Product Design
Turning ambiguous product problems into flows, systems, and interface decisions that teams can actually ship.
A compact view of the kinds of design problems I enjoy: product clarity, motion language, and interactions that make software feel considered.
Turning ambiguous product problems into flows, systems, and interface decisions that teams can actually ship.
Using motion to explain hierarchy, causality, and state changes without making the product feel noisy.
Designing small moments where intent, feedback, and timing make complex tools feel calmer.
A few deeper product stories, including the player, monetisation, and motion systems work at Pocket FM.

Defined the motion language and token set adopted across audio, player, and discovery surfaces.

Redesigned the listening surface across player hierarchy, wireframes, final UI, and ad moments.

Built Pocket FM's first subscription product, from zero to ~20% of revenue, without breaking the coin economy.
An older portfolio deck with early product, UI, and visual design work.