USER-CENTRIC

USER-CENTRIC

EXPERIENCE DESIGN

EXPERIENCE DESIGN

Leadership

Leadership

Experienced creative

From insights to outcomes.

who am i

who am i

I’m both a UX/Product Designer and a sculptor — two practices that may seem separate, but share the same foundation: turning imagination into reality.


In design, I lead teams through research, prototyping, and iteration to build products that are inclusive, accessible, and user-centered. I’ve worked across enterprise and consumer platforms, bringing clarity to complexity and ensuring solutions are not only functional, but human.


In my art practice, I sculpt fantastical creatures and immersive works that invite play, wonder, and curiosity. Just like in UX, I transform humble materials into something extraordinary—whether it’s cardboard and paste, or wireframes and prototypes.


What ties it all together is my approach: empathy, creativity, and craft. Whether designing a digital product or a life-sized unicorn, my goal is to create experiences that delight, inspire, and make life easier.

Process

MY PROCESS

01

Establish a high-level understanding of a project, or problem, using any available documentation, research, or assets.

01

Establish a high-level understanding of a project, or problem, using any available documentation, research, or assets.

01

Establish a high-level understanding of a project, or problem, using any available documentation, research, or assets.

01

Establish a high-level understanding of a project, or problem, using any available documentation, research, or assets.

02

Low fidelity mockups with a collaborative platform to align stakeholders expectations with research findings and design direction.

02

Low fidelity mockups with a collaborative platform to align stakeholders expectations with research findings and design direction.

02

Low fidelity mockups with a collaborative platform to align stakeholders expectations with research findings and design direction.

02

Low fidelity mockups with a collaborative platform to align stakeholders expectations with research findings and design direction.

03

Confirm all considerations are met with functional prototypes shared across teams.

03

Confirm all considerations are met with functional prototypes shared across teams.

03

Confirm all considerations are met with functional prototypes shared across teams.

03

Confirm all considerations are met with functional prototypes shared across teams.

04

Bring it all together with production ready designs that integrate exsiting components or design system assets.

04

Bring it all together with production ready designs that integrate exsiting components or design system assets.

04

Bring it all together with production ready designs that integrate exsiting components or design system assets.

04

Bring it all together with production ready designs that integrate exsiting components or design system assets.

05

Internal teams, user testing platforms, QA, or any available resources to expose issues and fix them.

05

Internal teams, user testing platforms, QA, or any available resources to expose issues and fix them.

05

Internal teams, user testing platforms, QA, or any available resources to expose issues and fix them.

05

Internal teams, user testing platforms, QA, or any available resources to expose issues and fix them.

06

Timelines often require minimum viable releases intended to revisit and refine. There's always room for improvement.

06

Timelines often require minimum viable releases intended to revisit and refine. There's always room for improvement.

06

Timelines often require minimum viable releases intended to revisit and refine. There's always room for improvement.