Understand
Clarify context, people, constraints and what the experience needs to achieve.
From product interfaces to spatial and sensor-based experiences, I design interactions that make complex systems easier to understand.
Four projects that show the range of my practice — from spatial interaction and product UI to game systems and UX process.
A playable card-and-dungeon prototype that delves into exploration, deckbuilding and tactical combat.
An iOS AR investigation prototype where the interface extends into physical space through scanning, sensors, audio and camera-driven interaction.
A digital learning interface spanning classroom navigation, content, activities, settings and student progress.
A personal-organisation concept explored through problem framing, research synthesis, information architecture, task flows, wireframes and high-fidelity UI.
A selection of earlier work spanning illustration, motion, educational design and visual systems.
An earlier illustration series with a distinct hand-drawn visual language.
Short-form motion work extending editorial artwork through animation.
An educational collectible-card set combining information, character and play.
A large character collection built around a consistent illustration language across many visual variants.
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.
Clarify context, people, constraints and what the experience needs to achieve.
Map behaviours, flows and alternatives before committing to a visual direction.
Make ideas tangible early through wireframes, motion studies and working prototypes.
Expose assumptions to real constraints, feedback and edge cases.
Refine behaviour, hierarchy and visual systems until the experience feels coherent.
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.