Interaction design for environments that break the rules
Thesis
A research-led set of principles for XR in industrial settings — where gloves, noise, and physical load make most interface assumptions wrong.
I design complex digital products that make business operations, data, and decision-making easier to understand and scale.
I work from discovery into UX architecture: mapping the messy parts, shaping flows, turning repeated UI decisions into design-system patterns, and checking accessibility early. I stay close to engineers, product teams, and stakeholders so AI and data workflows become interfaces people can understand, use, and maintain — watching design quality as it gets built.
Areas I work across
The same loop on most projects, end to end — I stay past the handoff, through the build, design QA, and back into the system.
Discovery
Sit in the real workflow: interviews, support threads, and the spreadsheet someone quietly runs everything from.
Framing
Name the actual problem and what we are deliberately not solving, so scope stops sliding mid-project.
Concept models
Map the objects, states, and relationships underneath before drawing a single screen.
Prototypes
Put clickable flows in front of real data and real users to find where the idea breaks.
Design specs
Hand over buildable detail: every state, empty view, error, and edge case engineers will hit.
Implementation support
Stay in the build, answer the questions Figma cannot, and adjust as real constraints surface.
Design QA
Check the built UI against intent and catch spacing, state, and behavior drift before users do.
Measurement
Watch it in use and ask the honest question: did this make the work easier, or just different?
System contribution
Fold the patterns that held up back into the design system so the next team starts ahead.