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about

Todd Omotani
SVP of User Experience
Fisker Inc.

I am todd omotani,
svp of user experience at fisker inc.

Accomplished design leader with 20+ years leading breakthrough work in automotive HMI, mixed reality, and digital product design. Proven track record of building high-performing, inclusive teams and shipping experiences that bridge hardware and software. At Fisker, Microsoft, and Meta, I’ve shaped design strategy, driven innovation, and delivered award-winning work across platforms. I'm passionate about crafting forward-thinking, human-centered experiences that move people - literally and emotionally.

Work Experience

META
PRODUCT DESIGN MANAGER

2024 -Present

Based in New York City, I lead a team of product designers and prototypers focused on the future of wearable device experiences. Our work spans end-to-end user journeys, interaction models, and UI systems—shaping how people engage with technology that blends seamlessly into daily life.

Partnering closely with engineering, research, and hardware teams, I set product vision and execution strategies to bring clarity to complex challenges. My focus is on crafting intuitive, human-first design patterns for interactions and experiences in emerging form factors.

While I can’t share details about my current projects, here are some public announcements that reflect the direction of our work:
🔗Meta AI Glasses
🔗Introducing Orion: Our First True Augmented Reality Glasses

FISKER INC
SVP OF USER EXPERIENCE

2020 -2024

As the global owner of user experience design at Fisker, I've led a diverse range of initiatives, including in-vehicle infotainment design, branding and creative content development, and app + web design. Responsible for setting product design vision, strategy, and goals, I've collaborated closely with executive leadership to align our efforts with company objectives.

Guiding a team of over 50 designers, I've fostered a culture of curiosity, learning, and innovation, resulting in the development of industry-leading user experiences. Through a human-centered design approach and a dedication to UX research, I've identified key insights and opportunities to enhance customer satisfaction and drive business success.

Additionally, my role as the primary inventor of three design patents (including "Revolve" the rotating center touch display) reflects my commitment to pushing boundaries and creating impactful solutions.

MICROSOFT
PRINCIPAL DESIGN DIRECTOR
Microsoft HoloLens and Windows Holographic

2018 - 2020

As Principal Design Director at Microsoft for HoloLens and Windows Holographic, I led all aspects of user experience design, from conceptualization to execution. My leadership was instrumental in securing a $1.75B Department of Defense contract for the Integrated Visual Augmentation System (IVAS) program, thanks to our innovative "Soldier Centered Design" approach.

Additionally, I played a key role in incubating transformative projects like "Microsoft Mesh" and the HoloLens Metaverse Incubation, driving forward the future of spatial computing technology. Leading an inclusive and talented team, we consistently delivered exceptional experiences while balancing form and function.

My contributions have been recognized with Elite Manager honors twice, and I'm proud to be the primary inventor of 10 design patents, reflecting my dedication to innovation.

MICROSOFT
PRICIPAL CREATIVE DIRECTOR
MICRSOFT GROOVE / MICROSOFT MOVIES & TV

2016 - 2018

As Principal Creative Director at Microsoft for Groove and Movies & TV, I spearheaded the streaming music and video experience across multiple platforms, reaching over 170M monthly active users. Responsible for defining product vision and partnership strategies, I led the envisioning of new and differentiated experiences, including recommendation engines, music and video fingerprinting, and blockchain-based monetization.

Utilizing a data-driven, human-centered design process, I led the revamp of both music and video products, contributing significantly to the development of the "Fluent" design language across all Windows apps and experiences. By driving key data metrics and KPIs for music and video apps, we achieved notable improvements in customer retention and positive emotional response, resulting in a significant increase in daily active users.

MICROSOFT
EXPERIENCE DESIGN DIRECTOR
Microsoft HoloLens Experiences (Platform Next)

2011 - 2016

As Experience Design Director at Microsoft for HoloLens Experiences, I led groundbreaking projects that pushed the boundaries of augmented reality. One such project was "OnSight," a collaboration with NASA JPL, enabling scientists to remotely explore Mars through the Curiosity Mars Rover. This innovative holographic experience earned the prestigious "NASA Software of the Year" award, underscoring its significance in scientific exploration.

Another notable achievement was the creation of the "Halo HoloLens E3 Experience," the world's first public HoloLens showcase. This groundbreaking demonstration garnered over 50 awards, including the United States Display Booth of the Year Award, showcasing the transformative potential of mixed reality technology.

ELECTRONIC ARTS
LEAD INTERFACE DESIGNER

2003 - 2011

As Lead Interface Designer at Electronic Arts, I played a pivotal role in shaping the user experience of AAA titles across various franchises, including Need For Speed, EA Sports, and EA Games. With a proven track record of award-winning UI design, I led the design process from conception to production, collaborating closely with cross-functional teams to create captivating print and motion prototypes.

In addition to my design responsibilities, I also took on leadership roles, mentoring and managing UI artists while maintaining valuable partnerships with external outsourcing vendors. My expertise in international language localization ensured seamless user experiences for global audiences, with proficiency in Roman, Asian, and Cyrillic languages.

Throughout my tenure, I developed heads-up displays, mini-maps, and 2D assets, contributing to the information architecture of game design. Collaborating closely with software engineers and ActionScript teams, I played a key role in building flash-based UI screens using Scaleform technology, further enhancing the interactive experience for players.

resumé

LET'S MAKE SOME MAGIC TOGETHER

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