DZCO LLC

DZCO is a music discovery platform that replaces linear menus with a spatial, mood-driven interface. Instead of scrolling lists, users explore clusters of songs organized around genre, vibe, and context: encouraging curiosity, wandering, and serendipitous listening among users.
Under the guidance of Stephen Zoepf, former proffessor at Stanford and MIT Alum, I led product design and qualitative research, via moderated user testing to understand why new users were dropping off shortly after onboarding and how the interface could better support clarity, control, and exploration.

CEO

Stephen Zoepf

Team

Parker Monroe, B. Cheng

Role

Product Designer

Year

Mar 2024 - Aug 2025

PROJECT OVERVIEW

Listening to first-time users

Listening to first-time users

DZCO is a music discovery service that helps listeners find new artists tailored to their tastes. When I joined, the team had launched an early prototype of the spatial music map, but it had not yet been tested with real users. The team lacked clarity around how first-time listeners interpreted navigation, hierarchy, and emerging social features.

I was brought on to lead user research and evaluate early engagement issues. Through testing, I uncovered deeper breakdowns around orientation, cognitive load, and unmet expectations for social interaction: insights that expanded the project beyond initial assumptions and directly informed subsequent design system and navigation changes.

DZCO is a music discovery service that helps listeners find new artists tailored to their tastes. When I joined, the team had launched an early prototype of the spatial music map, but it had not yet been tested with real users. The team lacked clarity around how first-time listeners interpreted navigation, hierarchy, and emerging social features.

I was brought on to lead user research and evaluate early engagement issues. Through testing, I uncovered deeper breakdowns around orientation, cognitive load, and unmet expectations for social interaction: insights that expanded the project beyond initial assumptions and directly informed subsequent design system and navigation changes.

Problem Statement

Early testers engaged inconsistently with key features, and the team couldn’t explain why.

My Role

Parker and I led qualitative research and synthesis, translating findings into clear design priorities for the next iterations.

STRATEGY

Balancing near-term product clarity with long-term platform strategy

Balancing near-term product clarity with long-term platform strategy

Given limited engineering bandwidth, we optimized for clarity, not complexity.

DZCO initially engaged us for a short-term user research contract focused on usability testing, synthesis, and problem redefinition. Following our initial collaboration, DZCO expanded the engagement into a part-time partnership to support ongoing product development. Across multiple sprints, our work extended beyond core product research to include discovery efforts that informed investor pitches, as well as critical design mocks used directly in DZCO’s patent application. This hybrid approach allowed us to balance near-term product clarity with long-term business and IP strategy.

1

User Interviews

Identify early breakdowns in orientation, confidence, and control during first-time exploration.

2

Discovery & Research

Explore how users interpret spatial metaphors, navigational cues, and value beyond existing music platforms.

3

Insight-Driven Iteration

Translate qualitative feedback & research into system-level refinements across navigation, typography, and interaction.

4

Discovery & Research

Evaluate new mocks through testing & identify what’s working, what’s causing friction, and where further refinement is needed.

Constraints
When I joined DZCO, the team's only iOS developer was shared across three projects and could allocate just 1 hour per week to our work. Additionally, the music map's WebGL-based architecture meant any navigation or interaction changes would require complex shader modifications and backend coordination, which could be easily 4 to 5 months of dedicated engineering time. Given these constraints, we faced a decision:

Option 1: Wait 4 to 5 months for engineering bandwidth to rebuild features

Option 2: Identify high-impact changes achievable through rapid prototyping and minimal code updates

We chose option 2 and it fundamentally shaped our approach. CSS-first was strategic, not a compromise because quantitative research highlighted a 78% of drop-off happened within a minute, before users even attempted navigation. The problem wasn't missing features, it was cognitive overload preventing users from understanding what already existed. By constraining ourselves to visual hierarchy improvements (typography, color, spacing, interaction states), we could:

  • Validate changes within 2 weeks instead of 5 months

  • Test hypotheses without engineering dependencies

  • Prove that clarity drove engagement before proposing complex features

  • Create breathing room to prototype navigation concepts in Figma while unblocking more urgent feature development

DZCO initially engaged us for a short-term user research contract focused on usability testing, synthesis, and problem redefinition. Following our initial collaboration, DZCO expanded the engagement into a part-time partnership to support ongoing product development. Across multiple sprints, our work extended beyond core product research to include discovery efforts that informed investor pitches, as well as critical design mocks used directly in DZCO’s patent application. This hybrid approach allowed us to balance near-term product clarity with long-term business and IP strategy.

RESEARCH

Understanding why first-time users disengaged

Understanding why first-time users disengaged

Together with Parker Monroe, I conducted qualitative research across 46 sessions, including moderated interviews and open-ended usability walk-throughs. I personally led 22 sessions, while Parker conducted 24, allowing us to compare patterns emerging through notes and validate findings across facilitators. Our interviews were crafted to understand how first-time users interpreted the song map, navigated the interface, and evaluated DZCO’s value compared to existing music platforms.

I synthesized findings across sessions and identified three recurring breakdowns that consistently limited early engagement:

  • visual overload during initial exploration

  • unclear hierarchy and difficulty interpreting navigational cues

  • unmet expectations around social or shared discovery

This is compelling but music discovery alone isn’t enough to keep me here. Since I already use Spotify, I’d  want something more like a social or interactive aspect that gives me a reason to stay longer.

CJ Heineke, 35

I know the tags in the corners are meant to guide me through the music map, but it’s not clear how to interpret them at first. I get lost easily because there are so many competing elements.

Steve Ossim, 34

There’s a lot happening on the screen at once. The song labels in the background are hard to read, and it makes it difficult to know where to focus. I’d feel more comfortable if the interface were visually simpler.

Aliya Ali, 31

The excerpts above illustrate how these issues surfaced in participants’ own words.

PERSONAS

Three behavioral archetypes shaping exploration and retention

Three behavioral archetypes shaping exploration and retention

I synthesized findings from qualitative research into three behavioral archetypes that represented the most consistent patterns observed during testing. We primarily designed for the Urban Explorer, as this group faced the greatest friction during first-time use and on-boarding. The remaining personas informed secondary needs and longer-term engagement.

I also tested with users who rely on visual accessibility tools and audio assistive technologies, reinforcing the importance of clear hierarchy, predictable controls, and reduced visual complexity across all user types.

Urban Exlporer

Audio Aficionado

Genre Enthusiast

DISCOVERY

Where curiosity breaks down

Where curiosity breaks down

We mapped key moments of engagement and friction across the first-time DZCO experience to understand where users lost orientation, control, or confidence. While early exploration felt playful and intriguing, the journey revealed a sharp drop-off once users attempted to navigate intentionally or retrace their steps.

A clear pattern emerged:

  • Initial curiosity was driven by the novelty of the song map and gestural exploration

  • Engagement declined when users tried to understand where they were or how to get back

  • Visual density and competing cues made it difficult to identify a clear next action

  • Social and shared discovery expectations were unmet, reducing long-term motivation

This shift—from delight to disorientation—helped explain why users disengaged before discovering DZCO’s deeper value.

The core issue wasn’t missing features.
It was cognitive overload preventing users from understanding what already existed.

These insights directly informed our strategy to prioritize visual hierarchy, navigational clarity, and reduced on-screen competition before introducing new functionality.

RESEARCH SUMMARY

Understanding friction in early exploration

Understanding friction in early exploration

Early user engagement broke down not because of missing features, but because users struggled to orient themselves once exploration became intentional.

The Problem

DZCO’s spatial music map captured curiosity, but failed to sustain clarity for first-time users. As exploration progressed, competing visual elements obscured hierarchy, leaving users unsure where to focus or how to proceed—especially during onboarding.

What Research Revealed

Research showed that users relied on predictable playback controls to orient themselves, while secondary cues like arrows and background labels were frequently overlooked or misunderstood. Rather than aiding navigation, these elements increased cognitive load and accelerated early disorientation.

Design Implication

Based on these findings, Parker and I deliberately reduced visual complexity to lower early cognitive load and make primary actions immediately legible. We streamlined the existing style system, shifted toward a more neutral palette to avoid unintended brand associations, and simplified navigation patterns to prioritize clarity and ease of use during first-time exploration.

SOLUTIONS

Reducing cognitive overload without sacrificing exploration

Reducing cognitive overload without sacrificing exploration

Design hypothesis
Early disorientation stemmed less from the spatial map itself and more from insufficient visual hierarchy — making it unclear what was interactive, primary, or safe to ignore during first-time exploration.

What we changed
To address this, I revised DZCO’s style guide with a focus on hierarchy, legibility, and cognitive load reduction. Research showed users struggled to identify where to focus first and which elements were actionable, particularly during initial exploration.

We introduced stricter type scale and color rules to clarify priority states. Active elements were elevated through size and weight, while secondary content was intentionally de-emphasized through sizing while still remaining legible. The color palette was simplified to reduce visual competition and ensure emphasis was driven by interaction state rather than decoration.

Outcome
These changes preserved DZCO’s spatial, exploratory feel while making the interface easier to scan, interpret, and recover within — especially for first-time users.

Applying clearer hierarchy and interaction states reduced visual competition, helping users immediately recognize where to focus, what was actionable, and how to move confidently through the map.

Click through the screens to see how each change improved orientation, focus, and control during exploration.

Improved Design System

Addressed visual competition by strengthening hierarchy, helping users immediately distinguish primary actions from ambient content.

Social Interaction

Explored as a secondary layer once users felt oriented, reframing discovery as shared rather than overwhelming.

Better Forward and Backward Navigation

Introduced to improve recoverability, allowing users to move confidently without losing context or control.

Click through the screens to see how each change improved orientation, focus, and control during exploration.

Improved Design System

Addressed visual competition by strengthening hierarchy, helping users immediately distinguish primary actions from ambient content.

Social Interaction

Explored as a secondary layer once users felt oriented, reframing discovery as shared rather than overwhelming.

Better Forward and Backward Navigation

Introduced to improve recoverability, allowing users to move confidently without losing context or control.

REFLECTIONS

What this work taught me about first-time experiences

What this work taught me about first-time experiences

This project deepened my understanding of how fragile first-time experiences can be. While DZCO’s spatial map invited curiosity, research showed that clarity and recoverability mattered more than novelty in early moments. This project reinforced that novelty earns attention, but clarity earns trust: especially in first-time experiences.

In future iterations, I’d like to validate these changes through longer-term retention metrics and explore how social discovery scales once orientation is no longer a barrier. Given more time, I would validate these changes through longer-term testing and explore how social discovery could emerge further once users felt oriented and confident within the map.

Let's talk

Time for me:

Email:

remmysharma1107@gmail.com

Reach out:

Let's talk

Time for me:

Email:

remmysharma1107@gmail.com

Reach out:

Let's talk

Time for me:

Email:

remmysharma1107@gmail.com

Reach out: