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Solar Canopy App
Hand holding an iPad running the Solar Canopy 3D web app
View the web app ↗

Client

SIG Building Solutions

Engagement

Freelance

Role

Product Designer

Platform

iPad & Desktop

Status

V1 shipped · Oct 2026

Project Brief
Problem

SIG’s canopies have a unique fold-out steel frame, but buyers struggled to picture how it goes together from videos and renders alone.

Business goal

Give the sales team a tool that explains the construction steps clearly and helps convert leads at trade shows and meetings.

Constraints

iPad first, desktop second. Works offline. Easy to use while holding the iPad with both hands.

Design Process
V0 · Desktop app (2025)

A client interview shaped the first version: a UE5 desktop app for exploring the canopy designs on a big screen.

Wireframe → UE5 app

V0 wireframes: canopy view with Previous/Next controls, cars toggle and PV panels on/off

Wireframes.

V0 desktop app in the Unreal Engine 5 editor, 2025

The app was built entirely in UE5 using Blueprints for navigation logic. The interface was kept deliberately simple — Previous/Next controls to cycle through the four designs — so that sales staff and exhibition visitors could use it without any training. The finished app ran on a dedicated laptop and was displayed on large screens at SIG's exhibition stands.

In use at the Solar & Storage show, 2025

The V0 app in use on SIG's stand at the Solar & Storage show, 2025
Rethinking it (2026)

Feedback: too heavy for laptops, and it needed to focus on the construction steps. So I redesigned it as an iPad-first Three.js web app.

I started from the construction animations I’d made in 3ds Max. They became the base of the app’s interactive assembly, with the slider playing the same build sequence one step at a time.

3Ds Max Animations

Animation of solar canopy foundations being installed
Animation of the gullwing solar canopy assembly sequence
Animation of a single mono-pitch solar canopy assembly
Animation of a double mono-pitch solar canopy assembly

Slider study: Horizontal vs Vertical

Horizontal slider prototype

Horizontal: hold with the left hand, drag with the right.

Vertical right-hand slider prototype

Vertical: the right thumb drives the animation, the left hand zooms and rotates.

The client tested both in a Figma prototype and chose vertical. He also asked for the animation to start exploded, which shipped in V6.

V1 · Shipped, October 2026

An installable Three.js web app that works offline. It starts exploded, assembles with the right-hand slider, and keeps your place in Parts and Foundation.

V1 · Parts and Foundation

V1 parts panel; closing it returns to the same assembly progress

Parts panel. Closing it returns to the same stage.

V1 foundation detail; returning preserves assembly progress

Foundation detail. Returning keeps your progress.

Takeaways
Design for the room, not the tool

V0 was built around what Unreal Engine could do, and it looked great on a big screen at the show. But the sales team needed something they could carry into a client meeting, hold in their hands and run without Wi-Fi. Starting V1 from where and how it’s used — standing, in bright light, mid-conversation — changed every decision, from the platform to the size of the controls.

Prototype the hardest control early

The assembly slider is the one control everyone touches, so I tested it before the build was final. Comparing horizontal and vertical in a Figma prototype showed the client could hold the iPad and scrub with his right thumb, leaving his left hand free to rotate and zoom. Settling that early meant V1 was built on a decided layout.

P07 · The control decisions behind V1

P07 review board: previews at 0, 48 and 100 percent with the design decisions
Small asks can reshape the demo

Starting the animation exploded came from one line of client feedback, and it changed the whole demo: the buyer sees every part first, then watches the canopy come together.

AI speeds up building, not deciding

AI tools helped me turn the Figma screens into a working Three.js app quickly. That freed time for the parts that matter: understanding the sales conversation, testing controls with the client and deciding what to leave out. The brief, the trade-offs and the final calls were mine.

Future build: a thumb-friendly dial

The brief asked for controls that don’t strain the fingers. In P09 I’m exploring four one-handed controls, and the semicircular thumb dial is the front-runner. Whether it ships in V1.2 or V2 depends on feedback from V1 in use.

P09 · Ideation for V1.2 / V2

P09 concept: semicircular thumb dial for assembly control

Semicircular thumb dial: the front-runner.

P09 thumb control lab: four concepts and test plan

Four one-handed concepts and the test plan.

Contact

Let's Collaborate

I’m always excited to take on new and challenging work. Whether you need a brand built from the ground up, a product interface designed, or engaging 3D and motion content, I’d love to help bring it to life.

A man with glasses and a beard giving a thumbs up.