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UX/UI & Board Games, Ep. 4: Design Reviews and the Curious Case of Too Many Opinions
“Sherlock Holmes: Consulting Detective” game hands you a mystery and then steps away. No hint system. No turn order. Just a London map, a...
1 min read


UX/UI & Board Games, Ep. 3: Flexible Systems, Familiar Engines
Fluxx is chaos with rules. Same core engine every time, different theme each box. You change the vibe, not the fundamentals, and it still...
1 min read


UX/UI & Board Games, Ep. 2: The Rulebook Test
Some games hand you a 60-page rulebook and a headache. Others teach you in two minutes and you are already playing. Guess which ones hit...
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UX/UI & Board Games, Ep. 1: Designing Alone Is Faster. But You'll Get Eaten by Zombies
(Spoiler: this series also doubles as board game mini reviews and recommendations.) The game “Zombicide: Green Horde” punishes lone...
1 min read


Design Loops and Time Travel, Ep. 8: The TARDIS, UX, and Bigger-Than-It-Looks Systems
From the outside, the TARDIS looks like a blue phone box. Simple. Compact. Friendly. Until you walk in… and realize it contains infinite...
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Design Loops and Time Travel, Ep. 6: Back to the Figma
In Back to the Future, the DeLorean doesn’t just take Marty to the past - it lets him fix the future. Design has one of those too. It’s...
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Design Loops and Time Travel, Ep. 5: Edge of Tomorrow – Live. Test. Repeat.
In Edge of Tomorrow, our armored hero learns one thing very quickly: The only way out is through brutal trial and error. He dies, resets,...
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Design Loops and Time Travel, Ep. 4: Gandalf the Grey Came Back in White
Sometimes a layout dies. You kill it off during a review. You archive it quietly. You walk away muttering, “Well, that’s not making a...
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Design Loops and Time Travel, Ep. 3: The Multiverse of Design Madness
In the multiverse, every version of you made a different design decision. One chose bold typography. One went full minimalist. One...
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Design Loops and Time Travel, Ep. 2: The UI Resets at Midnight
In Groundhog Day, Phil Connors lives the same day over and over - until he learns from every tiny failure, applies what he’s learned, and...
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Design Loops and Time Travel, Ep. 1: Dr. Strange and the 14 Million Design Version
In Infinity War, Dr. Strange looks into 14,000,605 possible futures to find the one version where everything works. That’s basically...
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What Sci-Fi Taught Me About Design, Ep. 8: The Federation Handbook for Emotional Interface Design
The Federation doesn’t yell. It doesn’t use dark patterns. It doesn’t default to full-screen popups in red. Its interfaces - like its...
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What Sci-Fi Taught Me About Design, Ep. 7: Dropped Mid-Mission with No Briefing
In Starship Troopers, the rookies are given weapons, shoved onto a drop ship, and launched into a full-blown alien war. No real intel. No...
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What Sci-Fi Taught Me About Design, Ep. 6: How the Borg Get Design Systems Right (Too Right)
The Borg have the most consistent design system in the galaxy. Every interface? Identical. Every ship? A basic geometric shape, with...
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What Sci-Fi Taught Me About Design, Ep. 5: The Star Wars Aesthetic Is Cool but Deeply Unusable
The Star Wars universe looks amazing. Glowing panels, holograms, endless corridors, chrome everything. But if you actually had to use any...
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What Sci-Fi Taught Me About Design, Ep. 4: Worf and the Angry User Problem
Worf is a warrior. He believes in honor, clarity, and hand-to-hand solutions. He also spends a surprising amount of time visibly annoyed...
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What Sci-Fi Taught Me About Design, Ep. 3: Why HAL 9000 Failed Usability Testing
HAL 9000 is sleek. HAL 9000 is intelligent. HAL 9000 will quietly remove the humans from the equation. Which is a bit of a UX fail. On...
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What Sci-Fi Taught Me About Design, Ep. 2: The Jedi Council Has Too Many Stakeholders
The Jedi Council is powerful, wise, and deeply respected. It’s also the slowest decision-making body in the galaxy. Twelve masters in a...
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What Sci-Fi Taught Me About Design, Ep. 1: Why the Enterprise Bridge is Still the Best Layout in the Galaxy
Before touchscreen dashboards, voice-controlled apps, or smart chairs that give posture advice… There was the bridge of the USS...
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Navigating Creative Gravity, Ep. 8: The Job Title Isn’t the Work
Some of the best leadership in design doesn’t come with a title. No “Lead,” no “Head of,” no “Manager of Pixel-Based Destiny.” Just...
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Navigating Creative Gravity, Ep. 7: The Signal and the Noise
The more experience you gain, the more feedback you receive. And not all of it is a clear transmission. Some of it’s useful. Some of it’s...
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Navigating Creative Gravity, Ep. 6: User Testing Isn’t a Boss Fight
When I was a younger designer, I treated user testing like a boss battle. I'd prep like I was entering a final level: 🕹️ Defend the...
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Navigating Creative Gravity, Ep. 5: Orbital Re-entry - Giving Up Control Without Losing Vision
If you’ve ever handed over a design project and then hovered like a satellite waiting to intercept the first draft… Congrats, you’ve...
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Navigating Creative Gravity, Ep. 4: Captain’s Log - Energy at 7%
It usually starts with small things. You reread the same Slack message three times. Your Figma file is open, but you’re just moving...
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Navigating Creative Gravity, Ep.3: Sketchpads and Space Maps
Before Figma, before wireframes, before five layers of nested components... There was paper. And a pencil. And actual human hands making...
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Navigating Creative Gravity, Ep. 2: When Briefs Speak Elvish
You’ve been there. The brief says “bold but not aggressive,” “modern but with a vintage soul,” and my personal favorite - “we want it...
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Navigating Creative Gravity, Ep. 1: Launch Codes for Clear Feedback
Giving feedback in a design review is like sending launch codes across a galaxy. You need precision. You need timing. And if something...
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Designer Survival Skills, Ep. 6: The Cat, the HiPPO, and the Lost Prototype
The prototype was clean. The flow made sense. Even the dev team liked it. Then someone said, “ I don’t like how this feels. ” Just like...
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Designer Survival Skills, Ep. 5: The Burnout Buffet
There was a point in my career when I had so many tabs open - mentally and literally - I stopped remembering why I walked into rooms. ...
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Designer Survival Skills, Ep. 4: You Are Not Your Layers
Every designer goes through it. You spend hours on a piece of work. You choose every pixel with care. You feel good - maybe even proud....
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Designer Survival Skills, Ep. 3: Talking Pixels to Muggles
One of the most underrated design skills isn’t typography, layout, or user flow. It's a translation. I’ve spent a big chunk of my career...
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Designer Survival Skills, Ep. 2: Client Communication Level: Paranormal
There was no brief. No direction. Every design decision was “ discussed with the spirits .” And I don’t mean that metaphorically. She...
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Designer Survival Skills, Ep. 1: Not Wrong, Just Not There Yet
When I first started teaching design, I made a rookie mistake. A student showed me their project, and I gave what I thought was "...
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Designing After the Jar Breaks
When logic hits the floor and bias starts steering the ship.
1 min read


Cognitive Biases in Design: A Cat-alog of Mental Shortcuts
Because sometimes, your brain is just a cat knocking over your logic.
2 min read


Survivorship Bias in Design: Consider What You Don’t See
Because for every pixel-perfect success, there’s a graveyard of “almost” buried just outside the spotlight.
1 min read


I Designed Over 1,000 Websites Held Together by Hope and Hex Codes
And somehow, that was the best education I could ask for.
1 min read


Share Early. Share Often.
Even if your inner imposter is screaming.
1 min read
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