HOW I WORK
The approach underneath the case studies — how I think, the teams where I thrive, and the raw artifacts where the decisions actually got made.
How I Think
Design problems that stall enterprises are rarely design problems. They're trust, incentive, and alignment problems that collide at the point of adoption — where a beautiful flow still gets routed around. What follows is how I find that collision point and build through it.
1. Understand the system before touching pixels.
Every hard enterprise problem is a systems problem wearing a UI costume. Before I draw a screen I map the states, transitions, and edge cases the interface will have to survive — because a flow that only handles the happy path is a prototype, not a product. At Deere, the "licensing screen" was really one machine that could sit in any combination of consent conditions at once; nothing got simple until the system underneath did.
In practice → Deere: the licensing matrix, mapped before any screen
2. Find where complexity actually lives.
Complexity is rarely where the ticket says it is. Before proposing anything, I find where it actually concentrates — usually one rule, one incentive, or one moment of mistrust carrying most of the weight, while the visible symptoms scatter across a dozen screens. Naming that load-bearing knot precisely is the diagnosis; get it wrong and every screen you touch afterward is a guess.
In practice → FourKites: the fix was driver incentives, not the app
3. Simplify rules before simplifying interfaces.
Once I know where the complexity lives, I treat the model before the interface: collapse overlapping states into one lifecycle, cut how many things can be true at once, and kill rules rather than add UI to explain them. The screen inherits whatever clarity — or mess — the rules underneath it carry. A clean UI on a tangled rule set is a promise the product can't keep.
In practice → Deere: collapsing the matrix into one lifecycle
4. Prototype with engineering early.
Design thrown over a wall arrives late and wrong. I prototype in code, sit with engineers while constraints are still cheap to change, and treat feasibility as a design input, not a veto that shows up at the end. Half of good enterprise design is knowing what the system can actually do — and the fastest way to know is to build a little of it yourself.
In practice → Thios: prototyping the whole system in code, solo
5. Design for adoption — not approval.
A design that wins the review and loses the user is a failure with good optics. Sign-off is a checkpoint; adoption is the goal. I design for the moment a busy person decides whether to route around the thing I built — and I'd rather ship something that survives that decision than something that photographs well in a deck.
One job underneath all five: make complex systems trustworthy enough to adopt — at scale. The rest is just knowing, on a given problem, which of these to reach for first.
Working With Me
A résumé tells you what I've done. This is the shorter, more honest version of what I'm actually like to build with.
What I Like Building
I like problems that look impossible on a whiteboard — a state space that explodes, a workflow nobody can hold in their head, a platform that grew twelve different ways and now has to feel like one. I'm happiest on the operational tools real people depend on to do real work: the control tower a dispatcher stakes a big call on, the flow half a million operators have to trust, the design system that keeps six surfaces honest. I'd rather make one genuinely hard thing usable than ten easy things pretty. And I like building all the way down now — not just speccing the screen, but prototyping it in code until it actually works.
Teams Where I Thrive
I do my best work close to the problem and close to the people solving it. Small, senior teams where I can talk to an engineer without booking a meeting. Rooms where ambiguity is expected and "I don't know yet — let me build a version" is a normal answer. I want real ownership of one hard surface over a sliver of ten. I value direct, honest feedback over politeness, and I'll give it back the same way. And I'm allergic to process theater — status rituals that produce decks instead of decisions. Give me a clear problem, real users, and people who'd rather ship and learn than argue in the abstract, and I'll go a long way.
Why Enterprise
Consumer design mostly fights for attention. Enterprise design fights for clarity — and I find that far more interesting. The problems are genuinely hard: overlapping states, competing incentives, decades of legacy, and users who will route around anything that wastes their time. Nobody's there for the delight; they're there to get a job done, and when you make that job noticeably easier, you can feel it. The stakes are real, too — the dashboard someone bets a contract on, the flow that gates a multi-billion-dollar business. I like that the work matters to someone's actual day, and that "is it usable" isn't a nice-to-have — it's the whole game.
AI — How It Changed My Workflow
AI collapsed the distance between knowing what to build and building it. I've always been able to spec a system; now I can prototype it in code, wire up the data, and put a working version in front of people in the time it used to take to make a clickable mockup. That changes what design even is for me — I can test a hard interaction against reality instead of arguing about it in Figma. It's how I built and shipped Thios's six surfaces solo, and it's part of my daily workflow now, not a side experiment. I don't think it replaces judgment. It just means one person's judgment can reach a lot further than it used to.
Process
Portfolios show the polished result. This shows the work before it was presentable: pencil on graph paper, low-fi wireframes, card sorts, decision-logic scrawled until it made sense. I'd rather you trust the thinking than the mockup — visible thinking is harder to fake than a finished screen.
// SKETCHES
// WIREFRAMES & EXPLORATION
// RESEARCH & INFORMATION ARCHITECTURE
// SYSTEMS & DECISION LOGIC
None of this was meant to be seen. That's the point — it's easier to trust the thinking than the screenshot.
LET'S TALK
Interested in discussing enterprise design challenges or exploring opportunities?