I design the experience . I design the system that ships it .
Nine years of UX architecture and design-systems practice. I define the structure that gives product teams direction, and the infrastructure that keeps them consistent at scale.
At Elektrobit I defined the UX architecture for infotainment products and unified the design system across product lines. At TEAM23 I shaped product experiences for five enterprise clients and built the shared infrastructure behind them.
— Operator, not vendor.
§ 02 - How I navigate
Five moves the work has taught me.
Stakeholder Clarity.
— Translating complexity into clarity for every audience
Project Ownership.
— End-to-end accountability, from kickoff to delivery
Problem Framing.
— Finding the right question before jumping to answers
Resilience.
— Staying effective when scope, constraints or strategy shifts
Systems Thinking.
— Designing for the whole, not just the current screen
§ - Earned from stakeholder briefs
A working principle.
A stakeholder once asked me to 'just make the navigation simpler.' The problem wasn't the nav - three unrelated features had been forced into one flow. We untangled the structure, and the navigation fixed itself. Most problems are just symptoms. You won't find the root issue unless you start digging.
— Most problems are symptoms.
§ 03 - Craft
UX process.
I map functional clusters and information architecture before anyone opens Figma - because structure problems don't fix themselves downstream.
Design starts in the solution space, not the pixel.
1
Understand.
— Solution space & functional clusters
I look for the overlap before I look for the answer - when users and business align cleanly, you're not looking hard enough
I cluster by decision moment, not by feature list - what the brief calls one feature usually contains three different decisions users actually care about
I scope before I draw - every Figma file started before scoping is a Figma file that gets rebuilt
2
Structure.
— UX architecture & navigation
Most navigation problems aren't navigation problems - three unrelated features forced into one flow can't be fixed with a better menu
Crosslinks live where the same data answers different questions; I find them by listening for “wait — that's also where I…”
The architecture has to outlive the brief - if the IA collapses when one product team changes priority, it wasn't structure, it was scaffolding
3
Deliver.
— Wireframes, testing & iteration
Wireframes commit. They're concrete enough for engineering to estimate and concrete enough to be wrong about - both matter
I design what gets tested and decide what the results mean for the architecture; researchers run the sessions
When testing surfaces a problem, the fix lives at the level the problem lives - modal failures go back to wireframes, structural failures go back to flows
The process above surfaces the patterns. The system below makes them durable.
Side A · UX
People, patterns, care.
I design the UX architecture that turns ambiguity into direction, so teams ship the right thing. Scale without structure becomes noise.
— humanity
Side B · Systems
Tokens, governance, scale.
I build the infrastructure that lets product teams stay consistent without slowing down. Structure without scale stays fragile.
— systematisation
§ 04 - Craft
Design systems.
I build the infrastructure that lets teams move fast without breaking consistency - tokens, components, governance, and the tooling that ties them together.
A design system is infrastructure, not a side project.
1
Foundation.
— Token architecture & design DNA
Primitive tokens hold values. Semantic tokens hold intent. Component tokens hold overrides. The cascade only works if each tier respects the others
Naming is design - `--color-border-critical` survives a rebrand; `--cherry-500` doesn’t
The token system is the smallest part of the work and the part everything else depends on
2
Assets.
— Design kit, component library & playground
A component library is parts; a design system is the rules for assembling them
Parity between Figma and code isn't a nice-to-have - it's where the system lives or dies for adopters
I'd rather ship five components I'd defend than fifteen that need rules to be safe
3
Distribute.
— Documentation, guidelines & governance
Documentation turns the system into other people's tool.
I write the no's down. A list of what didn't make it into the system, with one-line reasons, prevents the same conversation from repeating every quarter
A system one person maintains is a bottleneck; the contribution model decides whether you're building infrastructure or running a help desk
Tokens decide every colour, space, and shadow on this page. The inspector docks to the right of the viewport and lets you rewire any token in place — changes apply across the portfolio and persist on your machine.
--color-primary-*
200
300
500
700
900
Flip a theme in the inspector and watch these squares — and every element on the page tied to the same tokens — update in place.
ahead
§ Next chapter
The showcase,begins here.
That's one dilemma in the system. Three deep-dives follow - how a design system earns adoption, how a UX process survives real constraints, where the line moves when AI joins the team.