User needs first
Questionnaires, field observation, competitor analysis, and structured thinking help me find the right design opportunity before polishing the surface.
I am a UI/UX and interactive designer with a background in business, marketing, software engineering, and visual communication. My work lives between research and emotion: I like turning user needs into digital experiences that feel clear, warm, and visually memorable.
My design process starts with observation and listening: user feedback, competitor research, questionnaires, and the small details that reveal how people actually behave. From there I shape flows, wireframes, high-fidelity screens, prototypes, and visual identities that make an idea easier to understand and nicer to use.
Questionnaires, field observation, competitor analysis, and structured thinking help me find the right design opportunity before polishing the surface.
I move from user flows and wireframes into high-fidelity UI, interactive prototypes, visual systems, and brand moments.
Artwork production experience trained my eye for layout, color, quality control, and the kind of details that quietly make work feel finished.
I studied Interactive Design at Monash University and Software Engineering at the University of Melbourne. That mix helps me think about products from both sides: how an experience should feel, and how it may be built.
University of Melbourne, Australia. Strengthened technical thinking, problem-solving, and web fundamentals.
Monash University, Australia. Built a foundation in interaction, visual communication, prototyping, and human-centered design.
Prepared digital artwork for print production, checked image quality, color, and layout, and supported production quality control.
A connected ordering experience with competitor research, user flows, high-fidelity screens, a cartoon IP character, and a Unity prototype.
A social gaming app concept based on questionnaires, redesigned tile visuals, interaction flows, wireframes, and mobile UI screens.
A public-space concept developed through field observations, 6 Thinking Hats analysis, sketches, 3D animation, and user feedback.