kham.udom work xbox-dashboard

Xbox One Dashboard — UI development & prototyping across multiple releases

XAMLXAML data bindingMVVMCompass10-ft experience

The work. I helped shape the Xbox One Dashboard across its 2013 launch and the major 2015 and 2017 releases. The work was high-performance UI development and prototyping in XAML and MVVM, for an interface millions of players used every day from the couch.

case.scope — what I owned

Scope

  1. Core dashboard panels. Built core UI components for the Home, Community, Store, and One Guide panels of the dashboard.
  2. Collection & Detail pages. Developed and maintained the Collection and Detail pages for games and apps, improving content discoverability and UX.
  3. Interactive prototypes. Created prototypes to validate design ideas, influence future updates, and accelerate production workflows.
  4. Architecture. Applied XAML data binding and followed the MVVM pattern for scalable, maintainable front-end development.
  5. Performance for the living room. Used internal Xbox tools like Compass to build performant UIs optimized for TV screen environments.

case.2013 — launch

2013 Dashboard release

The launch dashboard for a brand-new console generation: pins, Home, and Store, with a tile system balancing games, apps, and media.

Initial release of the Xbox One Dashboard showing pinned tiles, Home, and Store
fig 1 — initial release of the Xbox One Dashboard.
Initial release of the Xbox One game store with featured, new releases, and top games rails
fig 2 — initial release of the game store.

case.2015 — the big refresh

2015 Dashboard update

A major redesign of the dashboard's core panels. I built UI across all four surfaces:

2015 Dashboard Home panel featuring Halo 5 Guardians
fig 3 — Dashboard Home panel.
2015 Dashboard Community panel with activity feed and achievements
fig 4 — Dashboard Community panel.
2015 Dashboard One Guide panel with live TV, movies, shows, and app channels
fig 5 — Dashboard One Guide panel.
2015 Dashboard Store panel with featured and top-rated games
fig 6 — Dashboard Store panel.

case.2017 — refinement

2017 Dashboard release

The October 2017 update brought a lighter, content-forward home with blocks for what you're playing, following, and watching.

fig 7 — the official video of the 2017 Dashboard update. watch on YouTube ↗

case.library — collection & detail

Collection and Detail pages

Beyond the dashboard itself, I worked on the Collection and Detail pages for games and apps, the library views where players sort, filter, and manage everything they own.

Games and apps collection page with sorting, filtering, and storage summary
fig 8 — Collection page.
Game detail page for Rise of the Tomb Raider Deluxe Edition with bundle contents
fig 9 — Games detail page.

case.transfer — what this work makes me good at

What transfers

On a console there is no mouse. Every screen I built was navigated with a controller, so focus management became muscle memory long before I ever read a WCAG checklist. Shipping the same codebase through three console releases also taught me to build components that survive a redesign. And I'm used to hard limits: fixed hardware, and type that has to stay legible from the couch.

This is the site's live theme editor. Each control below is a design token: a named style decision, like the accent color or corner radius, that every part of this page derives from. Change one and watch the whole system follow.

Reset to defaults

This drawer is a ch-dialog, the radios are ch-radio, and every button, card, and badge on this page is a Charm component. The sliders mutate Charm's token layer directly, and the system re-themes itself live. Under the hood, each token is a CSS custom property on :root, and your changes are saved in this browser. Go ahead, break it.