Interfaces built to actually ship.
Good UI/UX isn't about chasing whatever trend is on Dribbble this month — it's about a product people don't have to think about. I work close with founders and dev teams to turn a rough idea into interfaces that actually get built, because I know enough HTML, CSS and JavaScript to know what's realistic and what just looks good in a mockup.
Most projects start with a messy whiteboard of a problem and end with a clickable Figma prototype your developers can actually build from — with states, edge cases and spacing documented, not left for someone to guess later.
I lean on real data over opinion where I can get it, and short feedback loops instead of one big reveal three weeks in. If something isn't working, I'd rather find out on day four than at handoff.
- SaaS products01
- Founders & startups02
- Internal tools03
- Dev teams04
- Figma
- HTML & CSS
- JavaScript
- AI tools
From idea
to interface.
-
01
Research & flows
I map out what the user is actually trying to do before I open Figma. Half of good UX is deciding what not to build.
-
02
Wireframes
Low-fidelity first, so we argue about structure before we argue about colour. Cheaper to change a box than a finished screen.
-
03
UI design
Typography, spacing, states — hover, empty, error, loading. The screens people never notice are usually the ones that took the longest.
-
04
Prototyping
Clickable Figma prototypes for testing and buy-in, before anyone writes a line of production code.
-
05
Dev handoff
Specs, tokens and edge cases documented — not a Figma link and a "good luck." I've written enough front-end code to know what devs actually need.
Got a project
you're sitting on?
Let's talk it through.
The best briefs come in early — even half-formed. Send me what you've got and I'll come back inside a day with honest thoughts and, if it's a fit, a small plan.
Email me a brief