Designing systems that reduce cognitive load and support real people in real contexts.
My UX work comes from lived experience — designing tools for people managing complex routines, fluctuating abilities, and high-stakes daily tasks. I approach interfaces the same way I approach games and worlds: through systems, empathy, and iteration.
Below are two projects that show how I think, how I design, and how I adapt solutions to the constraints of real users, real devices, and real environments.
(Name withheld for privacy)
A mobile app designed for an individual managing a complex medication routine across multiple pharmacies. This was a real, high-stakes problem: fluctuating energy, cognitive load, inconsistent refill cycles, and the risk of missed doses.
The system includes a full-featured primary app and a lightweight companion app for trusted supporters.
The user's daily routine involved 8+ prescriptions, multiple pharmacies, shifting schedules, and limited attention bandwidth. Existing apps assumed stable devices, high medical literacy, and perfect adherence.
The challenge was to create a system that adapts to the user — not the other way around.
The interface needed to flex with the user's cognitive state, device performance, and real-world constraints.
A lightweight secondary app for trusted supporters. It receives missed-dose alerts, syncs with the primary user's reminder settings, and stores no sensitive data. Designed for low-end devices and minimal cognitive load.
(Course project — original branding removed intentionally)
This project demonstrates foundational UX skills — mobile-first wireframing, responsive layout design, and basic design system creation.
A 6-week mentor-guided UX/UI foundations course focused on core design skills: user research, wireframing, interaction design, usability testing, and accessibility.
The capstone assignment was to redesign a travel-planning service across mobile and web, improving clarity, navigation, and overall usability.
The original brand assets have been removed to keep the focus on the design process rather than the assignment's fictional company.
The provided travel service had several issues common to early-stage products:
The challenge was to create a cleaner, more intuitive experience that supported both quick trip planning and deeper exploration.
Users wanted clarity and momentum — fewer decisions upfront, clearer paths to action, and a layout that adapts to different device sizes.
The final design introduced:
The result was a more intuitive, approachable interface that supported both quick actions and deeper browsing.
Figma — FigJam — Photoshop
Visual assets available on request — screens shown without original branding.
For more work across games, worlds, and systems, explore the rest of my portfolio.