Before the screen
My work begins while the problem is still unclear. I study users and markets, define
product logic, and shape ideas into experiences a team can build — and that I can
prototype myself when the handoff would otherwise become a translation tax.
The interface arrives late on purpose. By then the argument is already sharper.
Across SaaS, B2B, ERP, e-commerce, and AI-assisted products I have designed complex
workflows, operational tools, design systems, and end-to-end product surfaces — then
carried them into code, motion, and testable builds. Dense systems, many roles, real
constraints. The craft is making that complexity feel obvious without pretending it
is simple.
Design as a system that holds
I do not treat design as a visual layer added at the end. I use it to reduce
uncertainty, align teams, and keep user needs, business goals, and technology in one
conversation — then close the loop in Figma, Framer, Rive, Cursor, and GitHub.
Evidence before ornament. Behaviour over opinion. A prototype that can be wrong beats
a deck that can only be admired.
If it cannot be built, reviewed, or broken, it is not finished design — it is a wish.
That is why I care about AI-native experiences, behaviour-informed design, and
scalable systems — quiet defaults, handoff rules, and the paths people take when
nobody is watching. Judgment stays human. The tools stay in the loop.
What follows me off the clock
Music runs from Bach to alternative rock and Radiohead — counterpoint one hour, a
crooked guitar line the next. Classical European painting and art history pull me for
the same reason: old structure next to a new surface, classic and modern holding each
other honest.
I read plays. I like presenting — arguing an idea in a room until it holds. Forests
and lone trees stay with me. Underneath it is the same tension as the work: logic
beside craft, science beside art — the balance design and code ask of each other
every day.