Senior UX/UI Designer
Expanding an Enterprise Design System
See how I added components, tokens, dark mode and the first Motion System Guide for designers and developers.
See case study
Enterprise UX, design systems and motion. Now teaching design at UDEM.
Each one covers the problem, my role and the outcome.
Senior UX/UI Designer
See how I added components, tokens, dark mode and the first Motion System Guide for designers and developers.
See case study
UX/UI & Motion Designer
Read about my experience creating explainer motion, reward coins and App Store promos for an international music and TV app.
See case study
Senior UX/UI Designer
I prototyped every search state, then redesigned the Services page and tested it with 11 people.
See case study
Co-lead Designer
I designed order templates, CSV upload and delivery tracking into one flow for corner stores and national distributors.
See case study
Lead Experience Designer
Learning credit, interest and risk by playing a 1980s bank clerk.
See case study
Brand & Product Designer
I turned a freight carrier’s real route network into proof, with a brand system and a new site.
See case study
UX/UI, Brand & Motion
Here is how I designed banknotes, a debit card, motion posters and a device concept for a digital-first currency.
See case study
Recent writing on design, teaching and AI.
Article
Why employers keep asking designers for communication and problem solving, and why good design starts with knowing what you need to know.
Read article
Article
Peirce, Saussure and Morris in plain language, and what each one changes about the way you draw and judge an icon.
Read article
Article
Five explicit criteria for telling a trend from a fad, plus the step most arguments skip: naming exactly what you're classifying.
Read article
Article
What actually makes something a trend, how micro, meso and megatrends differ, and the four kinds of drivers that push change.
Read article
Article
Futurism, Constructivism, Dada, De Stijl, Bauhaus and Surrealism: what each one made, and which habits ended up in your toolkit.
Read article
Article
A classic improv decalogue, read as a guide for design critiques, workshops and teamwork, including where the rules need adjusting.
Read article
Enterprise UX, design systems and motion. Now teaching design at UDEM.
Each one covers the problem, my role and the outcome.
Senior UX/UI Designer
See how I added components, tokens, dark mode and the first Motion System Guide.
See case study
UX/UI & Motion Designer
Read about my experience creating explainer motion, reward coins and App Store promos for an international music and TV app.
See case study
Senior UX/UI Designer
I prototyped every search state and tested a Services page redesign with 11 people.
See case study
Co-lead Designer
I designed order templates, CSV upload and delivery tracking into one flow for corner stores and national distributors.
See case study
Lead Experience Designer
Learning credit, interest and risk by playing a 1980s bank clerk.
See case study
Brand & Product Designer
I turned a freight carrier’s real route network into proof, with a brand system and a new site.
See case study
UX/UI, Brand & Motion
Here is how I designed banknotes, a debit card, motion posters and a device concept for a digital-first currency.
See case study
Recent writing on design, teaching and AI.
Article
Why employers keep asking designers for communication and problem solving, and why good design starts with knowing what you need to know.
Read article
Article
Peirce, Saussure and Morris in plain language, and what each one changes about the way you draw and judge an icon.
Read article
Article
Five explicit criteria for telling a trend from a fad, plus the step most arguments skip: naming exactly what you're classifying.
Read article
Article
What actually makes something a trend, how micro, meso and megatrends differ, and the four kinds of drivers that push change.
Read article
Article
Futurism, Constructivism, Dada, De Stijl, Bauhaus and Surrealism: what each one made, and which habits ended up in your toolkit.
Read article
Article
A classic improv decalogue, read as a guide for design critiques, workshops and teamwork, including where the rules need adjusting.
Read article
Enterprise UX, design systems and motion. Now teaching design at UDEM.
Each one covers the problem, my role and the outcome.
Senior UX/UI Designer
See how I added components, tokens, dark mode and the first Motion System Guide.
See case study
UX/UI & Motion Designer
Read about my experience creating explainer motion, reward coins and App Store promos for an international music and TV app.
See case study
Senior UX/UI Designer
I prototyped every search state, then redesigned the Services page and tested it with 11 people.
See case study
Co-lead Designer
I designed order templates, CSV upload and delivery tracking into one flow for corner stores and national distributors.
See case study
Lead Experience Designer
Learning credit, interest and risk by playing a 1980s bank clerk.
See case study
Brand & Product Designer
I turned a freight carrier’s real route network into proof, with a brand system and a new site.
See case study
UX/UI, Brand & Motion
Here is how I designed banknotes, a debit card, motion posters and a device concept for a digital-first currency.
See case study
Recent writing on design, teaching and AI.
Article
Why employers keep asking designers for communication and problem solving, and why good design starts with knowing what you need to know.
Read article
Article
Peirce, Saussure and Morris in plain language, and what each one changes about the way you draw and judge an icon.
Read article
Article
Five explicit criteria for telling a trend from a fad, plus the step most arguments skip: naming exactly what you're classifying.
Read article
Article
What actually makes something a trend, how micro, meso and megatrends differ, and the four kinds of drivers that push change.
Read article
Article
Futurism, Constructivism, Dada, De Stijl, Bauhaus and Surrealism: what each one made, and which habits ended up in your toolkit.
Read article
Article
A classic improv decalogue, read as a guide for design critiques, workshops and teamwork, including where the rules need adjusting.
Read article