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OneDrive Photos / Slideshow

Making memories worth coming back to.

People don’t save photos just to store them. They save them because, someday, they want to feel something when they see them again.

That was the opportunity behind Slideshow.

I led the experience from a simple question: how could OneDrive turn a library of safely backed-up photos into a place people actually wanted to spend time?

The answer wasn’t to add more effects or simply put photos on autoplay. It was to design around the way people experience memories: sometimes you want to sit back and watch, sometimes you want to pause on one photo, sometimes you want to remove the one that changes how the whole memory feels, and sometimes one memory makes you want to see another.

Web gave us the canvas to rethink that experience. We used the larger real estate to give the photos more presence, introduced a filmstrip that made the memory explorable without losing immersion, positioned controls around the viewer’s intent, and designed Play next to carry the experience naturally from one memory into another.

The design principle underneath it all was simple: the product shouldn’t try to create the emotion. The photos already have it. Our job was to give them the space, pacing, and control to bring it back.

Role
End-to-end web experience, design direction, interaction decisions, and delivery coordination.
Collaboration
PM, research, motion, and engineering.
Scope
Discovery, web player, filmstrip, viewing and editing the collection, motion, recovery states, feedback, return paths, and Play next.
Status
Shipped in OneDrive Photos. Product recordings are from October 2026.

And people responded:

Moments open rate
+45%
Moments viewed per user
+63%
Photos engaged
+111%

Reported product results. The comparison window, baseline and cohort were not supplied; these are relative changes, not percentage-point increases.

The photos were already worth keeping.
We designed a reason to come back to them.

A moment in motion. A 14-second look at the live player. Clips play silently when in view; use the controls to pause or hear the original music.Download clip 14 seconds / 2.6 MB
TL;DR / Overview
Problem
Backing up a photo doesn’t mean someone will return to it. OneDrive needed to make the value of those saved memories tangible.
My contribution
I anchored the experience from foundations through delivery, including workshops, competitive study, product phasing, interaction trade-offs and spec detail.
Key insight
The people and photos carry the emotion. A slideshow should bring them forward while giving viewers control over what belongs.
Design response
An immersive web player, an explorable filmstrip and lightweight control over the collection, with return paths and a visible invitation into the next memory.
Reach
A reported usage snapshot of 9.25 million slideshow events, with 2% month-over-month growth. Events are not unique people.
Result
A shipped experience with engagement signals and an ongoing feedback loop. Presets, performance and recovery states were part of the design, not just its polish.

01 / Designing for the feeling, not the feature

The photos do the emotional work.

As OneDrive moved toward a more Photos-first consumer experience, we needed to understand what people wanted beyond safe storage.

Foundational research pointed toward reminiscing as an important job. People wanted memories to find them rather than always having to search. Story-like experiences from Instagram, WhatsApp, and Google Photos had also created familiar expectations around how memories could unfold.

But copying that format wasn’t enough.

A memory feels personal because of what it contains: the people, places, relationships, and moments inside it. No transition or visual effect could substitute for that connection.

That became the foundation for how I approached the experience.

Recognition

The photos are the memory.

The interface needed to create atmosphere without competing with the content. Photography should carry the emotional weight.

Agency

One photo can change the feeling.

An unwanted person, a difficult event, or a very private image could make an otherwise wonderful memory uncomfortable or impossible to share.

Giving someone the ability to remove a photo wasn’t simply an editing capability. It gave them control over what belonged in their memory.

Pace

Sometimes you want to watch. Sometimes you want to stop and look.

Playback, inspecting the collection, and saving or sharing an individual photo are different intentions.

The experience needed to accommodate those shifts without making someone leave the memory and start again.

02 / Before the screens, we needed a point of view

A shared direction before a shared UI.

Workshop principle board connecting emotional resonance, an inviting first experience and possibilities for personal expression.
The principles gave us a shared way to discuss the experience, not just the individual screens.

I set up foundational workshops with PM and design partners across web and mobile to work through the experience before narrowing into screens.

We explored what job Slideshow was actually doing, what people needed to feel in control, which interactions should feel immediately familiar, and where OneDrive had permission to do something different.

I also studied competing experiences in detail.

The goal wasn’t to simply benchmark features. It was to create shared context for our decisions: which conventions people already understood, where competitors created friction, what a viewer expected from playback, and where our own experience could have a stronger point of view.

From that work, a clear ambition emerged:

Make the default experience worth watching, then give people room to make it theirs without asking them to build a story from scratch.

03 / Designing an experience we could grow into

Start complete. Add depth over time.

I worked with product to shape the ambition into a crawl, walk, run plan.

The useful part wasn’t the terminology. It was agreeing on what each phase needed to accomplish and being disciplined about what could wait.

  1. Crawl

    Make the first watch feel complete.

    Start from Moments and albums with deliberate defaults for music, motion, and pacing. Establish the core viewing experience and a path toward sharing, with lightweight control over removing photos.

  2. Walk

    Give people more ways to shape it.

    Expand entry points and explore adding and reordering photos, text, themes, video support, and richer editing.

  3. Run

    Make the defaults more personal.

    Introduce more intelligent choices and richer visual treatments, including overlays, segmentation, and styles that respond to the content.

This helped us keep the first release focused without designing it into a corner.

This was the planning framework, not a claim that every later-phase idea shipped. I kept the near-term experience and the longer-term ambition distinct.

04 / Designing for the web canvas

More room for the memory. Not more UI.

Web gave us significantly more real estate to work with.

The temptation with a larger canvas is to fill it. More navigation. More actions. More persistent controls.

We went the other way.

I wanted the active photo to command the experience, using the additional space to create presence and immersion while keeping orientation and control within reach.

That led to a simple hierarchy:

  • The photo is the hero.
  • Playback controls support the immediate experience.
  • The filmstrip reveals the broader memory.
  • Collection-level actions sit outside the playback hierarchy.

This gave Slideshow a very different rhythm from the surrounding photo library.

It could feel cinematic without becoming a black box. Someone could lean back and watch, but the tools to pause, explore, or change direction were never far away.

Discovery starts before Play. Events, On this day, recent memories and other invitations to revisit. A 21-second tour of the live Moments landing page, without audio.Download clip 21 seconds / 8 MB

Follow the journey

OneDrive Moments landing page with Events, a View all link and the On this day date carousel.

01 / Discovery

Give a memory a way back in.

Moments offers several reasons to return: an event, a date, a recent period or an unexpected connection. I aligned the slideshow entry with these existing memory surfaces rather than creating another place people had to find.

OneDrive Slideshow playing October 30 memories, with the photo date, Back, View all photos and playback controls.

02 / Slideshow open

Let the memory take the foreground.

The player gives the photos room, while the title and date help locate the memory. Playback controls and View all photos stay close enough to act on without turning the experience into a toolbar.

From playback to the photo collection / 19 secondsDownload clip

03 / View all photos

Change the pace, not the memory.

A static collection lets people inspect what went into the slideshow and spend longer with an individual photo. The memory’s context stays visible, rather than dropping them into an unrelated gallery.

Media in this slideshow selection state with three selected photos, Remove from slideshow and a Cannot remove all photos guardrail.

04 / Edit the collection

Control over what belongs.

The selection state makes the action specific: remove from this slideshow. A visible count and an empty-selection guardrail help make the consequence clear. This was the direct design response to a photo that makes a memory uncomfortable or too personal to share.

Back to watching the same memory / 14 secondsDownload clip

05 / Back to the slideshow

Keep a way back to watching.

Inspecting the photos shouldn’t mean starting discovery again. The collection and player are connected views of the same memory, so people can move between looking closely and letting the story unfold.

Just watched, Up next, then playback / 21 secondsDownload clip

06 / Re-engagement

An ending that opens another door.

Play next offers another memory without sending people back to the landing page. The preview and countdown make that transition visible, rather than changing the subject without warning.

05 / The filmstrip became the bridge

From watching a memory to exploring one.

A slideshow naturally asks people to move forward.

Memories don’t always work like that.

You might want to go back to the expression you noticed two photos ago. Jump ahead. Pause on a particular image. Or simply understand how much more of the memory there is to see.

The filmstrip gave the sequence shape.

It showed where someone was, hinted at what was coming, and let them move directly through the collection without pulling them out of the experience.

That meant carefully balancing its visual weight.

Make it too prominent and Slideshow becomes another gallery. Hide it too aggressively and people lose orientation and agency.

So I treated the filmstrip as a secondary layer of the memory: available when useful, visually connected to playback, but never competing with the active photo.

The larger web canvas made that balance possible. We could expose more of the sequence while still allowing the current image to feel expansive.

The web Slideshow player with a large active photo and a compact filmstrip in the lower-right corner, showing the selected photo and the rest of the memory.
The current photo stays expansive while the filmstrip makes the wider memory visible.

06 / Put controls where the intention lives

Available when needed. Quiet when they’re not.

The player needed to accommodate people who wanted to press play and lean back, as well as people who wanted to actively navigate the memory.

That meant I didn’t approach controls as one generic toolbar.

I organised them around the intention they served.

Playback
Play, pause, previous, and next belong closest to the active sequence.
Navigation
The filmstrip provides direct access to another photo without turning primary playback controls into navigation overload.
Collection
Viewing all photos and changing the collection act on the memory as a whole, so they sit outside the core playback cluster.
Context
Title and date help anchor the memory in time, but remain visually quieter than the imagery.

The goal wasn’t to hide functionality.

It was to make the interface understandable through placement, hierarchy, and consequence, so people didn’t have to decode what each control was going to change.

07 / Change the pace without leaving the memory

Watching and looking needed to coexist.

Playback is only one way of experiencing photos.

Sometimes something catches your attention and you want to stop. Sometimes you want to see everything that was included. Sometimes you want to spend longer with one photograph.

So I designed a static collection as another view of the same memory, rather than a route back into the general photo library.

The title and context remain. The relationship to the slideshow remains. And crucially, the path back to watching remains.

That distinction sounds subtle, but it mattered.

I didn’t want someone to feel like they had exited Slideshow just because their intention had changed from watch to look.

The October 30 memory in its static photo view, with the same title, date context and a collection grouped by year.
Another pace for the same memory, rather than a return to the general photo library.
Another view of the same memory
Photo-viewing prototype with Revisiting February beside an embedded slideshow and its photo collection below.

The photo-viewing prototype explores the same relationship from another direction: keep the memory title, the playable story and the underlying collection together. It helped make the connection between watching and browsing explicit.

08 / Give people control over what belongs

Because one photo can change the whole memory.

The design for editing the slideshow collection shows a selected-photo count, Remove from slideshow and a Cannot remove all photos guardrail.
The selection design makes the scope and guardrail explicit: remove from the slideshow, not from OneDrive.

This was one of the most important research insights to carry through the design.

Someone might love 19 photographs in a memory and deeply dislike the twentieth.

It could feature someone they no longer wanted to see. It might expose something too personal. It could simply be a bad photograph.

That single image could change whether the entire memory felt watchable or shareable.

The editing experience therefore focused on a very specific promise:

Remove from this slideshow.

Not delete from OneDrive.

Not open a sophisticated editor.

Not rebuild the memory.

Just give someone enough control to say: this doesn’t belong here.

Selection states made the scope visible. A count clarified what would change. Guardrails prevented an empty selection.

It was lightweight editing by design, because the intention wasn’t creation.

It was ownership.

09 / Design the way back

Exploration shouldn’t mean starting over.

Moving from playback to the collection was only useful if people could comfortably return.

The filmstrip, static collection, and player therefore weren’t designed as separate destinations.

They were different ways of engaging with the same memory:

  • Watch it.
  • Explore it.
  • Change it.
  • Return to it.

That continuity allowed someone to shift their attention without losing context or returning to Moments to rediscover the same memory.

10 / The last photo shouldn’t be a dead end

The ending is part of the experience.

We spent a lot of time thinking about what happens after the last photo.

Because ending a slideshow with a replay button would have solved playback, but missed the larger opportunity.

At that moment, someone has just spent time in a memory. They may want to respond to it, replay it, share it, or continue.

I separated those intentions into an end experience with its own pacing:

Just watched Up next Playback

Each stage has a different job.

Just watched
Just watched gives the memory space to conclude.
Up next
Up next introduces where the experience could go.
Playback
Playback begins the next memory.

That separation stopped the experience from feeling like one endless feed of photographs.

One memory gets to end before another one begins.

Just watched screen asking What did you think of it?, with Liked it, Not for me and a Preview next countdown.
First, acknowledge what someone just watched and offer a lightweight response.

11 / Play next without taking control away

Keep the momentum. Preserve the choice.

Play next gave us a way to turn one memory into the discovery of another.

But that came with an important design tension.

Automatically jumping to another memory could increase engagement, but memories can carry very different emotional weight. Switching abruptly from one to the next could feel less like discovery and more like the product changing the subject.

So I designed the transition to be visible.

A preview tells you what is coming.

A countdown tells you when.

The viewer has an opportunity to continue or choose something else.

Play next becomes an invitation rather than an invisible product decision.

And because the transition happens within the experience, people don’t need to return to the Photos landing page and begin discovery again.

The end of one memory can naturally become the beginning of another.

Up next layout for Ghost's day out, pairing a memory preview with the autoplay countdown.
Then, introduce what comes next. The specification covers multiple suggestions, one suggestion and none.

12 / Variety between memories. Consistency within one.

Motion needed a system, not just effects.

A slideshow is a sequence, not a stack of screens.

Pacing, music, transitions, cropping, timing, and photo treatment all influence how the memory feels.

We explored dynamically assembling effects through heuristics. That created variety, but it also introduced unpredictability.

Returning to the same memory could result in a different story.

So we moved toward authored presets.

Each preset defined the behaviour of the sequence, giving us variety across different memories while keeping an individual memory consistent.

The categories also gave design, product, motion, and engineering a shared vocabulary for the feeling we were trying to create.

Preset matrix for Generic and Active slideshows, assigning motion, transition directions and durations across fifteen images.
The preset specification makes the sequence explicit, image by image. Open it to inspect the timing and transition choices.

13 / Make motion something we can agree on

Design time, not just screens.

Static mockups couldn’t fully communicate Slideshow.

A transition beginning 100 milliseconds earlier or an image disappearing before the next was ready could materially change the experience.

At the same time, a polished prototype could disguise the mechanics engineering needed to reproduce.

Timing diagram showing photo availability, transition starts and ends, loading pauses and where tapping advances the sequence.
Timing diagrams made behavior discussable at the points where a static screen could not.

So we used timeline-like specifications to make time explicit:

  • When an image becomes available
  • How long it stays visible
  • When a transition begins
  • What happens after a tap
  • What happens when the next image is late
  • How playback recovers from interruption

That last part was especially important.

Loading, interruption, and recovery are part of motion design too.

If the next photo isn’t ready, the right experience isn’t an empty frame. Hold the current image. Preserve continuity. Recover gracefully.

I worked closely across motion and engineering to connect those details back to the overall design intent rather than treating animation as a final layer added after the experience was solved.

14 / The details between teams become the experience

The happy path was only part of the design.

As we moved toward delivery, I contributed beyond the main interaction flows into the edges and dependencies connecting Slideshow, Moments, and Albums.

Entry and availability
What happens when a memory can’t be fetched? What if an old notification points to something that has expired? What if there simply isn’t another memory available?
Playback and loading
What stays on screen when the next image is slow? How does a slideshow behave when a transition package is incomplete? How should the experience recover when connectivity drops?
Changes to the collection
What happens if removing a photo fails? How is the slideshow rebuilt? How do we communicate scope? What keeps someone from ending up with nothing?
Saving and sharing
How do video export, saving to OneDrive, quota constraints, and failures behave without turning the experience into a chain of error states?
Finishing and continuing
How do feedback, replay, and Play next coexist? What happens if the next memory disappears between preview and playback?

These questions are easy to dismiss as specification details.

But collectively, they determine whether an experience feels considered or merely designed for the demo.

My role was to keep connecting those details back to the outcome, clarify trade-offs across design, PM, and engineering, and keep the experience coherent as it moved from concept to implementation.

15 / More watching. More to learn from.

Shipping gave us a new source of design input.

The initial engagement signals were encouraging:

Moments open rate
+45%
Moments viewed per user
+63%
Photos engaged
+111%

Reported relative changes. The comparison window, baseline and cohort were not supplied.

A separate usage snapshot gave us another view into scale and response:

Separate Slideshow usage and feedback snapshot
Slideshow events9.25M
Month-over-month growth2%
Completion≈58%
Structured feedback≈500/day
Likes / dislikes≈12K / 1.1K

Slideshow events represent usage events, not unique people. Structured feedback represents submissions, not the total viewing audience.

These signals helped us look beyond whether people entered Slideshow and begin asking better questions about completion, sentiment, performance, and what should evolve next.

Shipping wasn’t the end of the design loop. It gave us a new way to learn.

These figures were supplied as reported results, without their measurement window or cohort. The event, completion and feedback measures have different denominators and are not combined into a single success rate.

The outcome

What I’m proudest of isn’t any one screen.

It’s that the pieces work as one experience.

  • The invitation to begin.
  • The space given to the photographs.
  • The filmstrip that turns watching into exploration.
  • The controls that appear around intent.
  • The ability to remove something that doesn’t belong.
  • Motion that remains predictable and resilient.
  • A way back when you stop to look.
  • And an ending that can gently lead somewhere else.

Together, those decisions changed Slideshow from a playback feature into a way of spending time with the memories already inside OneDrive.

Because ultimately, we didn’t need to make the photos more meaningful.

They already were.

We needed to design the space around them so people could feel that meaning again.

The photos were already worth keeping.
We designed a reason to come back to them.

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