Available for selected opportunities
I design digital experiences that make complexity feel simple.
Product designer combining UX thinking, interaction design, visual craft and system thinking to build useful, memorable digital products — across mobile apps and web platforms.
Every screen is the visible part of a decision: what the product understands about a person, what it asks of them, and what it does on their behalf. My work sits in that space — shaping flows, interaction models and systems before shaping pixels, then making the pixels earn their place.
From ambiguous product requirements to clear flows, interaction models and production-ready interfaces.
From ambiguous product requirements to clear flows, interaction models and production-ready interfaces.
Framing the real problem before the screens: what the product should do, for whom, and what it should refuse to do.
Interfaces with a point of view — type, colour, spacing and hierarchy doing the work of explaining the product.
States, transitions and feedback. What the interface does while a person waits, fails, or succeeds.
Component libraries and tokens that stay honest — documented, versioned and built with engineering.
Clickable and coded prototypes used to settle arguments early, before anyone commits sprint time.
Interviews, surveys and usability studies, translated into wireframes and decisions rather than slide decks.
Native iOS and Android patterns: thumb reach, offline states, permissions and the cost of every extra tap.
Responsive product interfaces and admin platforms — dense data made navigable across every breakpoint.
A fourteen-year foundation in graphic and visual design, applied to brand-consistent product surfaces.
Understand the product context and the people using it before proposing anything.
Turn findings into a problem statement the whole team can argue with.
Go wide on structure — flows, IA and rough wireframes, fast and disposable.
Commit to a direction and build it properly with type, colour, spacing and states.
Make it clickable so the interaction can be judged instead of imagined.
Put it in front of people, watch where they hesitate, and change what fails.
Specs, redlines and a design system engineering can build from without guessing.
Watch the live product with analytics and feedback, then start the loop again.
STATE: default
Oway Travel · Full-time
Flymya Travel · Full-time
Oway Travel · Full-time
The person using this is busy, distracted and not thinking about design. Start there.
If it needs explaining twice, the interface is doing the wrong job.
One screen is an opinion. A system is a decision everyone can build on.
Empty states, error copy and the eighth tap are where trust is actually won.