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Rationale:The Design Practice of Matt Hanson
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06/ 09ERA · LEADER2017 — 2023

Spark AR

Four flagship effects to a platform used by billions across Facebook, Instagram, Messenger, Portal, and Quest. Led the Experiences team — built, scaled, and taught.

01

ORIGIN · F8 2018 · CLASS 113

The lightning talk that started it

Before Spark AR existed as a named product, the Messenger AR team shipped four flagship effects to prove AR could be commercial-grade across very different verticals: Sephora virtual makeup, KIA at vehicle scale, Nike SNKRS footwear, and ASUS Portal hardware visualization.

I presented them at F8 2018 Day 2, Class 113 — thrown to by Loredana Crisan, then Head of Design at Messenger (now CDO at Figma). The room was rated for 100 and packed past capacity. The talk made the case for AR being a primary social mode, not a filter add-on.

That session is the inflection point for everything below.

The four flagship effects

Nike SNKRS · footwear in the SNKRS app

Sephora · virtual makeup try-on

KIA · vehicle-scale AR placement

ASUS Portal · hardware visualization

02

PLATFORM LEADERSHIP · 2018 — 2023

Building the platform under it

What grew out of Class 113 was Spark AR — runtime, capabilities, and creator tooling, supported by a 400+ person XFN organization. I led the Experiences team in close partnership with the London-based creator-tooling team, scaling from 2 to 22 ICs over five years.

The org introduced the Product Design Prototyper role within Spark AR, lifting prototype velocity by 60+%. We also designed and shipped Story Time with the Portal team — a flagship AR feature for video calls that outperformed standard video on engagement and retention. The result confirmed AR could be a primary social mode, not a filter add-on.

Spark AR platform overview
FIG. 02Platform overview — surfaces, runtime, creator tooling
Experiences team growth
FIG. 03Team growth — 2 → 22 ICs across Mobile and AR/MR
Hanson scope diagram
FIG. 04Hanson Scope · Experiences side (8 PDs + 6 Prototypers + 6 TAs · social) and Platforms side (3 PDs · camera) · the org chart visualized
Spark on Wearables
FIG. 05Spark on Wearables · de-risking the move from phones to constrained devices · 4 → 40 XFN in 1 year
03

AR COMMERCE · 0 → 1

From prototype to retailer scale

In parallel with platform growth, the team took AR Commerce from prototype to launch across Instagram and the Family of Apps. Try-ons (cosmetics, footwear, eyewear), branded AR ad formats (Pringles, the Avatar movie launch), and dynamic product placement — with 10+ retail partners and 200+ products in market.

Underneath sat the Container Effects System — an extensible substrate for portable UX across Instagram and Facebook, separating interface from content. Three pillars (Bulk Asset Upload · Parameterization · Content Assembly) and seven components made AR Commerce buildable at retailer scale rather than per-effect bespoke.

The work surfaced a Three-Pillar success model balancing consumer · platform · business outcomes, and a conversion funnel that became the template for measuring AR-driven commerce inside Meta.

Container Effects System diagram
FIG. 06Container Effects System — 3 pillars, 7 components
AR Commerce funnel analysis
FIG. 07Funnel — entry strategies by user intent
Three success pillars framework
FIG. 08Three Success Pillars — consumer · platform · business

The marketplace · the system · the experience

Three-Sided Marketplace
FIG. 09Three-Sided Marketplace · Platform Integration · Consumer Experience · Business Solutions
Pattern and components
FIG. 10Pattern + 7 Components · the extensibility system underneath every retailer rollout
Container Effects rattan chair
FIG. 11Container Effects · bulk-upload 3D asset + empty try-in container = final experience at runtime
MAC Cosmetics try-on flow
FIG. 12MAC Cosmetics · the consumer flow · be inspired and try on / buy and share
Before-state design review
FIG. 13Design review — before-state interaction model
After-state design review with hints
FIG. 14Design review — after, with hint and education states

Scaling outcomes — 12 months

150%

Spark AR platform growth

100×

AR-enabled inventory

80%

Delighted shoppers

60%

Satisfied retailers

Try-On conversion funnel

257

DAU · Try-On product pages

23%

Try-On participation

7.2%

Started checkout

5.7%

Completed purchase

Spark AR results ledger
FIG. 15The ledger · Team / Product / Public · 2 → 22 ICs · 150% growth · 100x inventory · F8 + Oculus Connect talk track
Business results
FIG. 16Business results · 3D View · AR View · Try-On View · 150% growth · 100x inventory

Four learnings carried forward

01Build trust through realism
02Seamless integration
03Meet shoppers where they are
04Brand education is critical

Named launches

Headline collaborations that proved the platform: Starbucks holiday cup — an object-recognition AR experience triggered by the seasonal cup itself, animated artwork unlocking when pointed at; Pringles and the Avatar movie launch as branded AR ad formats; and dynamic try-ons across Adidas · Nike · Warby Parker.

Press evidence: about.fb.com — Starbucks · Engadget — Nike Kyrie · Mashable — IG AR

04

COMMUNITY PEDAGOGY · F8 · OC6

Leadership through teaching

Spark AR was a developer platform. The work that scaled it past flagship demos was teaching the creator community how to think about AR. I co-wrote the IC public talk track at F8 (multi-year) and Oculus Connect 6, and partnered with UX research to publish the public-facing Spark AR Design Guidelines.

The core methodology was the AR Fundamentals — five UX Touch-Points and four North Star Beliefs distilled from running the Experiences team: hypotheses we’d proven, hypotheses we’d had to throw out, and the patterns that survived contact with creators and users.

The point was to teach, not prescribe.

Five UX Touch-Points

  • 01Tracking & Recognition
  • 02Image & Visual Quality
  • 03Interaction & Engagement
  • 042D-to-3D Transition
  • 05User Education & Error Handling

Four North Star Beliefs

  • 01Design for what’s possible
  • 02Minimize friction
  • 03Build off familiar use cases
  • 04Realism through relentless optimization
Industry influence diagram
FIG. 13Industry influence — Spark AR's reach into the AR creator community
Read the Spark AR Design Guidelines · 21 slides

The original sparkar.facebook.com blog went dark when Meta sunset Spark in January 2025; rehosted here.

05

ARBE · LOCATION-BASED AR · MARCH 2020

Research bridge to glasses

ARBE was a research arc inside Spark AR exploring what AR could do beyond face filters and surface placement — specifically, location-based AR: world-anchored content, persistent objects across sessions, multi-user shared spaces, and the consequence of AR leaving the phone screen.

The work generated a public patent — world-locked interactive avatars — and the design vocabulary that fed into the Quest MR Mode and the Orion AR Glasses Day-1 use cases. ARBE is where Spark AR’s mobile language started to become a glasses language.

Mobile AR taught the surface. ARBE taught the space.

World AR Avatars · the patent in context

The most concrete instance of the patent was World AR Avatars — a research-to-product arc that put a personal Avatar into the world-camera so people could express themselves in space, not just on their face. The hypothesis: world-anchored AR is more popular when it includes people. The data hook: 30% retention for content with people in it vs 12% for non-people World AR. We launched the MVP in the FB camera in Cambodia first, then iterated on inventory and location behaviours.

Avatars as personal identity
FIG. 17Avatars as personal identity · the strategic case for World AR Avatars
MVP in progress
FIG. 18In-progress · MVP / inventory / world captions / location context
Now Next Future progression
FIG. 19Now · Next · Future · scaling+NUX → attribution → interacting with locations and landmarks

Public location-based AR — Tate Britain

The most public expression of this research was the Tate Britain partnership: location-anchored AR experiences inside the museum’s “Augmenting Abstraction” programme. Visitors walked through the gallery with their phones; AR works were anchored to physical artworks and triggered by location.

FIG. 07 — Tate Britain · Augmenting Abstraction · location-anchored AR

Press evidence: tech.fb.com · Adweek

06

F8 2019 · STAGE TALKS

Telling the platform story

F8 2019 was the moment Spark AR went from internal team to public platform. I gave the flagship outlook talk, and supported two team members on stage with their domain-specific deep-dives. Three angles on the same year of work.

Flagship
Spark AR Outlook · inspiring creation and exploration
Team · supported
Spark AR for Shopping
Team · supported
Spark AR for Places and Spaces
07

BRIDGE · ORION · QUEST MR · FAIR

What it built into

Spark AR’s runtime, design language, and team became the foundation for the Orion AR Glasses Day-1 experiences, the Quest MR Mode, and the FAIR Embodied AI program (2023–2025) — where, as Senior Product Design Manager, I worked across multiple teams on AI agents for glasses, headsets, and robotics.