# Bart Yeary > Principal Product Designer | Prototyping & Intelligent Systems Location: San Francisco Bay Area, United States Profile: https://flows.cv/bartyeary I design and architect systems that make intelligent software predictable, steerable, and trustworthy. My work focuses on the layers that govern autonomous agents (how they coordinate, make decisions, and behave coherently over time). I specialize in AI governance, multi-agent coordination, and product architecture, building frameworks that help complex AI systems operate reliably across tools, domains, and environments. My research explores agent roles, constraint hierarchies, escalation logic, memory segmentation, and cross-domain orchestration to ensure powerful systems remain interpretable without limiting capability. Previously, I led platform-level AI initiatives across collaboration surfaces, defining agent roles, escalation paths, memory boundaries, proactive behaviors, and trust patterns for large-scale deployments. I work closely with engineering and research teams to design workflows that remain stable under shifting context while preserving clarity, safety, and user agency. Today, I am focused on advancing a unified governance layer for agentic AI, bridging foundation models with the structured behaviors organizations require. My goal is to help the industry move from isolated assistants toward coherent multi-agent systems that behave like one aligned mind across products and environments. ## Work Experience ### Independent AI Systems Designer @ Independent Jan 2026 – Present | San Francisco Bay Area Designing architectures for governed multi-agent systems, focusing on runtime constraints, agent orchestration, and reliable AI behavior in production environments. ### Principal Product Designer @ Zoom Jan 2024 – Jan 2026 | San Francisco Bay Area As the Principal Product Designer at Zoom, I work across the platform as a systems-focused product architect, shaping how AI, workflows, and multi-surface experiences operate as a coherent whole. My role centers on defining the structures, patterns, and behaviors that support intelligent collaboration across meetings, chat, whiteboard, documents, and AI Companion. AI Systems Architecture I define agent roles, escalation paths, memory boundaries, and behavioral patterns for AI Companion. This includes the right-panel ecosystem, proactive behaviors, and workflow patterns that adapt to context while remaining predictable and trustworthy. Platform and Interaction Architecture I design cross-surface frameworks that unify Zoom’s product suite, from interaction models to shared UI systems. I played a key role in the Zoom 6.0 redesign, helping create the new visual identity, iconography, reactions, and core components that now anchor the platform. Cross-Functional Alignment I collaborate with engineering, product leadership, and research to align architecture, technical constraints, and user needs. My work often acts as the connective layer between teams, helping complex initiatives move forward with a consistent vision and clear system boundaries. AI-Driven Workflow Innovation I prototype and design intelligent workflows that blend human and agent collaboration, including summarization, task follow-up, document-aware guidance, and real-time meeting support. Leadership and Mentorship I guide designers working on high-impact, ambiguous initiatives, helping teams clarify intent, refine architectural direction, and build scalable patterns that span multiple product surfaces. Through this work, I help evolve Zoom from a set of individual tools into a unified, intelligent platform that supports clear, efficient, and human-centered collaboration at scale. ### Lead Product Designer @ Zoom Jan 2022 – Jan 2024 | San Francisco Bay Area As Lead Product Designer, I drove core product architecture across Zoom’s collaboration surfaces, focusing on systems that unify interaction patterns, visual language, and cross-surface workflows. My work spanned design system foundations, in-meeting experiences, chat, whiteboard, and the early evolution of AI Companion. I helped lead the creation of the platform’s design system, defining interaction models, component architecture, and the visual foundations that now support consistent behavior across desktop, mobile, and web. I partnered closely with engineering and product to establish scalable patterns for navigation, layout, accessibility, and real-time collaboration. I also helped shape cross-functional strategy for high-impact surfaces including chat and in-meeting UX, ensuring that new features integrated cleanly into the broader system rather than existing as isolated functionality. This included prototyping, workflow mapping, and creating reference simulations that guided multi-team efforts. Across all of this work, I focused on platform coherence, design strategy, and creating a flexible system that could support both user needs and the rapid introduction of new AI-driven capabilities. ### Design Human @ GROUP OF HUMANS® Jan 2021 – Jan 2022 | San Francisco Bay Area As a member of the Group of Humans collective, I worked as a design consultant on strategic initiatives for leading global organizations. My primary engagement involved shaping a live learning platform for Pearson Education, where I contributed to experience architecture, interaction models, and content delivery frameworks for large-scale, real-time learning environments. The work blended systems thinking, product strategy, and user experience design. I collaborated with cross-disciplinary teams across the collective to define workflows, learning modalities, and platform behaviors that supported both educators and learners in high-traffic, multi-surface contexts. This role strengthened my focus on designing flexible frameworks for complex, evolving systems and informed my later work on agentic AI workflows and governance patterns. ### Director Of User Experience @ Age of Learning, Inc. Jan 2020 – Jan 2022 | Glendale, California, United States As Director of UX at Age of Learning, I led the design organization for Adventure Academy, a large-scale, Unity-based educational MMO for kids. My work focused on the system architecture behind world exploration, quest structure, social interaction, and learning progression across a persistent multiplayer environment. I oversaw end-to-end experience design, prototyping, and user research, and partnered closely with product, engineering, and curriculum teams to ensure that gameplay, educational objectives, and platform constraints aligned within a coherent framework. This included defining interaction models, navigation patterns, NPC behavior expectations, and world systems that support collaborative learning at scale. I also guided the team through major feature development cycles, helping establish the structural patterns, UX frameworks, and content pipelines that made the product extensible and maintainable across releases. A key part of the role involved balancing pedagogical goals with player agency, progression systems, and accessible game mechanics. This experience deepened my expertise in designing complex, rule-based environments and informed my later work on agent behavior, multi-agent orchestration, and system governance. ### Design Lead @ WeWork Jan 2019 – Jan 2020 | Bellevue, Washington As Design Lead at WeWork, I directed distributed teams responsible for the experience architecture of WeWork’s internal real estate development platform. The tools supported complex workflows across financial modeling, construction planning, interior design, and supply chain operations. My work focused on defining system behavior, workflow structure, and multi-role interactions within these mission-critical tools. I led teams in New York and Seattle through research, envisioning, and prototyping cycles to define product requirements and operational flows used by real estate, architecture, interior design, and logistics teams worldwide. I collaborated closely with engineering and business stakeholders to translate high-variance, cross-disciplinary processes into clear, scalable workflows and component systems. A significant part of the role involved simplifying highly technical decision paths, modeling dependencies across construction and financial data, and shaping the interaction patterns that governed how teams planned, evaluated, and delivered WeWork spaces. The work required designing for accuracy, consistency, and auditability in an environment where decisions impacted budget, materials, timelines, and space utilization. This role strengthened my ability to design structured systems that coordinate multiple roles and data sources, laying important groundwork for my later product architecture focus in agentic AI. ### Principal UX Designer @ Varsity Tutors Jan 2018 – Jan 2019 | Greater Seattle Area As Principal UX Designer at Varsity Tutors, I led the vision, research, and system-level redesign of the company’s online tutoring platform for web and mobile. The work centered on rebuilding the product’s core interaction models, workflows, and multi-surface experience to support real-time learning at scale. I defined the structural patterns that shaped how students and tutors connect, schedule sessions, collaborate through shared tools, and track progress across devices. This included redesigning the live lesson experience, communication flows, onboarding journeys, and the ecosystem of supporting features around assessment and content discovery. Working closely with product and engineering, I established a unified design framework that improved consistency, reduced fragmentation, and provided a foundation for long-term extensibility. I also led prototyping, user research, and iterative testing to validate new models for synchronous and asynchronous learning interactions. This role strengthened my focus on designing coherent systems for complex, multi-role environments and laid groundwork for my later architectural work in agentic workflows and AI-driven collaboration. ### Sr. Product Designer @ Airtime Jan 2016 – Jan 2017 | Palo Alto, CA As Senior Product Designer at Airtime, I led the interaction architecture and vision for a new real-time social platform backed by Sean Parker. The product combined live video, group communication, and shared media, requiring the design of complex workflows and collaboration mechanics for younger users. My work involved defining system behaviors for synchronous interactions, real-time presence, and social dynamics across mobile and desktop. I created high-fidelity prototypes that simulated live sessions, multi-participant states, moderation flows, and content sharing, enabling rapid iteration and direct review with the CEO. I partnered closely with engineering to translate emergent social interaction patterns into structured, scalable product frameworks. This included designing interaction models for rooms, shared activities, role-based permissions, and the underlying event flows that coordinated user actions. The role strengthened my expertise in designing real-time systems and informed my later architectural work in multi-agent collaboration and AI-driven workflows. ### Founder - Product @ Resonant Games Jan 2011 – Jan 2016 | San Francisco Bay Area As Founder and Product Lead at Resonant Games, I designed and built Togetheroo, a real-time communication platform that allowed young children to connect safely with distant friends and family. The product combined age-appropriate interaction tools, synchronous play, and safety-centric design patterns to create a secure, game-like environment for shared communication. My work spanned product architecture, interaction models, game design, and the rules that governed how children and adults communicated across roles. I defined the system behavior for shared activities, low-friction media exchange, gesture-driven interactions, and real-time co-presence, ensuring the platform remained engaging while meeting strict safety expectations. I oversaw prototyping, research, and iterative testing, and collaborated with engineers to translate complex safety requirements into technical guardrails and repeatable interaction patterns. This role deepened my experience designing structured, rule-based environments and directly influenced my later focus on multi-agent behavior, constraint-governed systems, and intelligent collaboration tools. ### Product Owner @ NaturalMotion Jan 2012 – Jan 2013 As Product Owner at NaturalMotion, I led a cross-functional team of designers and engineers in developing a mobile game built on NaturalMotion’s proprietary real-time physics and animation engine. This engine also powers third-party titles such as Grand Theft Auto and Red Dead Redemption, which required us to design interactions and gameplay systems that worked within a highly dynamic, simulation-driven environment. I defined product vision, gameplay loops, and the core interaction models for the project, overseeing rapid prototyping, testing, and iteration. My work included modeling system behaviors such as physics-driven movement, character reactions, input handling, and feedback loops that shaped the moment-to-moment experience. Working closely with engineering leadership, I translated gameplay intent into technical constraints and system requirements, ensuring the product remained feasible, performant, and fun. The role demanded a blend of product strategy, systems design, and hands-on prototyping within a high-fidelity simulation environment. This experience formed a key foundation for my later work on intelligent systems, multi-agent interactions, and rule-based behavior architectures. ### Sr. Product Manager @ iWin, Inc. Jan 2011 – Jan 2012 | San Francisco Bay Area As Senior Product Manager at iWin, I led the design and product strategy for a portfolio of social games on Facebook, including titles based on major licensed IP such as Deal or No Deal, Family Feud, 1 vs. 100, and The $100,000 Pyramid. My work focused on defining the core game loops, economy structure, engagement mechanics, and UX frameworks that supported large-scale, free-to-play experiences. I set roadmap priorities, collaborated with design and engineering to shape feature development, and established acquisition, retention, and monetization strategies across multiple properties. The role required translating the logic and pacing of classic TV formats into interactive systems while ensuring they aligned with player behavior, platform constraints, and business goals. This experience strengthened my ability to design rule-based systems, model player flows, and build structured interaction patterns — foundational skills that later informed my work in intelligent workflow design and agentic system architecture. ### Sr. Director of Product @ Rivet Games Jan 2008 – Jan 2011 As Senior Director of Product at Rivet Games, I led the end-to-end design and development of FooPets, one of the earliest large-scale social games on Facebook and a SoftBank-funded virtual pet platform. FooPets reached over 10 million registered users, 600k peak MAU, 280k peak DAU, and an ARPPU of $30, driven by systems built around long-running virtual pet behavior, care loops, and resource management. My work spanned product strategy, system design, roadmap definition, and cross-functional execution across web, mobile, and desktop clients. I shaped the core interaction models, reward structures, retention mechanics, and emotional behavior loops that governed how pets responded to player actions over time. This required designing stateful systems, balancing real-world constraints, and modeling multi-variable inputs to produce predictable and engaging behavior. I collaborated closely with engineering, art, and marketing to define workflow requirements, prioritize backlogs, and deliver new features at scale. The role demanded a strong blend of product architecture, game economy design, and real-time UX, and it deepened my expertise in building systems where autonomous entities behave within a structured set of rules — foundational experience that informed my later work in agentic AI. ### Co-Founder and Product Architect @ Identity Play Inc. Jan 2006 – Jan 2008 | Greater Los Angeles Area As Co-Founder and Creative Director of Identity Play, I designed and launched Faketown, one of the first real-time browser-based virtual worlds on the internet. Faketown offered teens a lightweight social world built around user-generated content, emergent behavior, and frictionless accessibility. At its peak, the platform reached over 500,000 registered users with an average session time of 25 minutes. I led the system architecture for interaction models, character behavior, community dynamics, and the creation tools that allowed players to shape the world. This included designing stateful character logic, economy flows, and social mechanics that enabled expressive multiplayer interactions within clear rules and constraints. My work spanned worldbuilding, UX architecture, prototyping, and real-time systems design, and required close collaboration with engineers to translate conceptual behaviors into live, persistent systems. Faketown became an early proving ground for my long-term interest in designing structured environments where autonomous entities and players interact predictably within a governed system. This foundational experience directly influenced my later work on simulation environments, multi-agent coordination, and governance layers for agentic AI. ### Sr. Art Director @ Razorfish Jan 2004 – Jan 2006 As Senior Art Director at Razorfish, I led interactive design and prototyping for major consumer brands including Kraft, Procter & Gamble, Chili’s, and Nabisco. My work focused on creating digital experiences that blended storytelling, interaction design, and lightweight game mechanics in the early days of web-based engagement. I directed multidisciplinary teams and partnered with third-party developers to deliver games, activities, and dynamic content for Postopia.com, which resulted in a 126% increase in registrations and a 20% increase in code redemption for Post Cereals. I also designed and built high-fidelity Flash prototypes that helped win the Procter & Gamble account for the Midwest region. This role strengthened my foundation in interaction models, behavior-driven design, and rapid prototyping — early skills that later evolved into the systems-thinking approach I bring to complex, multi-role and multi-agent product environments. ### Designer @ Transistor Studios Jan 2002 – Jan 2004 As a designer at Transistor Studios, I created interactive animations and digital content for Kellogg’s Poptartmachine.com, an online user-generated content experience where kids could design and submit their own Pop-Tarts for competition. The project required balancing creative freedom with safety constraints, ensuring participants could express themselves without creating offensive or exploitative content. I designed interactive elements, visual systems, and guardrails that kept the experience playful, intuitive, and safe while supporting large-scale participation. This role gave me early experience shaping user-generated workflows and controlled creativity systems — foundations that later informed my work in designing governed, rule-based digital environments. ### Content Manager (Product & Experience Lead) @ Diesel Jan 2002 – Jan 2003 I was hired by Diesel to assemble and lead a distributed team of designers, illustrators, and developers to create Protokid.com, an interactive online world for the company’s new kids’ clothing line. The project blended branded entertainment, mini-games, character customization, and seasonal content tied directly to Diesel’s physical product releases. I defined the concepts, interaction models, and game design documents for multiple mini-games and activities embedded within the world. I also directed creative and technical teams across London, New York, Molvena (Italy), and Toronto, ensuring consistent execution across art, animation, music, and gameplay. Beyond producing assets, my role centered on designing the underlying systems that allowed young users to explore, play, and express themselves safely within a branded environment. This included workflow structure, character logic, and the rules that governed how game mechanics and user actions interacted with Diesel’s seasonal identity. This experience became an early foundation in system design, worldbuilding, cross-disciplinary coordination, and constructing user experiences that balance creativity with clear behavioral constraints—skills that later evolved into my product architecture and agent-system governance work. ### Senior Designer @ Fox Interactive Media Jan 2000 – Jan 2001 As a Senior Designer at Foxsports.com, I created UI, graphics, and interactive components for major sports features and live content experiences. My work included designing site navigation, branded micro-sites, and data-driven Flash modules that supported real-time scores, stats, and event coverage. The role involved rapid prototyping, close collaboration with developers, and designing interfaces that needed to respond fluidly to live sports data. This early experience working with dynamic, time-sensitive content became foundational to my later interest in real-time interaction design, system behavior, and complex multi-surface product environments. ## Education ### BA in Art and Tech, Visual Communication School of the Art Institute of Chicago ### Colorado Rocky Mountain School ## Contact & Social - LinkedIn: https://linkedin.com/in/bartyeary --- Source: https://flows.cv/bartyeary JSON Resume: https://flows.cv/bartyeary/resume.json Last updated: 2026-04-13