Interfaces that respect the person using them
Most interfaces ask too much. Mine try to ask less. The work is research, sketching, prototyping, and the design-system housekeeping that lets a team keep shipping after the launch high wears off.
- +Research notes, the actual artifacts, not a summary
- +Wireframes, prototypes, and final visual design
- +A documented design system, ready to hand to developers
- +A short style guide your team can keep using
- ·Time for real user research, not optional
- ·A point person who can decide when we disagree
- ·A willingness to cut features you thought were essential
What this actually looks like.
Research first
A few real conversations beat a thousand assumptions. I talk to your users before I draw a rectangle.
Considered visual design
A small palette, a strong type system, generous whitespace. Personality through restraint.
Prototypes that test
Figma prototypes wired up well enough to learn from in user testing.
A design system
Tokens, components, documentation. Built to be edited by the team after I'm gone.
Accessibility built-in
Contrast, focus order, motion preferences, at design time, not retroactively.
Purposeful motion
A few small movements at the right moments, instead of decorative animation everywhere.
How a project moves.
- 01
Listen
Stakeholder interviews, user conversations, a competitive look. Then a one-page brief.
- 02
Sketch
Wireframes on paper or in Figma. Cheap enough to throw away.
- 03
Prototype
High-fidelity flows, clickable, tested with real users.
- 04
System
Tokens and components, documented for handoff.
- 05
Support
Available for design questions through implementation. Available after, on retainer or by the hour.
What I usually reach for.
Picked by what fits the project, not what's on the bookshelf.
- Figma
- Maze
- Notion
- Loom
- Tokens Studio
- Storybook
- Pencil
- A small sketchbook
Let's build something great.
A few sentences about who the design is for is plenty.