


ABOUT ME VIDEO
COMING SOON
ABOUT ME VIDEO
COMING SOON
ABOUT ME VIDEO
COMING SOON

ABOUT ME
ABOUT ME

ME

ME
I'm a designer who gets genuinely excited when something I create actually helps someone.
You know that moment when a user says "this is exactly what I needed"? That's what drives me. I've learned that great design happens when you really listen to people's problems - not just what they say, but what they're struggling with behind the words. The business metrics tend to follow naturally when you nail that human need.
I work best on teams where people actually care about what they're building. Where it's okay to challenge ideas (including mine) if it means we'll build something better. I've found that the best products come from teams that can be real with each other.
When I'm not designing, I'm probably making music, attempting to code something ambitious (emphasis on attempting), or getting outside to clear my head. Running local trails, camping, meeting up with other designers and developers - these things keep me grounded and often lead to those random "what if we tried..." moments that make their way into Monday's design review.
I believe good design should feel obvious to the user and invisible to everyone else. If someone has to think too hard about how to use what I've built, I haven't done my job.
I'm a designer who gets genuinely excited when something I create actually helps someone.
You know that moment when a user says "this is exactly what I needed"? That's what drives me. I've learned that great design happens when you really listen to people's problems - not just what they say, but what they're struggling with behind the words. The business metrics tend to follow naturally when you nail that human need.
I work best on teams where people actually care about what they're building. Where it's okay to challenge ideas (including mine) if it means we'll build something better. I've found that the best products come from teams that can be real with each other.
When I'm not designing, I'm probably making music, attempting to code something ambitious (emphasis on attempting), or getting outside to clear my head. Running local trails, camping, meeting up with other designers and developers - these things keep me grounded and often lead to those random "what if we tried..." moments that make their way into Monday's design review.
I believe good design should feel obvious to the user and invisible to everyone else. If someone has to think too hard about how to use what I've built, I haven't done my job.
I'm a designer who gets genuinely excited when something I create actually helps someone.
You know that moment when a user says "this is exactly what I needed"? That's what drives me. I've learned that great design happens when you really listen to people's problems - not just what they say, but what they're struggling with behind the words. The business metrics tend to follow naturally when you nail that human need.
I work best on teams where people actually care about what they're building. Where it's okay to challenge ideas (including mine) if it means we'll build something better. I've found that the best products come from teams that can be real with each other.
When I'm not designing, I'm probably making music, attempting to code something ambitious (emphasis on attempting), or getting outside to clear my head. Running local trails, camping, meeting up with other designers and developers - these things keep me grounded and often lead to those random "what if we tried..." moments that make their way into Monday's design review.
I believe good design should feel obvious to the user and invisible to everyone else. If someone has to think too hard about how to use what I've built, I haven't done my job.
Upper creek falls..highly recommend swimming in cold mountain water.
Upper creek falls..highly recommend swimming in cold mountain water.