Approach & craft
Many designers say they design apps. My experience shows I design ecosystems.
Three patterns for how I work, seven capabilities that carry them, and the motion, illustration and prototyping craft underneath.
Three patterns
Three patterns for how I work, and the artifacts behind each one.
Many designers say they design apps. My experience shows I design ecosystems.
Almost none of my best work is about visuals alone. It’s about making technology disappear.
I repeatedly work in emotionally engaging products. Every product I’ve worked on has an emotional outcome.
Even the enterprise work isn’t about back-office software. It’s about helping people become a better version of themselves.
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.
Platformer Game.
I designed a personal platformer game called “Would you love me if I was a worm”. The main character (my partner) has to go through 3 various obstacles: planning an ideal date, avoiding the she-worm as he collects coins, and finally using those coins to shop for gifts which the queen will rate at the end. If the queen is happy with his proposed date and gifts, she won't execute him.
Disney Backdrops & Magic Shots.
Here are a few samples of my illustrative work at Disney: From photoshopping Pixar-shaped clouds, illustrating chalkboard art of a DCL ship, creating Peter Pan constellations, and designing a Disney-inspired Christmas backdrop.
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.
Designing in Motion: Workout Player Prototype.
Prototyped the workout player as a real-time experience, testing transitions, coaching cues, and logging under actual usage conditions. This helped uncover friction early and refine the flow into something users can rely on mid-workout.
From Prototype to Product: Full-Stack Budgeting Experience.
Designed and built a fully functional budgeting app by bridging Figma MCP, Claude, and Cursor into a seamless workflow. Translated UI concepts into a live web experience with real backend integration, enabling rapid iteration, real data handling, and immediate usability testing.
Vibe-Coded for Disney: This Presentation, Live.
This presentation itself is the prototype. Hand-crafted in HTML, CSS, and JavaScript with Claude as a copilot, every slide, animation, tab, and gallery shaped through conversation, design intent, and iteration. Built end-to-end in days, not weeks.