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.

The four questions, live: click one for the answer the product gives, 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.

The two extremes, and the progressive system between them: step through the flow and each stage names what is the user’s to decide and what the kit already settled.
The workspace, live: switch tool and aspect ratio and the canvas reframes inside the brand rule, with every control stating whether the user owns it or the kit does — and why. 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.

Source videos, live: select a row and the primary action names what happens next. 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.

One upload, one configuration, six renditions: click an output to see the configuration that produced it and who owned each line — the user, the brand kit, or the platform’s own requirement. 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?”

The library, live: click a card and the slide-over re-answers the harder question — 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.

The brand kit, live: each section states what it makes easier, what it makes harder, and how an exception is requested rather than improvised. 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.

Versions and export, live: select an older version to see the exports it produced, and retry the failed GIF. A partial batch is described as partial, never as a failed export. 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.

The inventory, live: click a pattern for its one version, the entropy it removed and every surface it appears on.
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.

Enterprise SaaSVideo creationAI workflowsDesign systemsBrand tooling
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