INTERACTION DESIGNER · ZUG, SWITZERLAND

I make complex things feel simple.

From product interfaces to spatial and sensor-based experiences, I design interactions that make complex systems easier to understand.

Selected work

Interaction, products and visual systems.

Four projects that show the range of my practice — from spatial interaction and product UI to game systems and UX process.

01 · GAME DESIGNPLAYABLE PROTOTYPE
Selected projectGame systems
Emberfade live exploration gameplay capture
Emberfade live combat gameplay capture featuring the Chained PenitentCOMBAT
Emberfade live victory reward screenREWARD
LIVE CAPTURETHE DUNGEON · FLOOR 1
EMBERFADEGAMEPLAY / REAL UI
COMBATEXPLORATIONREWARDDECKBUILDING
card game · playable prototype

Emberfade

A playable card-and-dungeon prototype that delves into exploration, deckbuilding and tactical combat.

Game DesignInteractive SystemsPrototypingGame UX
02 · SPATIAL INTERACTIONIN DEVELOPMENT
Selected projectSpatial interaction
Hauntline investigation prototype card image assembled from real interface captures
SCANNINGSENSORSAUDIOCAMERA UI
camera · sensors · spatial UI

Hauntline

An iOS AR investigation prototype where the interface extends into physical space through scanning, sensors, audio and camera-driven interaction.

Spatial InteractionARPrototypingSensor-based UIGame UX
03 · DIGITAL PRODUCTDIGITAL LEARNING
Selected projectDigital product
Boki product UI/UX portfolio cover
BOKISTUDENT
AHA! CLASSTEACHER TOOL
EXPLORE READ LEARN PLAY
MEMORYWORD SEARCHTRUE / FALSEDRAG + DROP
learning interface · product system

Boki

A digital learning interface spanning classroom navigation, content, activities, settings and student progress.

UI/UXProduct DesignEducationInterface Systems
04 · UX CONCEPT STUDYUX PROCESS
Selected projectUX concept
Notepal UX concept study portfolio cover
AGENDANOTESSETTINGS
NADHD-INFORMED
ORGANISATION
CAPTURE ORGANISE ACT
SIMPLICITYVISUAL CUESREMINDERSACCESSIBILITY
personal organisation · UX concept

Notepal

A personal-organisation concept explored through problem framing, research synthesis, information architecture, task flows, wireframes and high-fidelity UI.

UX ResearchInformation ArchitectureUser FlowsPrototyping
Process

From ambiguity to something testable.

I use a practical loop rather than a rigid methodology. The goal is to make assumptions visible early and improve the experience through evidence and iteration.

01

Understand

Clarify context, people, constraints and what the experience needs to achieve.

02

Explore

Map behaviours, flows and alternatives before committing to a visual direction.

03

Prototype

Make ideas tangible early through wireframes, motion studies and working prototypes.

04

Test

Expose assumptions to real constraints, feedback and edge cases.

05

Iterate

Refine behaviour, hierarchy and visual systems until the experience feels coherent.

ABOUT

I’m an interdisciplinary designer with more than 15 years of professional experience.

My path moved from illustration and graphic design into art direction, UI/UX, digital products and increasingly interaction, spatial interfaces and prototyping.

15+ yearsProfessional design
6 yearsArt Direction
Top 10Coderhouse UI/UX
ZugSwitzerland
FigmaInterface design
FramerWeb & prototyping
Capabilities

Interaction first. Visual craft underneath.

Interaction Design
UI/UX
Prototyping
User Flows
Interface Systems
AR / Spatial Interaction
Game UX
Art Direction
Branding
Illustration · Animation · Editorial
Contact

Thoughtful interaction. Strong visual systems. Hands-on prototyping.

Francisco QuagliottiZug, Switzerland