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Approach & craft

Many designers say they design apps. My experience shows I design ecosystems.

Three arguments for how I work, seven capabilities that carry them, and the motion, illustration and prototyping craft underneath.

Three arguments

Three arguments for how I work, and the artifacts behind each one.

Many designers say they design apps. My experience shows I design ecosystems.

My approach

Seven capabilities, each with something you can point at.

01

Understand the system

I start by listing what already exists and giving every piece a name. What is there, how it fits together, what is missing. A redesign that starts from a blank file just moves the mess somewhere else.

300+ unlabeled frames

Over 300 frames audited and labelled before anything was redrawn.

  • Research
  • Systems thinking
02

Find the human friction

I look for where people actually give up, not where the team assumes they do. The numbers point at a screen. Talking to someone tells me why they left it.

LunaFit onboarding funnel

People were dropping at goal selection, not at sign up. The session replays showed it before anyone guessed it.

  • Research
  • Analytics
03

Design the behavior

I design what a product does over time, not just how it looks sitting still. Every state, every move between them, and the rules that connect them. Engineers then build one thing instead of fifty exceptions.

The LunaFit coach

The coach got a set of states to move through, not just a screen of chat bubbles, so it was built once.

  • Interaction design
  • Systems thinking
04

Prototype the experience

I build it as rough or as finished as the question needs. Motion and logic together, in something a developer can actually run, because a flow only shows its problems once it moves.

20+ Rive components

Voice and animation ran off one model, so engineering had a single thing to plug in.

  • Prototyping
  • Interaction design
05

Build scalable foundations

Once a pattern has earned its place I turn it into a component and write down how to use it. It is for the next twenty screens, and for the people building them who are not me.

PhotoPass Style Guide v3.6

13 documented systems, used across three parks.

  • Systems thinking
  • Interaction design
06

Partner through implementation

I stay on it while it gets built. I review the real thing, adjust where the design met reality, and keep the tokens honest so what ships is what we designed.

DCL component library

11 components, no hardcoded values, reviewed with engineering before the design was finished.

  • Engineering collaboration
  • Systems thinking
07

Learn from real usage

After launch I go back to the numbers. What people actually do decides what the next version is, and it is the only part of this that ends an argument.

Ears & Balloons

Top 10 in creates and swipes, conversion up 6.2%.

  • Analytics
  • Research

Motion

Motion Design & Micro Interactions.

Illustration

Illustration & Graphic Design

PhotoBooth Lens Stickers.

I was tasked to create the assets for the WDW Photobooth lens, a multi-park AR with themed overlay variations and a photo capture experience.

AI & Prototyping

AI Development & Figma Prototyping

Designing and building a casting platform with an integrated LMS.

Defined the product, designed the flows, and engineered the live platform in Next.js and Supabase so casting, enrollment, payments, and course delivery could finally live in one system instead of email chains and separate tools.