Before I make any decisions on User Experience, I do my homework to make sure there are no incorrect assumptions and the project has a solid foundation, built on facts everyone can agree on.

User Focus

User journeys or flows are used to define how the user will navigate and interact withthe product. This helps to make sure the end result is useable and useful.


This is where the first visual assets come to the project. Sketches and wireframes define the general layout of the product and location of items, copyright and features. This is the skeleton of the product.


Interactive prototypes are useful in making sure the end result feels right. It can be referenced by development and testing teams, but more importantly, it can be tested by users.


User Testing

It’s easy to get sweapt away in great ideas and amazing new features, but it’s a fine line between ground breaking and confusing. Testing with users makes sure the product is usable.

Visual Design

Based on the structure defined in wireframes and prototypes then comes the creative direction of the product. Styles, colours, branding and others are consistently applied throughout.

Interaction Design

The product won’t be static, so neither should the design be. There is also design work going into what happens between interface states and on micro-interactions.

Development Support

Challenges arise when implementing the code. Then it’s important to work closely with the developers to ensure a good user experience in the end, even if that means changing the design.


Once a product, or feature is released, then feedback and usage statistics are collected, which will inform what works and what can be improved upon in the product.


  • Photoshop
  • Illustrator
  • InDesign


  • Axure RP
  • Marvel

Design Techniques

  • Research
  • Strategy
  • Sketching / Wireframing
  • Prototyping
  • Visual Design
  • Interaction Design