Work
Enterprise / Video SaaS · Designed during contract · May 2022–Feb 2023

Turning a video service into software its customers could run.

Designed AI-assisted creation workflows for enterprise video teams: asset management, brand-kit controls, versioning and export states.

Role
Senior Product Designer, Contract
Timeline
May 2022 — Feb 2023
Company
AdPipe / SuperGIF
Four questions — where are my assets, what version am I on, what brand rules apply, what happens when export fails — each naming the product surface that answers it, beside the scope, engagement and outcome of the contract.
The four questions the interface had to answer without a service team in the loop.
01

Context

AdPipe had a real creative operation around video repurposing; the next step was productisation. Turning what a team could do manually into workflows an enterprise user could understand, repeat and trust inside software is harder than it looks: video tools bloat, asset libraries become dumping grounds, brand controls go vague, export states become an afterthought. The work was to structure messy creative production without stripping out the flexibility that made the service valuable.

02

The product problem

Not “how do we let people make videos?” but: how do we help teams create, adapt, manage and export branded video assets without depending on a service team for every variation? The interface had to answer practical questions quickly. Where are my assets? What version am I on? What brand rules apply? What happens when export fails?

Each of those is a different surface with a different tempo, and each has to answer in seconds rather than send someone to ask. Reading them as one list is what kept the product from becoming four loosely related tools.

Interactive: click a question to see the product answer, the surfaces that carry it and the rule underneath.
03

Designing the creation workflow

The creation flow had to avoid two extremes: a fully open editor with too much surface area, and a rigid template picker that felt limited. The middle path was guided creation: flows for social resizing, trimming, text, graphics, audio and reusable brand elements as one coherent, progressive system where users understood what was editable, what was locked by brand rules, and what output they were working toward.

Interactive: step through the flow to see what the user decides at each stage and what the brand kit has already settled.
Interactive: switch the tool and aspect ratio to see the canvas reframe inside the brand rule. Redrawn from the shipped product with representative data.
04

Source material is a queue, not a folder

Before anything is edited, someone has to find the right raw footage and know what has already been done with it. Treating source video as a production queue rather than a file list is what makes that possible: one preview per row, the duration, how many clips already came out of it, and whether it has been processed at all.

Interactive: select a source row to see the next action for that video. Redrawn from the shipped product with representative data.
05

One source, one configuration, six outputs

The variation an enterprise team needs is not six separate edits. It is one upload, one authored configuration, and the platform renditions that fall out of it — so the thing a user maintains is the configuration, not the copies.

Interactive: click an output to see the configuration that produced it and who owns each setting. Media is placeholder throughout.
06

Asset and content management

The asset library wasn’t storage; it was part of the production workflow. Clearer asset cards, preview states, folder logic, search, tags and content-request flows supported both retrieval and decision-making: not only “where is this file?” but “is this the right asset for this output?”

Interactive: click an asset to inspect rights, brand status, existing usage and whether a newer cut exists. Redrawn from the shipped product with representative data.
07

Brand-kit and reusable controls

For enterprise video, brand consistency is infrastructure, not decoration. The brand-kit work made reusable controls visible and usable: logos, colours, typography, layout rules, reusable graphics, campaign constraints. A good in-product brand system shouldn’t require users to remember the rules; it makes right choices easier and wrong choices harder.

Interactive: select a brand-kit section to see the rule it carries and how an exception is requested. Redrawn from the shipped product with representative data.
08

Versioning, export and delivery states

Export is where trust is confirmed or broken. Users needed to know what was being exported, in which format, for which platform, from which version, with what status. I designed clearer version-control patterns, export and download management, and success and error states so the product communicated progress and failure without forcing users to decode technical states.

Interactive: select an older version to inspect its exports, then retry the failed GIF. Redrawn from the shipped product with representative data.
The state model behind the export screen: each stage paired with the sentence a user actually reads, and four failure classes that name the leg that failed and the one action that resolves it.
09

Design system foundations

The same patterns repeat across many surfaces: cards, controls, slide-overs, pagination, upload flows, sidebars, empty/error/success states. The design-system work was about reducing product entropy, so creation, asset management and account workflows stopped feeling like separate products.

Interactive: click a pattern to see its specified version, the inconsistency it removed and every surface that uses it.
AdPipe creation workspace with AI-assisted video workflow
Creation workspace
AdPipe asset library interface
Asset library
AdPipe clips and variation workspace
Clips and variations
AdPipe source video upload progress interface
Upload progress and content handling
10

What changed

The work turned broad product and service themes into structured software workflows. Instead of one large editor, the product became a connected system: assets, generation, brand controls, editing, versions, export and account management. Easier to scope, easier to build, easier to discuss across product and engineering.

11

The decisions behind the workflow

I designed AI-assisted creation as a chain from source material through configuration to output that someone could review and approve. A source video needed to be reusable; a variation needed a visible history; a brand control had to constrain what could be exported. Those needs shaped the creation workspace, asset library and version states shown in the product images.

The period leading into AdPipe's first announced $3M seed is company context. The product-design evidence here is the interface model and the execution-ready workflow. No conversion lift or financing outcome is assigned to these screens without a measurement record.

Enterprise SaaSVideo creationAI workflowsDesign systemsBrand tooling
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