How I Work
Three ways into
how I think and design
Mindset is how I frame problems before touching Figma. The framework is behind every design decision. Craft is the habits that show up once execution starts.
01
Emotion First,
See my mindset complete →
Emotion First,
Interface Later
How I think about a design problem before drawing a single frame. The questions I ask, the tensions I map, and why I almost always start with emotion — not interface.
- What is the user feeling at the exact moment they open this product?
- What's the emotional cost of friction here — anxiety, confusion, shame?
- What would make this feel like it's on the user's side?
- What should I deliberately not design?
02
Emotional State
See the framework complete →
Emotional State
Architecture
A repeatable system I built to design products that retain users through clarity, not pressure. It maps emotional states to design zones and mascot behavior.
- Why gamification without punishment is a retention strategy
- How mascot UX externalizes the user's emotional tension
- The 60/40 zoning model that drives every screen layout
- How ESA moves DAU, churn, and perceived control
03
See how I build →
How I Build
The habits that show up once execution starts: how I design a character system, how I turn raw data into readable UI, and why presentation is part of the deliverable.
- Why a mascot's state has to start from a data trigger, not a mood board
- Turning a GitHub feed into something worth opening
- Composing mockups so the panel disappears and the product reads
- Never below 2× the real render size — pixelation kills credibility