Standards
Make quality explicit before a review begins.
I design complicated products, and increasingly the conditions that let a team design them well more than once. Both halves matter. The second is the part most portfolios leave out.
Financial products with regulatory consequences. Enterprise platforms serving groups with little in common. AI features being fitted into both.
The job is to understand what is really happening, decide what a person should never have to deal with, then make the remainder proportionate to what they are trying to do.
Complexity does not disappear when an interface looks simple. It moves into the service, the model or another person's day. Good design puts it somewhere deliberate.
In a mature organisation, design quality is often limited by memory and operating conditions rather than talent. Accessibility is decided during release. A component exists four ways. A designer re-derives a conclusion a colleague reached last year.
Design operations removes those costs through standards, review practice, systems, clearer handover and a quality loop that catches problems while they are still cheap.
Make quality explicit before a review begins.
Let a decision travel through components and patterns.
Connect design intent to engineering reality.
Turn defects and rework into the next better decision.
I still design and prototype. Figma for layout and systems. Working HTML, CSS and JavaScript when the question is timing, failure, keyboard behaviour or what a screen reader hears.
Static frames flatter every idea equally. A prototype that behaves badly tells you something a beautiful frame never will.
Modal behaviour, streaming announcements and route filtering are product decisions, not compliance polish.
Understanding cost and state helps me argue for the right things and concede the right things.
An honest evidence gap is stronger than a claim that fails under one interview question.
Current focus includes AI enablement, accessibility, design systems and the route from design into engineering. I am interested in roles where the domain is genuinely difficult or the practice needs firmer footing.
Product, engineering, content design, risk, compliance and designers who need enough structure to move faster without losing judgement.
Generative and cinematic visual work, game-world aesthetics and an unreasonably detailed topographic map of the GTA V landmass. These are where craft can be obsessive without needing a business case.
Open to conversations about design operations and senior or lead product design.