About

I design products
that feel inevitable.

Every engagement starts with evidence, not aesthetics. Before a single screen is drawn I sit with the data: interviews, support tickets, funnel drop-offs. I stay there until the design decision stops being a matter of taste and becomes the obvious answer. Opinions are cheap; I’d rather bring proof.

Then I build systems, not screens: tokens, components, and documentation that hold up long after the engagement ends. And I sweat the details most people never consciously notice, the easing curve, the hairline border, the sentence that could lose four words, because users notice everything. Just not consciously.

100+
Projects completed
25+
Clients served
5
Countries
99%
Client satisfaction

Experience

The road to here

Seven years, from graphic design into product design, always moving closer to the product.

  1. 2025–Today

    UX/UI & Product Designer

    Irrenium

    Designing products end to end, from research through to the shipped interface. Where graphic craft and product thinking finally meet.

  2. 2020–2024

    UX/UI & Product Designer

    Rey Dev

    UX/UI and product design for the agency’s clients across web and mobile, from first research through to the built, shipped interface.

  3. 2019–2020

    Graphic Designer

    NextOne Agency

    Where it started. Brand systems, layouts, and visual identity, learning that good design is decisions, not decoration.

Capabilities

Skills & methods

The craft, the process, and the stack behind the work.

Design

From idea to identity.

  • Product Design
  • UI/UX Design
  • Art Direction
  • Branding
  • Logo Design
  • Design Systems

Methods

How I de-risk decisions.

  • UX Research
  • Usability Testing
  • Journey Mapping
  • Accessibility Audits
  • Prototyping

Tools

What I build with.

  • Figma
  • Framer
  • Web Development
  • Notion
  • FigJam

Principles

What I believe

Four convictions that shape every decision, long before the pixels.

Evidence over opinion

Taste is where I start, not how I argue. I bring data to the table so we ship the obvious answer, not the loudest one.

Systems, not screens

One good screen is luck. Tokens, components, and rules that scale are how the tenth screen stays as sharp as the first.

The details are the design

The easing curve, the hairline border, the four words I cut. Users feel every one, even when they never name it.

Shipped teaches, perfect stalls

A design out in the world learns faster than a flawless one still waiting. I move fast without moving sloppy.

Available for select engagements

Let’s create something
extraordinary together.

I partner with a small number of teams each year on products where craft is the strategy. If that sounds like yours, let’s talk.