and easy to understand. We asked ourselves: How can we show that the current device is always the centre of control?
The idea of the universe inspired us - the current device as a central planet, with other devices orbiting around it. This metaphor felt like a natural, visual way to explain connection flows, so we began shaping the concept using this “universe model.”

Interaction Innovation

Once we landed on the “universe” concept, it was clear that simple tapping alone wouldn’t do it justice. We needed an interaction that felt natural and instinctive, making users feel they were truly “pulling” devices into orbit around their main device.
To test this, I prototyped drag interactions that let users directly pull devices toward the centre. I shared these videos with our UI designer, and we both felt this approach immediately made the experience clearer and more satisfying.
After multiple design reviews and rounds of stakeholder feedback, this drag-to-connect interaction was confirmed as a core part of the final experience.

Design Details

We refined multiple details - from motion, gravity, and distribution to material, lighting, and background -to make the experience feel natural and immersive.

Rethinking the Entry Point

User testing revealed that the original bottom-corner swipe was awkward for one-handed use and prone to accidental triggers. To improve this, we moved the entry point to the Control Center, a familiar, high-frequency space that better matched user habits.
We also needed a full immersive page for the new universe model design. To bridge this, we added a simple card in the Control Center - retaining the familiar HiPlay style for quick controls while linking to the new, immersive orbit-style page.

User Testing & Research

After launching this version with the new HarmonyOS (2020), our research team conducted usability testing to evaluate ease of use, intuitiveness, and aesthetic perception.
Key insights:
- Users described the new design as young, innovative, and high-end.
- Some users were unsure how to interact with it.
- Suggestions focused on improving visual clarity and interaction feedback.

Iteration & Design Improvements

Based on testing feedback, we refined the design to improve intuitiveness, immersion, and overall usability:
- Introduced scaling animations to suggest drag affordance.
- Enhanced material textures and lighting for a premium look.
- Added outer orbit circles to support displaying more connected devices.

Results & User Feedback

After launching with HarmonyOS 3.0 (2021), user testing showed significantly improved satisfaction with the Super Device feature.
- Positive comments praised the updated animations and clearer interaction.
- Satisfaction scores increased from 3.4 to 5.6 (out of 6).
In later HarmonyOS versions (2022–2023), we extended this design to other device types - including tablets, TVs, and watches. I contributed the adaptation work for these screens, ensuring consistent interaction patterns and visual quality across different sizes and functions (details not expanded here).

Key Solutions

Here’s the final experience delivered for HarmonyOS. Designed to deliver a seamless, branded cross-device experience across multiple products.
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What I Learned

Design-Driven UX Mindset

The starting point for this feature came from the underlying technology to connect all devices. But during iterative design, it became more design-driven: simplifying the flow while ensuring security, and achieving an intuitive, convenient experience for users. Ultimately, our goal was to serve the user experience first - it was truly UX-driven in the end.

Long-Term Iteration & Collaboration

I’ve worked on many features and products over the years, but this was a long-term project I followed from its birth through multiple iterations. At a big company, many innovative ideas die along the way - so getting this one implemented was not easy. It required persuading many people and stakeholders. Thanks to my colleagues and our persistence, we finally succeeded. Throughout, I produced many video prototypes to explore possibilities and effectively support our presentations and decisions.

Attention to Detail & Design Polish

This work demanded a lot of patience - from innovation all the way to implementation. Even for a small connection animation, I created more than ten different design proposals before we got final approval after several rounds of reviews. Adapting the design for different devices and orientations also required careful attention to detail - for example, adjusting animation speeds for different screen sizes. It took close collaboration with developers, maintaining a clear stance on design goals, and insisting on fine details that significantly impacted the drag interaction experience.

Special Thanks

I’m grateful to my colleagues and team members who collaborated on this project.

NDA Notice

All content on this page is based on publicly released information. I have strictly respected my NDA obligations. Any unreleased designs or details I worked on during my employment are not included here. Some early-stage concepts shown have been recreated specifically to support this portfolio presentation. User testing visuals and data have been selectively blurred or simplified to protect confidentiality.