#arcade

Output Arcade 2.0
Music Software

Output Arcade 2.0
Music Software

Output Arcade 2.0
Music Software

Redesigning discovery, search, and navigation for a music production platform used by over 300,000 producers monthly — resulting in a 28% lift in paid conversion.


App Showcase — Scrolling
Drum Pad — Moon Boots
Your Stuff — Favorite Kits
Browse by Categories — Lines
Drum Pad — Moon Boots
Your Stuff — Favorite Kits
Browse by Categories — Lines

The Problem

High browse rate.
Low conversion.

Output had built its name on digital synthesizer software — one-time purchases, professional tools, a loyal producer base. Arcade was a different kind of bet: a subscription model with recurring revenue, ongoing content delivery, and a fundamentally different relationship with the user.

It launched strong. Early adoption validated the model. But over the following quarters, paid subscriptions started tapering — and pricing promotions weren't moving the needle. The business thesis was quietly eroding.

That pointed to a product problem, not a pricing one. We needed to understand what was breaking in the early user experience — what was driving cancellations, and why trial users weren't converting in the first place.

What The Data Showed

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.


What The Data Showed
23:1

Browse-to-save ratio

For every 23 samples a producer opened, they saved one. Users were exploring constantly, but almost nothing was landing.

15%

Sessions ended with zero saves

1 in 6 sessions ended with no saved content at all. Users came, browsed, and left with nothing to show for it.

63%

Search abandonment rate

Nearly two-thirds of all searches ended without engaging a single result — a direct signal that results weren’t trustworthy.

2.2wk

Time from login to first export

Average time for a user to reach their first meaningful action. For a subscription trial, that’s too slow to convert espeically when the trial period was only 1 week

What The Data Means

Key Insights

Discoverability

Arcades growing sample library wasn’t being discovered.

Lackluster Search

Global search and filtering were lacking, making it difficult for users to find sample they needed.

Confusing Navigation

Users were overwhelmed by UX navigation and did not know what was in their own library and what was available to download on Output.

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.


Key Insights

Content Discovery Mismatch

The home feed was static and identical for all users, regardless of their behavior or taste. Producers weren’t seeing content aligned with what they made — so they spent more time browsing than creating.

Producers Didn't Like The Search Results

Producers think in terms of genre, mood, BPM, and instrument, but search relied on exact matches and non-standardized keyword tagging. “Percussion” and “percussive” were separate buckets, each returning 25–35 results from a library of thousands. With 63% of searches abandoned, the tool wasn’t trustworthy enough to act on.

A Rigid Browsing Experience

The product made you pick a category before taking you into the content. Producers naturally think in flexible, non-linear ways, so this mismatch introduced unnecessary friction during exploration — users were exploring heavily, but almost nothing was landing.

Opportunity

How might we reduce the time between discovery to first sound, while building a discovery-inclusive workflow producers can rely on?

How might we help users quickly discover and explore new music samples that aligns with their taste, especially as we release new lines each week?

Approach

Content, with Context

The key reframe I pushed early: this isn't a search or navigation redesign. It's a taxonomy and workflow redesign. Without fixing the underlying metadata, any surface improvements would just be designing around bad inputs.

 

Producers think in terms of mood, genre, BPM, instrument, and key — that's how they hear music. The product was organized around internal content hierarchy. Every search forced a translation between creative instinct and system structure. That translation is friction, and friction in a creative tool breaks flow.

The existing taxonomy was a mess

Every piece of content in Arcade — thousands of samples and kits — had been tagged manually and inconsistently over years, with no standardized system. Tags were a flat, undifferentiated cloud: mood descriptors, genre labels, technique words, and instrument types all mixed together with no hierarchy and no shared vocabulary.

The result was fragmentation. "Percussion" and "percussive" were separate tags returning different results — a producer searching one had no idea the other existed. "Sound design," "texture," and "organic" described the same sonic territory but were treated as distinct buckets. BPM, key, and instrument had no dedicated dimensions at all. Individual tags were returning a few hundred results from a library of thousands — not because the content wasn't there, but because the tagging system had splintered it into tiny, disconnected pools.

Low relevance bred low trust, and low trust meant producers stopped searching and started leaving. This also meant the home feed couldn't do anything intelligent — algorithmic recommendations require consistent signal to work from. Fixing the taxonomy wasn't one of the solutions — it was the prerequisite for all the other solutions. That's why we tackled it first.

Container

We organized the redesign around three high-traffic pillars — the only places that could actually move the conversion needle:

 

Navigation

Reduce overhead

Simplify the information architecture so the structure matches how producers actually move through the product. Shift cognitive load away from the interface.


 

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.

Search & Taxonomy

Fix the foundation first

Standardize the entire content library with a consistent tagging system. Without this, search is unreliable and discovery can't personalize. Everything else depends on it.

Key Insights

Discoverability

Arcades growing sample library wasn’t being discovered.

Lackluster Search

Global search and filtering were lacking, making it difficult for users to find sample they needed.

Confusing Navigation

Users were overwhelmed by UX navigation and did not know what was in their own library and what was available to download on Output.

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.

Discovery

Build on clean signal

With structured metadata in place, make the home feed adaptive — algorithmic recommendations that actually work because the tags are now trustworthy.

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.

Arcade 2.0

Navigation

In Arcade 1.0, a persistent sidebar created real cognitive overhead. Every session began with producers orienting themselves to the interface before they could think about music. There was also an operational cost: confusing navigation drove avoidable support tickets and required tutorial content just to explain the product.

We removed the sidebar and reorganized everything into three clear sections: Play, Browse, and Your Stuff. The structure is simple enough that users internalize it quickly — they recognize where things are without reading labels. We also unified the kit player and kit browser, which had been two separate views, into one.

navsolve

1. Play, Browse, and Your Stuff.

2. Removed Sidebar

3. United the kit player and browser experience.

Arcade 2.0

Search & Taxonomy

Search was the heaviest lift — and the right place to start. Everything else depended on it. When search returns irrelevant results in a creative tool, it creates frustration and breaks trust. A producer who trusts the search tool is a producer willing to pay for it — and with clean tags underneath, the home feed could finally do something intelligent.

 

Search

1. Global Search, Available Everywhere

We introduced a unified global search that works across the entire library—from kits and lines to individual samples. Users can now search from any screen, including within their personal libraries and Output’s full catalog.

2. New taxonomy

We built a structured tagging system from scratch with five consistent dimensions: genre, mood, instrument, BPM, and key. Every piece of content in the library — thousands of samples and kits — was re-tagged against this system. The same instrument now had one name. Mood descriptors were standardized. BPM values were filled in. The entire catalog finally spoke the same language.

Getting this investment approved required a reframe internally. Re-tagging thousands of pieces of content is a significant ask of the content team, and the value isn't immediately visible in the UI. So I made the case that this wasn't a cleanup task — it was product infrastructure. The tagging system would power search, discovery, recommendations, and future personalization. Without it, none of those things scale. Once that framing landed, the investment made sense.

3. Results that reduce steps

In 1.0, search returned kits — so producers still had to navigate inside a kit to reach individual samples. We redesigned results to surface samples directly. Combined with accurate tagging, this single change drove most of the search engagement lift.

Arcade 2.0

Homefeed & Discovery


With a clean taxonomy in place, the home feed could finally do what it was supposed to. The 1.0 feed was fully static — every producer saw the same content regardless of what they'd played, saved, or searched for. A producer who doesn't find something they love during their trial isn't going to pay. Getting users to value faster was the most direct lever on conversion.

Arcade

 

1. Unified View

Merged Feed and Lines into a single Browse view (eliminating an unnecessary context-switch).

2. Multiple Entry Points

Previously, producers had to navigate into a full kit before previewing any samples inside it — spending two or three minutes before realizing it wasn't what they needed. With structured tags now in place, we added entry points by instrument, genre, mood, and BPM — whatever matched how they were thinking that day.

3. Hybrid Feed

We introduced algorithmic recommendations layered with editorial curation. The new tag taxonomy is what made this possible — consistent signal across the entire library meant the algorithm had something reliable to work from. Fully algorithmic risked surfacing irrelevant content; fully editorial wouldn't scale. The hybrid gave us relevance at scale with a human quality check on top.

4. Weekly Kit Mix

We added a curated, auto-updating Weekly Kit Mix to re-engage lapsed users and encourage exploration. It adds a lightweight social element while surfacing trending content in a fresh and digestible format.

Prototyping & Empty States

Designing for the edge cases

Empty states

Search empty states and "no results" flows were designed to redirect without dead-ending. If a search returns nothing, producers see related suggestions based on adjacent tags — keeping momentum rather than breaking the session.

Prototyping

High-fidelity prototyping served two purposes in this project. The first was the standard user testing use case — validating that interaction patterns made sense before committing to build.

The second was less conventional: using a Figma prototype as an engineering reference artifact. The search and browse interactions were complex enough that written specs were losing detail in translation. A live prototype gave engineers a ground truth they could reference during build and QA.

CLICK TO PLAY ON FIGMA

2026-04-16-arcade-portfolio-flows-smooth

Components

Design system & Cross-platform

Arcade lives in two distinct environments: the web app, and as a plugin inside DAWs where producers actually make music. UI constraints differ across surfaces, but the mental model has to stay consistent — a producer who learns how to navigate on web shouldn't need to re-learn it in their DAW.

I built out the design system in Figma with properly named components tied to variables, creating a shared language between design and engineering. The taxonomy and discovery language was kept consistent across both surfaces. Developers had a single source of truth, which cut implementation confusion significantly.

Frame 23s

Impact

Results that validated the diagnosis


Arcade Metrics
9:1
Browse to Save
 
Producers were finding music samples much quicker and tailored to them.
45%
Search engagement increase
 
Search shifted from a last resort to a primary entry point — decreasing the numbers to only 18% abandonment.
1.2wk
Time from login to first export
 
Users finding value faster, creating new songs quicker. Still outside of the trial window but a huge improvement.
Support tickets
 
Significant drop in discovery-related support tickets. Clearer navigation meant producers could find things without outside help.

Next Steps

What this unlocked

By rebuilding the taxonomy as product infrastructure, the redesign created a foundation for features that weren't possible before: personalized recommendations based on usage patterns, cross-surface sync, and discovery features that could adapt over time without requiring manual curation.

The system also reduced operational overhead — fewer support tickets, fewer tutorial videos needed, and a design system that let engineering move faster with less back-and-forth on implementation details.

 

In creative tools, momentum is the product. Every extra second between an idea and a sound is friction, and friction breaks flow state. What looked like a navigation and search problem was really a systems problem. Once we fixed the underlying infrastructure and aligned the product to how producers actually think, the surface-level improvements almost designed themselves.

Reflections

Surface problems often have infrastructure roots

The UI improvements were downstream of fixing the metadata. Doing UI work first would have been redesigning around bad inputs — polished but ineffective.


 

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.

Design has to sell infrastructure investment

Getting the content team to re-tag the library required reframing it as product infrastructure, not a cleanup task. Designers are often advocates for invisible work that makes everything else possible.

Key Insights

Discoverability

Arcades growing sample library wasn’t being discovered.

Lackluster Search

Global search and filtering were lacking, making it difficult for users to find sample they needed.

Confusing Navigation

Users were overwhelmed by UX navigation and did not know what was in their own library and what was available to download on Output.

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.

A prototype is a communication tool, not just a test artifact

Building a Figma prototype as an engineering reference eliminated more implementation confusion than any amount of written documentation could have.

 

Research & Project Goals

Based on our user research methods of conducting 1:1 interviews with producers of our existing product and studio sit-ins. We discovered 3 distincted opportunities to streamline the creative process of music making and increase discoverability.