Start with what people do.
Testing products taught me to look at where people hesitate or get stuck before proposing a fix. See the research in SkillBridge.
About / origin story
I was three when I first used a computer. My parents still joke that I worked out the mouse before the alphabet. I do not remember that part, but I remember our CRT and clicking around to see what would happen.
Most of what I learned about computers came from people I never met through websites, forum answers, and free tools. I followed their instructions until something broke, then tried again.
Years later, I am a Product Designer. I still want to understand what someone is trying to do before deciding how the product should work.

I studied Electronics and Communication Engineering to stay close to systems and code. During the pandemic, I started noticing the apps I used every day. Some stayed. Others lasted a few hours. I wanted to understand why.
That led me to UserTesting and uTest. Over the next year, I took part in more than 100 studies and reported where I got confused or stuck. I reached Silver on uTest. It did not pay much, but it taught me to stop guessing what people needed.
I moved into product design through Helpy Moto and HCLTech, then completed a Master of Interaction Design at UTS in Sydney. My engineering background still helps me understand what a system can support and talk through problems with developers.

I like products with complicated rules under the surface. Engineering helps me understand them, then I decide which parts the person using the product needs to see.
Krux is an open-source Bitcoin signing device that runs on nine low-cost hardware targets. I led an accessibility audit, changed parts of its Python firmware, added tests, and checked the results in simulators and on physical devices. Hardware often exposed problems that looked fine on a larger screen.
With Lumo, I designed the interface and helped my team build a SwiftUI prototype in five days. Bokeh is an independent prototype for finding misplaced objects through visual cues. Neither is an App Store release. Building them still made awkward states much harder to gloss over.
Testing products taught me to look at where people hesitate or get stuck before proposing a fix. See the research in SkillBridge.
On Krux, security rules and small hardware shape the interface from the start. See the constraints in Krux.
Building Lumo and Bokeh in SwiftUI exposes states and edge cases that a static screen can hide. See the Apple apps.
A simulator is useful. A physical device tells me what the interaction actually asks of someone. See the hardware checks.
Product Design and Development Contributor
Krux Wallet
Worked on accessibility and firmware for an open-source Bitcoin signing device, then checked the changes in simulators and on hardware.
iOS Design Resident
Apple Foundation Program, UTS
Designed Lumo's interface and helped build its SwiftUI prototype during a five-day team programme.
UX Consultant
HCLTech, India
Worked with senior designers and engineers on enterprise ServiceNow workflows and components.
On weekends I work at a busy food market in Sydney. When the queue gets long, it becomes obvious which handoffs make sense and which ones do not. Away from work, I am usually bouldering. Very keen, still very average.
