Capabilities
From ambiguity to something real.
My capabilities span strategy, research, experience design, product definition, prototyping, and testing. I can enter a project when the problem is still being defined, or when the direction is already established and the experience simply needs to be made real.
- Understand Immersion & research
- Define Journeys & models
- Create Concepts & structure
- Validate Test & learn
- Make real Working prototypes
Immersion & research
Understand before we solve.
Before making decisions, I want to understand the organization, the customer, the problem, and the environment surrounding it.
Research doesn’t have one prescribed format. The approach should match the problem we’re trying to solve.
The objective isn’t research for the sake of producing research artifacts. It’s to establish enough understanding to make defensible design decisions.
Artifacts
Journeys, personas & archetypes
Give the customer a shape.
Research becomes more useful when we can turn what we’ve learned into understandable models of behavior. I create customer journeys, personas, and archetypes to help teams understand who we’re designing for, what they’re trying to accomplish, what motivates them, where friction exists, what questions they have, what they need at different moments, and where the organization has opportunities to create value.
These artifacts shouldn’t become documentation that gets created once and forgotten. They should become decision-making tools for the product.
Journey map — select to view larger
Concept creation & testing
Explore before committing.
Once we understand the problem, I want to explore multiple ways the experience could solve it. Concepting is where strategy begins becoming tangible.
The goal isn’t to fall in love with the first idea. It’s to explore enough possibilities to find the direction worth pursuing. Concepts can then be put in front of stakeholders and customers early, while changing direction is still inexpensive.
Concepts
Idea → Concept → Tested direction
Wireframes & product definition
Show the ribs of the product.
This is where the experience starts becoming structurally real.
Wireframes don’t need to be low fidelity. Fidelity should match the question we’re trying to answer. Sometimes a rough sketch is enough. Sometimes I create highly detailed, high-fidelity wireframes that are intentionally close to a real interface while remaining focused on experience and product decisions.
When an established design system already exists, I can also work directly with real components in a hybrid UX/UI process rather than artificially stripping the interface back to grayscale.
The artifact isn’t the point. Making the right product decision is the point.
Wireframes
Sketch / Lo-fi → Mid-fi → Hi-fi
Prototyping & testing
Make it real enough to learn from.
I don’t think a prototype has to be a collection of linked design screens. Depending on what we’re trying to learn, I can create prototypes ranging from simple interaction models to working front-end experiences.
The difference
I can design the prototype and build it.
These can be actual working front-end prototypes rather than simulations of the experience. That changes the conversation. Stakeholders don’t have to imagine how something might work. They can use it. Customers can interact with it. Developers can understand the intended behavior. And we can learn from something that behaves much more like the eventual product.
Working prototype
Test, learn, iterate
The first answer doesn’t have to be the final answer.
Once something becomes tangible, we can put it in front of people.
The point is not simply to determine whether people “like” the design. We’re trying to understand: does this solve the problem we intended to solve?
What we learn feeds the next iteration.
Iteration
- Ideate
- Design
- Test
- Build
- Learn
Enter anywhere. Move the product forward.
Projects rarely begin exactly where the design process says they should.
Sometimes I’m brought in when the problem is still being defined. Sometimes research and strategy already exist. Sometimes the product needs experience definition. Sometimes it needs visual design. And sometimes everyone simply needs to see the idea working.
My job is to understand where we are, determine what the product needs next, and use the right tools to move it forward. Then keep going.
- Immersion & research
- Journeys, personas & archetypes
- Concept creation & testing
- Wireframes & product definition
- Prototyping & testing
- Working product direction
- Learn & iterate
- ∞