3dctrl is the first of its kind so there were no proven examples to follow. The goal sounded very intimidating; "Design a 3d design software for non-creatives which works in desktop browsers & tablets" Due to nature of this project, unfortunately, we haven't been able to run a traditional UX test. So we created many wireframe alternatives, discussed with different groups from different backgrounds; creatives, marketing professionals, entrepreneurs, friends, family, basically everyone we know.
Perhaps the biggest UX challenge was using gestures cleverly. The problem is, there are 6 main functions in 2 main categories. 1. Manipulating objects; move, scale, rotate and 2.manipulating the camera; move, scale, zoom. Since it is a cross-platform app we're limited within mouse gestures which means there is no luxury of multi-finger gestures... So 6 main functions, but only 3 available mouse gestures which are click, drag, scroll. It was a huge drawback, to workaround this problem, I created an analogue looking panel for camera functions, so all mouse gestures can be reserved for managing objects.
3dctrl is a cross-platform application, so each component has to be highly adaptive. To be sure that every thing is integrated & adaptive I used atomic design methodology as I do in most projects.