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about

Todd Omotani
PRODUCT DESIGN LEADER
SEATTLE, WA

todd omotani,
PRODUCT DESIGN LEADER

I lead by doing - designing innovative products while building teams that deliver magic at scale.

Over the past 20 years, I've led design at the intersection of emerging technologies and human needs - from pioneering spatial computing interfaces at Microsoft to reimagining electric vehicle experiences at Fisker to creating AI-driven interactions at Meta Reality Labs. My specialty is taking complex technical capabilities and making them feel intuitive, accessible, and meaningful for real people.

I've built and led design organizations from 5 to 50+ people, shipping products used by millions while fostering cultures where designers thrive and do their best work. Whether it's securing a $1.75B defense contract through human-centered design, earning Red Dot awards for automotive innovation, or exploring the post-app future of AI interfaces, I focus on outcomes that matter—for users, teams, and businesses.

What drives me: The belief that thoughtful design can democratize access to powerful technologies. I've spent my career proving that complex doesn't have to mean complicated, and that the most sophisticated systems should feel effortless to use.

What I'm looking for: Leadership opportunities where I can shape product vision, build world-class design teams, and work on technology that genuinely improves how people live and work.

Currently exploring new opportunities to lead design teams and define the future of human-computer interaction.

Experience

META - Reality Labs
PRODUCT DESIGN MANAGER (Wearables Design)

2024 -2025

Based in New York City, I led a team of product designers and design prototypers focused on 0-to-1 development of personal and contextual AI-driven experiences for Meta's family of apps (Instagram, WhatsApp, Facebook) across wearables and emerging devices. Our work spanned the complete user journey from contextual AI interactions and AR gaming experiences to seamless cross-platform experiences that integrate people, places, and things with the digital and physical environments.

Working directly with cross-functional partners - PM, engineering, research, and hardware teams, I defined product vision and execution strategies for next-generation interface paradigms. My focus centered on creating intuitive, human-centered design patterns that leverage AI capabilities while maintaining user agency and privacy.

A key direction I had my team explore was envisioning the web of the future - specifically how it will integrate into spatial computing environments and what needs to evolve for it to become truly agentic. This agentic web represents the genesis of the Post-App world, where AI can act meaningfully on behalf of users across connected experiences, moving beyond traditional app-based interactions to more fluid, contextual engagement across physical and digital spaces.

While I can't share details about specific Meta projects, here are some public announcements that reflect our work direction:

🔗Meta AI Glasses
🔗Introducing Orion: Our First True Augmented Reality Glasses

FISKER INC
SVP OF USER EXPERIENCE

2020 -2024

As SVP of User Experience at Fisker, I led the complete digital experience design for an electric vehicle startup, managing a dynamic global team of 50+ creatives and designers across multiple disciplines. My responsibilities encompassed the full spectrum of user touchpoints: in-vehicle HMI and infotainment systems, mobile and web applications, brand and creative content development, experiential store design, and live event activations.

Working directly with our CEO and executive leadership, I established comprehensive design systems that unified experiences across all digital and physical touchpoints while creating a cohesive, user-friendly design language. My role included creative and art direction for our brand and creative content team, where I produced world-class 3D and motion graphics content for commercials, photography, live event presentations, and our real-time 3D vehicle configurator.

I spearheaded the design and invention of the "Revolve" rotating center display, securing three design patents and creating an interaction paradigm that redefined how drivers engage with electric vehicles. This work earned us a Red Dot Design Award and demonstrated how thoughtful automotive interface design can make complex technology accessible and intuitive.

My human-centered design approach focused on creating experiences that were empathetic to our diverse spectrum of users, from first-time EV buyers to automotive enthusiasts, while building a culture of innovation and collaboration that became a model across the organization.

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
PRInCIPAL CREATIVE DIRECTOR
MICROSOFT 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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