← How I Work

01 — Mindset

Emotion First,
Interface Later

Before I open Figma, I need to understand what the user is feeling — not what they need to click. Most design problems are emotional problems wearing a UI costume. This is how I strip the costume off.

What I ask before
touching any tool

Every project starts with the same four questions. Not user stories. Not "what does the client want." These questions reveal the emotional gap the product needs to close.

Q01

What is the user feeling at the exact moment they open this product?

Not what they want to accomplish — what emotional state are they in? Tired, anxious, hopeful? That state is the real starting point of the design.

Q02

What's the emotional cost of friction here?

Every extra tap costs something. In a banking app it costs trust. In a fitness app it costs motivation. I need to know the specific emotional price of getting things wrong.

Q03

What would make this feel like it's on the user's side?

Most products feel neutral at best, hostile at worst. I'm looking for the design move that shifts the product from "tool" to "ally." That shift is always emotional, rarely functional.

Q04

What should I deliberately not design?

Restraint is a design decision. Some features create noise that erodes trust. I need to know what to leave out before I know what to build.

Functional problem
vs Emotional problem

Every product has two layers. Most teams only design the functional one. I map both — because the emotional layer is where retention actually lives.

Functional layer

What does the user need to do? Check credit usage, track commits, submit a form
What's broken in the flow? Too many steps, unclear hierarchy, missing feedback
What does the system need to communicate? Status, progress, next action

Emotional layer

What does the user feel while doing it? Anxiety, confusion, shame, or in control and capable
What emotional state do we want to create? Clarity, momentum, safety — the feeling of being supported
What emotional residue does this leave? Do they feel good about themselves after using the product?

How I think
about every decision

These aren't rules I follow. They're patterns I've noticed in the work that actually moves people.

01

Anxiety is a design problem

If a user feels anxious while using a product, that's a design failure — not a user failure. Anxiety usually means missing context, unclear consequences, or a sense that the system doesn't understand the person using it. My job is to close that gap.

02

Retention lives in emotional residue

Users don't come back because the UX is clean. They come back because the product made them feel capable, seen, or in control. That feeling — the emotional residue — is what I design toward. It's invisible in user flows and visible in DAU.

03

Gamification without punishment

Most gamification systems are guilt engines disguised as progress bars. Streaks that shame absence. Scores that punish inconsistency. I design systems where inactivity is recoverable and progress feels earned — not threatened.

04

The mascot is a trust proxy

A reactive character externalizes what the product knows about the user's state. Instead of a cold number or a red alert, the mascot says: "I see you, and here's what I think you should feel about this." That's not decoration — that's the emotional contract made visible.

What I deliberately
don't design

Restraint is the hardest design skill. These are the things I actively remove or refuse — because adding them would make the product feel like it's working against the user.

No

Shame-based progress mechanics

Streaks that break. Scores that drop. Notifications that say "you've been slipping." These create short-term engagement and long-term churn.

No

Information overload in high-anxiety moments

When a user is already stressed, showing them more data makes it worse. The design should filter, not flood. One clear signal beats ten accurate ones.

No

Neutral tone in emotional contexts

A bank app that shows your debt in the same tone as your balance is emotionally illiterate. Tone is a design material. Neutral is a choice — and usually the wrong one.

Next

See how this mindset
becomes a framework

ESA — Emotional State Architecture turns these principles into a repeatable design system.

See the framework complete →