DivX Mobile & DivX Player

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In 2013-2014 I worked closely with DivX product management to update the look and feel of their mobile apps and computer software. The software was packed with features, but needed a simple, modern look that reflected their new branding. We managed to make massive improvements to the design and overall usability. This software is/was wildly popular with over 100 million downloads per year. The mobile app was a complete overhaul that really got to take advantage of their robust, new features. As with many acquisitions go, the DivX business was sold before we could see it through completion. Until that point, I was instrumental in the conception and supported the development process with assets and pixel specifications.

DivX Player 9 was out in the market and was a popular standard for playing video content. Program Management wanted to utilize the parent company's (then Rovi) UX Department to offload the work. I was in regular contact with their lead for over a year working in-depth to reskin and add features to existing product. Their new brand was much more modern, and they wanted this to reach every corner of every product.

Most of this work was applying updated visual styles directly over the existing ones. This helped to minimize engineering effort. But as time went on, new features starting finding their way in. Program management was very hands-on in making decisions about where each feature would go and how things would work. This was ok, as they knew their product inside and out. I was just lending them my graphic skills.

Then DivX 10 came along and it was meant to be show-stopping. We immediately hired an outside design firm to take on the task of creating a revolutionary design. And they did a fantastic job. But the designs were few and were really just a facade. There was a lot more work that had to be done to make them into a reality. Not just production-wise, but fleshing out all the instances of each screen, the interaction, etc. I had a blast working on this and mostly because it was something that was totally new. But before we even reached development, the announcement was made that we were selling DivX, and soon. ¡que lastima!