Résumé

Renderly · Ikarus 3DCase study

A marketplace both sides trust

An online shop for files you 3D print at home. Artists sell their models and raise money for new ones; buyers see photos from other buyers, so they know a file will print before they pay. I designed the shop, the model page and the tool artists use to build a campaign.

The Ikarus Nest sign-up screen, with live campaign cards showing amounts raised beside the form
Client
Renderly · Ikarus 3D
Role
UI/UX Designer
Timeline
2023–2024
Focus
Marketplace design, Two-sided products, Design systems, Developer handoff
Read
9 min
The 30-second version

Overview

Renderly was an online shop for 3D-printable files: digital models you download and print on a 3D printer at home. Two kinds of people use it. 3D artists sculpt the models and sell them, either one at a time or through a campaign, where fans pay upfront for a new set of models and get rewards in return, the way Kickstarter works. People with 3D printers browse, buy a file, and print it.

Ikarus 3D was a studio that made 3D models for brands. Renderly was its first product for everyday people, and it started from one big idea: stop people copying files by never letting the file leave Renderly. Some screens below still carry its earlier name, Ikarus Nest.

I joined the design team to work on the marketplace and creator screens. In a team of three designers, I owned how the shop was organised, its main screens, what each screen shows when it is empty or something unusual happens, and a set of reusable pieces (buttons, fields, cards) for the design system. The research that changed the product’s direction was the team’s work, and this page says we when describing it. The design work after it is where I say I.

In the end the shop, the campaign builder, a statistics page for artists and the design system all went to the developers with every screen’s behaviour written down.

The short version

The problem

Renderly was built around stopping piracy: people copying and sharing files without paying. Nobody had asked the artists whether that was what they wanted.

What we found

We talked to 43 people. Every artist brought up piracy before we asked, and almost none wanted it fixed. They wanted more buyers to find them, to get paid on time, and to see what was selling. Buyers wanted to keep the file.

What I designed

Sign-up, the shop, model pages that show photos from real buyers, a six-step campaign builder, a statistics page, and the component library. Each one ties back to something people told us.

43people interviewed
2kinds of user, wanting different things
7main screens designed

My role

The project

Ikarus 3D's in-house product, 2023 to 2024. A design team of three, plus product and engineering. I was a UI/UX designer on the team, not its lead.

What I owned

How the shop and the artists' screens fit together; the Explore, model page, campaign and statistics screens; every empty screen; and the reusable components. I also ran some of the interviews and brought in people from my own tabletop and D&D circles.

Tools

Figma, before it had Dev Mode (the view developers use to read a design), so I wrote how things behave as notes on the screens. Interviews ran over Discord, Facebook and Instagram messages.

What I delivered

Sign-up, Explore, the model page, the campaign builder, statistics, the gate for adult content, what happens when an artist deletes a model, six empty screens, the notes for developers, and the colour, type, field, button, alert, label and card components in light and dark.

Credit, and what was mine

The research was the team's work. Members of the team held the community relationships that made 43 interviews possible at all. I ran interviews and brought in participants through my own contacts, but I did not lead it. The research sections below say we for that reason. The design sections after them are where I say I.

The problem

A 3D model is a file. Once a buyer downloads it, the artist has no control over what happens next. Copies spread. Licences exist, but nothing enforces them after the download.

The big idea was piracy protection. Remove the download, remove the problem.

So Renderly was planned around taking the download away. An artist could limit how many times a buyer could print a model, and the file would never leave Renderly. Buyers would get it ready to print inside the website, with a built-in slicer (the software that turns a 3D model into instructions a printer can follow), and Renderly would send it straight to the printer over wifi.

  1. LicenceThe artist limits how many prints
  2. No downloadThe file never leaves Renderly
  3. Cloud slicerPrepared in the browser
  4. SenderSent to the printer over wifi
  5. PrinterIt prints; the buyer never gets the file

That was our hypothesis. Then we went and tested it.

Who
3D artists who sell printable models for a living, and the hobbyists who buy and print them at home.
Need
Artists need to reach buyers and get paid reliably. Buyers need to find the right file and trust it will print on their machine.
Because
On the sites they already used, search was poor, payouts were slow and artists couldn't see what was selling. Buyers often paid for files that then failed to print. Piracy was real, but, as we were about to learn, artists had already made their peace with it.

How might we build a marketplace that both sides trust on day one, when there is no history yet to trust?

What we learned from 43 people

We tested the hypothesis with 43 people: 27 artists who sell for a living, several of whom had raised $250,000 to $680,000 on Kickstarter and MyMiniFactory (sites where fans fund new work), and 16 people who own 3D printers.

"The cost of doing business"

A studio that had raised over $250,000, on piracy.

"Free copies are marketing"

An artist, on the people sharing his files.

"Nothing to be done"

An artist whose work circulated on Telegram.

"Everyone likes their own slicer"

A printer owner, on being locked into ours.

Every artist raised piracy before we asked, and almost none wanted it solved. Buyers wanted to own the file, and most of their printers had no wifi.

The turn

The research did not adjust the product. It changed what the product was for.

Piracy protection moved down the list of things to build. The first version became a shop, campaigns, artist portfolios and a community, built around what artists asked for. First, more people seeing their work. Then getting paid, seeing what sells, getting files to buyers, and a campaign builder that was easy to use. That left two questions to design for.

The artist asks

Is listing here worth my time, given I already have an audience somewhere else?

The buyer asks

Will this file actually print on my machine, and is this creator worth trusting?

Onboarding

Goal

Get artists and buyers signed up without either giving up halfway.

What we found in the research

Two findings pulled in opposite directions. Artists hated being checked: one said being asked for government ID to run a campaign would put him off; another said ID and payment checks were why Kickstarter felt harder to use. Buyers, though, put feeling safe enough to enter their card details near the top of their list.

What I designed

A short sign-up (account, email, username, terms). Becoming a seller is a separate step that comes later. And real, running campaigns on the sign-up screen itself, to show that people are already here.

What it changed

Nobody has to prove who they are until they are about to sell something, and the very first screen already shows the shop at work.

Sign up
Ikarus Nest sign up screen, with live campaign cards showing amounts raised and backer counts filling the left half of the screen
Sign up — the campaign cards beside the form are real ones, with backer counts, reward tiers, amount raised and end dates. A new shop has very little in it yet, so the first screen everyone sees doubles as proof that people are already using it.

Live campaigns sit beside the sign-up form

Decision
Give half the sign-up screen to running campaigns rather than to brand art.
Because
An artist's first question is whether anyone is here. A brand-new shop can't answer that by saying so. It has to show something happening.
Result
The marketplace starts selling itself before anyone has an account.

ID checks come later, not first

Decision
Sign-up asks for an account, an email check, a username and the terms. Becoming a seller is its own step, later.
Because
The friction artists named was being asked to prove who they are before they had a reason to.
Result
You can be browsing two screens after you arrive. Proving who you are waits until you have something to sell.
Ikarus Nest log in screen with email and password fields, social sign-in and an inline alert
Log inInline alerts rather than a separate error screen
Email verification screen asking the user to check their inbox, with a resend timer
Email verificationAddress shown back, resend on a timer
Welcome to Ikarus Nest screen with username, full name, phone number and a terms checkbox above a continue button
UsernameThe last step before browsing, not before creating
Terms and conditions screen with a tabbed contents rail beside the document
TermsReadable in place, so accepting is not blind

Explore

Buyers’ most common complaint was finding the right thing. Search on other sites was poor, and artists often renamed their models to avoid copyright complaints, so a model often wasn’t called what people would search for. Artists’ top request was the other side of the same problem: to be seen.

One screen answers both. Browsing for people who don’t know what they want; search and category filters for people who do.

Explore models
Explore models page with a search field, a scrolling row of category chips, a Featured today grid and a highlighted Top picks band
  1. Search firstAbove the categories, because the buyers who know what they want are the ones being failed elsewhere.
  2. Categories as a railNamed by what people print, not by file type.
  3. Hand-picked rowsFeatured, free, ready to print. A place in a row is the visibility artists asked for.
Explore — the rows answer the artists' first request. When artists rename their work to avoid copyright claims, search can't be relied on to find it, so hand-picked rows are what reliably put a model in front of buyers.
Explore models with a category filter applied, showing a filtered grid of results
Category appliedFor people who know the shape of what they want but not its name
Explore models showing search results for a typed query
Search resultsFor people who know exactly what they came for

The model page

Buyers said they judge a file by its pictures, and by photos of it printed, before they spend anything. Underneath that is one question that almost every complaint came back to: will this print on my machine?

Model detail
Model detail page: media gallery on the left with a GLB viewer thumbnail, price and add to cart on the right, and the Advance Information panel expanded showing material type, quantity, maximum and minimum scale, time to print and support required
Advance Information, open — material, quantity, the largest and smallest size it prints at, time to print, and whether it needs supports (extra plastic that holds parts up while printing). Everything that decides whether it will print, checkable before paying. The gallery beside it has a 3D viewer, so a buyer can spin the model around instead of trusting one picture of it.
The Files Included panel expanded, listing twelve STL files with their sizes
Files includedTwelve files at 40MB each, listed before purchase. Buyers named 30 to 300MB as the range that breaks on them
The Remixes panel expanded, showing links and preview images of derivative work
RemixesWork derived from the original, linked from it, so the community around a model is visible on it

That answers the machine half. The other half is whether to trust the artist, and the obvious answer is a gallery of the artist’s own test prints. This page does something better.

Model detail · proof
Lower half of the model detail page: a rating distribution, attribute ratings labelled what buyers said, a Buyers Photos strip, and buyer reviews each carrying their own photographs
  1. Rating distributionThe shape of the score, not just the number.
  2. Ratings by topicScored on the things that decide a print, not just on whether people liked it.
  3. Buyers' photosTest prints from people who already paid, pooled into one strip.
Buyers' photos and reviews — the proof comes from people who already paid rather than from the person selling.

Proof comes from buyers, not the seller

Decision
Pool photos from buyers' own reviews into a strip on the model page, above the creator's gallery.
Because
An artist can choose which photos to show. Buyers' photos can't be chosen that way. Both show the same print, but only the buyers' photos are proof.
Result
The "will it print" question gets answered by people with the same problem, which is the only answer buyers said they trusted.

Comments sit above the reviews, with replies and a way to report them. The questions people ask before they buy and the verdicts they leave afterwards are different things, so they get separate lists.

Campaign creation

A campaign is how an artist raises money for new work: fans pay upfront and get rewards when it is made. Building one takes six steps: Basics, Story, Pre-marketing, Reward tiers, Milestones and Updates. Three of those steps exist because artists told us what was missing elsewhere.

New campaign · Basics
Campaign creation, Basics step: a step rail on the left, persistent cancel, preview, save as draft and publish in the header, campaign name, category, tagline, launch date and duration, a tag field, and meta tag fields with social previews
  1. The step railSix named steps, with Updates greyed out until the campaign exists.
  2. Persistent actionsCancel, Preview, Save as draft and Publish stay in the header on every step.
  3. Launch date plus durationBetween 1 and 64 days, with the start and end dates worked out for you beside it.
  4. Tags, checked as you typeAt least three, at most five. While Publish is greyed out, a tip explains why.
Basics — the form artists complained about on every site they had used. The bet here is that getting from an idea to a saved draft in as few screens as possible matters more than a neater structure.

Updates

One artist's loudest complaint was that MyMiniFactory only had plain comments, where Kickstarter has a blog-style Updates feed. So he couldn't show progress on a new stretch goal (a bonus reward that unlocks if a campaign raises more than its target).

Pre-marketing

Another said the first problem on both sites he used was that he couldn't track his Facebook and Instagram ads (Meta Pixel). Pre-marketing has the meta tag fields, which set what a shared link shows, for exactly that reason.

Milestones

The same artist again: there was no proper way to set stretch goals. Milestones is that, and each milestone unlocks the reward tiers tied to it.

Campaign creation, Story step, with a rich text area and an FAQ accordion builder
StoryThe full pitch, with questions and answers a backer opens one at a time instead of one long wall of text
Campaign creation, Pre-marketing step, with a premarketing title, meta cover image, single validated video link and description
Pre-marketingMeta title, description and cover image: the fields that decide what a shared link looks like
Campaign creation, Reward tiers step, showing four tier cards including one flagged early bird
Reward tiersA tier is a level of reward a backer picks. Early bird is just a tick on a tier, not a new thing to learn
The create a tier modal open over the reward tiers step
Creating a tierA dialog over the set, so the tiers you already have stay in view
Campaign creation, Milestones step, with reward tier cards whose images stay blurred behind a lock icon
MilestonesRewards stay locked and blurred until the milestone is hit: the stretch goal made visible
Campaign creation, Updates step, showing two dated update entries with edit links
UpdatesDated entries with their own titles and bodies, the thing plain comments could not do

Statistics

Seeing their numbers was in the artists’ top five requests, and they complained about it on every site. One artist could see the total a shared sales link had earned, but not which rewards it had sold.

Statistics · Models
Statistics screen with Models, Campaigns and Portfolio tabs, a date range control, summary tiles for total sales, buyers, downloads, likes and comments, and a per-model table
Statistics — one row per model, with downloads, money earned, rating, likes, comments, reviews and buyers. Enough detail to see which model is working, not just whether anything is.
Statistics, Campaigns tab
CampaignsThe same table, one row per campaign
Statistics, Portfolio tab
PortfolioWork an artist shows off but doesn't sell, counted separately
Statistics with the date range calendar open
Date rangeEvery number on the page is scoped by it

Edge cases

Mature content

One artist told us that if pin-ups and tasteful nude figures weren’t permitted he wouldn’t use the platform, because that was most of what he made. That’s a policy question that arrives as a design problem.

The answer was a gate, not a ban. Adult models stay listed and searchable. Only their images are hidden, behind a warning and a prompt to log in, for anyone who isn’t signed in.

A mature model's detail page for a signed-out user, with the media replaced by a mature content placeholder
Listed, not hiddenThe model, its creator, its price and its category all stay readable. Only the images are held back
The sensitive content interstitial over a mature model page, offering log in or I am not over 18
The gateAge confirmed by logging in, with a way out for anyone who shouldn't be there

Deleting a model

Deleting a model means three different things, depending on who it affects, and each one gets its own screen.

A short delete confirmation modal for a model with no buyers, offering cancel or delete
No buyersNobody has a claim on it, so the dialog is one sentence and two buttons
An unable to delete model modal explaining the model is linked to an active campaign, with the campaign and its end date shown
Part of a campaignBlocked, and the block names the campaign and the date it ends
A delete model modal for a published model with purchase history, explaining a seven day cool-off period and a thirty day notice window for existing buyers
Sold to peopleSeven days to change your mind, then thirty days in which buyers are told and can still download what they paid for

A shop sells people access to something.

So deleting it is about what buyers are still owed, not about a button.

Empty states

An empty state is what a screen shows before there is anything in it. Every one of these was mine: model detail, statistics, wishlist, orders, first portfolio upload, first model upload.

A new shop has nothing in it on day one, and every new user starts with nothing too, so the empty screen is the real first impression. Each one names what goes here and what to do next, rather than reporting that nothing exists.

Model detail · empty
Model detail page with every section empty: no media, no description, no advance information, no files, no remixes, no comments and no reviews, each with its own illustration and line of text
Model detail, empty — seven separate empty states on one page, because a model can be missing any one of these and still be worth listing. The alternative is a page that looks broken the first time an artist previews their own work.
My models empty state with a prompt to upload a first model
First modelThe upload is the screen, not a button on it
My portfolio empty state with a prompt to create a first project
First portfolio projectWork shown, before there is work sold
Statistics empty state with zeroed summary tiles and an empty table
StatisticsThe tiles stay, holding their shape, so the page reads as new rather than broken
Wishlist empty state
WishlistRouted back to browsing, which is the only thing that fills it
My orders empty state
OrdersEmpty for every user until their first purchase clears

Design system and handoff

This was before Figma had Dev Mode, so how things behave had to be written down. The notes in the file say what happens and when, not just what things are called.

A model detail screen covered in black annotation callouts describing conditional behaviour: which icon appears on GLB files, what happens on clicking like, what a container accepts, and which control expands a section
The handoff file. Every callout is a rule a developer would otherwise have to invent: which icon appears only on 3D-viewer files, what the like button does to its own state, what a comment box accepts, which control expands the section below it.
  1. Tooltip on the inactive Publish buttonAppears on hover, explaining what is still missing.
  2. Minimum three tags, maximum fiveEnforced in the field, not on submit.
  3. The continue button activates only after the checkbox is tickedStated on the screen, so nobody ships it the other way round.
  4. This icon appears only on GLB filesA condition, not a decoration.
  5. Clicking here expands the section; content slides left on clickDirection and trigger, both written down.
  6. Asterisked labels mark mandatory fieldsOne rule, applied across every form in the file.

Without Dev Mode, anything not written down gets decided by whoever builds it.

Which is fine for spacing, and a disaster for rules like “only show this when…”.

The components underneath the screens were built as one set, in light and dark, with every state (hover, error, disabled) drawn rather than described.

The colour system: base, light and dark neutrals, a purple primary ramp, error, warning and success ramps, and secondary blue, pink, sandstorm and orange ramps, each with hex values
ColourTen shades per colour, with each family named for what it means (error, warning, success) rather than what colour it is
The type ramp: Display L and M, Headline xL through xxS, each with weight, size, line height and letter spacing
TypographyEvery size on a 4px grid, with line height and tracking fixed per step
The input field matrix: rows of states including placeholder, read only, focus, error, error focused, filled, disabled and hover, crossed with variants for plain fields, fields with buttons, fields with tags and fields with prefixes, in light and dark themes
Input fields — states down, variants across, light theme above and dark below. Drawn as a matrix because that is the artefact that stops a developer guessing what an error field looks like while it has focus.
The button matrix: default, hover, pressed and inactive states across primary, secondary, destructive and ghost variants, in several sizes and in both themes
ButtonsFour states, four intents, both themes
Inline alerts in info, warning, error and success variants, in four layouts, in light and dark themes
AlertsInfo, warning, error and success, each in its own colour family
The label component set in its colour and size variants
LabelsUsed for tags, categories and campaign states
Card components: model cards, campaign cards with progress bars and amounts raised, and reward tier cards
CardsModel, campaign and reward tier: the three things the marketplace lists

What I learned

What I achieved

A marketplace, a campaign builder, statistics and a component system where every screen can be traced back to something a real artist or buyer told us. Handed off with the behaviour written down, not left to be guessed.

The biggest lesson

The research came late. It showed the big idea was wrong after the product had already been planned around it. Talking to 43 people is cheap compared to building the wrong thing. Same team, same communities, same effort, just in the wrong order.

What I'd do differently

Design for a sparse marketplace, not just an empty one. Most of my screens assume listings, reviews, buyer photos and campaign history exist. The empty states cover the blank case. Twelve models and four reviews is the state that lasts longest, and I didn't design for it.

Going forward

Piracy protection was deferred, not abandoned. Working out what the softened version looks like, protection as a choice rather than a constraint, was left open when the design work ended. It is the question I would pick up first.

In short

This project produced the marketplace and creator side of Renderly: onboarding, Explore, model pages built on buyer-supplied proof, a six-step campaign builder, statistics, the awkward edge cases, and the component system underneath, all handed off with their behaviour specified. It set out to answer what a shop with two kinds of user, artists and buyers, owes each of them on day one, after the research showed the original answer was the wrong one. My part was the design; the finding that made the design necessary was the team's.

On this page

  1. 01Overview
  2. 02My role
  3. 03The problem
  4. 04What we learned from 43 people
  5. 05The turn
  6. 06Onboarding
  7. 07Explore
  8. 08The model page
  9. 09Campaign creation
  10. 10Statistics
  11. 11Edge cases
  12. 12Design system and handoff
  13. 13What I learned

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Renderly · Ikarus 3D · 2023–24

A marketplace
both sides trust.

A shop for 3D-printable files, for the artists who make them and the people who print them.

Scroll, and I’ll show you what changed it

01 · Who it’s for

Two people, one shop.

The artist

Sculpts 3D models and sells the files: one at a time, or as a funded campaign with rewards.

wants: to be found, and paid
The person who prints

Owns a 3D printer. Buys a file, prints it at home, and hopes it comes out right.

wants: a file that actually prints

Ikarus 3D made 3D models for brands. Renderly was its first product for everyday people.

02 · The big idea

A file is easy to copy. So never let it leave.

1Licencethe artist caps how many prints
2No downloadthe file stays on Renderly
3Cloud slicerprepared in the browser
4Sendersent to the printer over wifi
5Printerit prints, with no file in hand

Our hypothesis

Then we went and tested it.

03 · What 43 people said

43people

27artists who sell for a living

16people with 3D printers

“The cost of doing business.”a studio that had raised over $250,000, on piracy

“Free copies are marketing.”an artist, on people sharing his files

“Nothing to be done.”an artist whose work went round on Telegram

“Everyone likes their own slicer.”a printer owner, on being locked into ours

Every artist brought up piracy before we asked. Almost none wanted it solved.

04 · The turn

Same team. A different product.

Piracy protectionmoved down the list

  1. What they asked for, first
  2. 1Reach
  3. 2Payouts
  4. 3Stats
  5. 4File delivery
  6. 5Campaigns
The artist asksIs listing here worth my time, when I already have an audience somewhere else?
The buyer asksWill this file actually print on my machine, and can I trust whoever made it?

05 · A first screen that sells

Live campaigns, beside the form

ID checks wait until you sell

06 · Explore

  1. The whole pageFrom search to editorial rows
  2. Search firstFor buyers who know what they want
  3. CategoriesNamed by what people print
  4. Every cardWhat it is, who made it, what it costs
  5. Top picksReach for artists
  6. More rowsFree, and ready to print

07 · The model page

  1. The whole pageEverything that decides a print
  2. The modelPhotos, a 3D view, a video
  3. Price and cartBeside the model, nothing to hunt
  4. Every fileListed with sizes before you pay
  5. Buyers’ photosProof from people who printed it
  6. Reviews with printsA score with evidence

08 · Six steps to a campaign

  1. 1Basics
  2. 2Story
  3. 3Pre-marketing
  4. 4Reward tiers
  5. 5Milestones
  6. 6Updates

09 · Statistics

And every number on the page follows one date range.

10 · The awkward cases

Mature content: a gate, not a ban

Deleting a model: three different problems

1Nobody bought itOne sentence and two buttons.
2It’s in a live campaignBlocked, with the date the campaign ends.
3People paid for itSeven days to undo, then 30 days for buyers to download what they paid for.

Empty screens: say what goes here

On a new marketplace, the empty screen is the first impression.

11 · Handed over

If it wasn’t written down, whoever built it would decide.

1Talk to people before you scope.The research came late and still changed what the product was for.
2Design for a few listings, not just none.Twelve models and four reviews is the state that lasts.
3Protection as a choice, not a lock.The question I’d pick up first, if I came back to it.
Bhupesh

Renderly was a shop for 3D-printable files. Here’s the idea it started with, and the problem it really had to solve.

Your files, protected. found.

So Renderly was designed around trust, not locks: artists get found, and buyers see proof a file prints.

01 / 31

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