A product designer who thinks in systems.
Research, logic, UI, and the bits in between.
A product designer who thinks in systems.
Research, logic, UI, and the bits in between.
A product designer who thinks in systems.
Research, logic, UI, and the bits in between.
Drawn to the work where the problem is complicated, the constraints are real, and the answer takes a hundred small decision nodes
Drawn to the work where the problem is complicated, the constraints are real, and the answer takes a hundred small decision nodes
Drawn to the work where the problem is complicated, the constraints are real, and the answer takes a hundred small decision nodes
EXPERIENCE
EXPERIENCE
7 years
7 years
7 years
7 years
SCOPE
SCOPE
End-to-end: research to specs
End-to-end: research to specs
End-to-end: research to specs
End-to-end: research to specs
INDUSTRIES
INDUSTRIES
SaaS · Government · Health insurance
SaaS · Government · Health insurance
SaaS · Government · Health insurance
SaaS · Government · Health insurance
Looking for something specific?
Browse all case studies by user research, design systems, product & platform, or responsive web design.
About me
Sydney-based product designer, seven years in. I've worked across websites, platforms, design systems, and research — in government, e-commerce, and health.
Most of my work lives where design has to hold up to logic and scale. I like that constraint — it's the kind of problem that rewards staying close to the detail.
Core practices
Core practices
1
User research
I treat user research like a psychology experiment. Choosing the right method is how the data earns its weight. The pauses, the hesitations, the reactions matter as much as the answers.
1
User research
I treat user research like a psychology experiment. Choosing the right method is how the data earns its weight. The pauses, the hesitations, the reactions matter as much as the answers.
2
User flow mapping
Flows before screens. If the logic doesn't hold up on a flow chart, the UI won’t fix it. I map states, edge cases, and paths before designing the screen.
2
User flow mapping
Flows before screens. If the logic doesn't hold up on a flow chart, the UI won’t fix it. I map states, edge cases, and paths before designing the screen.
3
Working with AI
I use AI as a thinking partner and an efficiency lever — for research synthesis, first drafts, and stress-testing my decisions. The skill is knowing where my gaps are, and shaping a 'blank' that's specific enough for AI to fill well.
3
Working with AI
I use AI as a thinking partner and an efficiency lever — for research synthesis, first drafts, and stress-testing my decisions. The skill is knowing where my gaps are, and shaping a 'blank' that's specific enough for AI to fill well.
4
Stakeholder collaboration
Most design decisions are negotiations. I research before I design so I can argue for a position with evidence, not opinion. I run collaborative workshops so the design carries more than one perspective into the work.
4
Stakeholder collaboration
Most design decisions are negotiations. I research before I design so I can argue for a position with evidence, not opinion. I run collaborative workshops so the design carries more than one perspective into the work.
5
Design systems
I build atomic systems — tokens, components, patterns — that hold up to years of use and maintenance. I treat it as a product, not a handover artefact: it brings designers, engineers, and content teams onto the same page.
5
Design systems
I build atomic systems — tokens, components, patterns — that hold up to years of use and maintenance. I treat it as a product, not a handover artefact: it brings designers, engineers, and content teams onto the same page.
6
Accessibility
WCAG AA is a floor, not a finish line. I build accessibility into the system's principles — interaction patterns, focus states, contrast pairs, keyboard equivalents — so it's not a checklist at the end. It's built into the foundations.
6
Accessibility
WCAG AA is a floor, not a finish line. I build accessibility into the system's principles — interaction patterns, focus states, contrast pairs, keyboard equivalents — so it's not a checklist at the end. It's built into the foundations.
7
Interactive prototyping
Prototyping isn't about showing off skill — it's about communicating ideas and getting answers. The fidelity should pragmatically match the question.
7
Interactive prototyping
Prototyping isn't about showing off skill — it's about communicating ideas and getting answers. The fidelity should pragmatically match the question.
8
UI design
Aesthetic matters, but restraint over excess. A great interface is about clear hierarchy, considered density, and the right contrast. UI is where the user’s mental model meets the screen.
8
UI design
Aesthetic matters, but restraint over excess. A great interface is about clear hierarchy, considered density, and the right contrast. UI is where the user’s mental model meets the screen.



