UX / PRODUCT DESIGNER — LONDON

Open to junior roles

I turn research into clear, useful experiences.

UX Design graduate from University of the Arts London, working across user research, interaction design and prototyping — from digital services and mobile interfaces to physical and spatial experiences.

04 Selected case studies
Research-led From evidence to design
Digital + spatial Web, mobile & environments
MK / 26

Current focus

Designing experiences around real behaviour, not assumptions.

Approach Research → Design
Experience UX & Product
Based in London
Education UAL · UX Design
User ResearchWireframingPrototypingUsability TestingInteraction DesignFigmaProduct ThinkingDesign Systems

SELECTED WORK

Projects built around real user problems.

Research-led case studies covering discovery, structure, interaction and testing.

Transforming Study Spaces at UAL final spatial design render
SPATIAL UX · USER RESEARCH · PROTOTYPING

Transforming Study Spaces at UAL

Human-centred redesign of university study spaces, using student research and iterative testing to create more flexible, comfortable and collaborative environments.

ObservationJourney MappingPrototyping
View project ↗
Who Am I Science Museum project cover
UX RESEARCH · ETHNOGRAPHY

Who Am I? — Science Museum Research

Ethnographic UX research examining how children and adults interact with technological displays, with findings translated into practical experience improvements.

ObservationEmpathy MappingAnalysis
View project ↗
HSBC mobile app redesign screens
MOBILE UX · REDESIGN

HSBC Mobile Banking Redesign

A personal redesign focused on simplifying common banking tasks, improving information hierarchy and creating a clearer mobile experience.

User FlowsWireframesUI Design
View project ↗
CASE STUDY · PRODUCT DESIGN2025–2026

Cookah

Connecting people with trusted local chefs for personalised dining experiences — designed around trust, direct communication and a clearer booking journey.

RoleUX / Product Designer
FocusResearch → Final UI
ToolsFigma · Prototyping
ProjectBA UX Design
Cookah final homepage design
01 · THE CHALLENGE

Food is personal. Most platforms aren't.

Cookah started from a simple problem: many food platforms optimise for speed and convenience, but the experience can become transactional. I explored how a digital product could create more trust, transparency and personal connection between customers and chefs.

Lack of trust

Customers need confidence in who is preparing their food and what they are booking.

No connection

Typical ordering flows leave little room for direct conversation or relationship-building.

Low transparency

Users need clearer information around chefs, menus, pricing, availability and the experience.

Cookah problem and insight page
02 · RESEARCH FOCUS

Three questions shaped the whole project.

I framed the research around the two sides of the service: what customers need to feel comfortable booking a chef, and what chefs need to work safely, confidently and creatively in someone else’s home.

CUSTOMER EXPERIENCEWhat do customers value most in personalised, at-home dining experiences?
TRUST & TRANSPARENCYHow can UX build trust during discovery, profile viewing, communication and booking?
CHEF EXPERIENCEWhat do chefs need to work safely, confidently and creatively in a customer’s home?
Cookah research questions
03 · PEOPLE & ECOSYSTEM

Cookah is more than a customer-to-chef marketplace.

The stakeholder map helped separate who directly shapes the UX from the people and systems that influence how the service needs to operate. Customers and private chefs sit at the centre, while payment, reviews, support, food supply, insurance and regulation affect trust and delivery around them.

PRIMARYCustomers & chefs

The people the core journey must directly support.

SECONDARYOperational systems

Payments, reviews, support, suppliers, equipment and insurance.

TERTIARYContext & regulation

Health and safety, legal requirements, councils and wider community impact.

Cookah stakeholder ecosystem
04 · USER & CHEF RESEARCH

The same trust problem appeared on both sides.

The customer research focused on safety, convenience and dining habits. Chef research focused on what makes private dining work feel safe, reliable and professionally worthwhile. The two groups had different concerns, but both needed clearer trust signals and expectations before committing.

CUSTOMER FINDINGS

Confidence before booking

Strong trust and safety concerns around inviting someone into the home.

Preference for verified chefs, visible reviews and clear ratings.

Price clarity matters; users want costs to be clear upfront.

Many prefer simple, fast booking with easy access to dietary information.

“I’d only book if the chef was clearly verified.”
CHEF FINDINGS

Safety and professional control

Chefs want a safe, respectful environment when entering clients’ homes.

Reliable payment, clear expectations and verified customers reduce risk.

Communication before the event is essential for kitchen setup, allergies and timing.

Chefs want to show their skills, menus and personality rather than be reduced to a price.

“I want clients to see my style, not just a price tag.”
INSIGHT 01Verification needs to be visible early.
INSIGHT 02Communication is part of the trust system.
INSIGHT 03Pricing and expectations need clarity before commitment.
INSIGHT 04Chef identity matters as much as convenience.
Cookah customer and chef research synthesis
05 · MARKET & VALUE RESEARCH

Looking beyond food apps helped define the opportunity.

I compared direct private-chef services and related “come to you” markets to understand how other platforms build trust. Across hospitality, transport, home services and experiences, the same pattern appeared: users feel more comfortable when profiles, reviews, verification and expectations are clear.

MARKET GAPTrust is inconsistent

Competitors use different levels of profiles, reviews and verification, leaving room for a clearer trust-first experience.

USER VALUEPersonalisation is underserved

Customers want more flexibility around menus, dietary needs and the overall dining experience.

CHEF VALUECreative identity matters

The service needs to support chefs as professionals with their own style, skills and boundaries.

06 · RESEARCH → DESIGN

Research became specific product decisions.

The early concept work translated the strongest themes into interactions. Safety concerns became verification and expectation-setting. The need for flexibility became menu negotiation and dietary notes. The market gap around trust became richer chef profiles and clearer identity.

01Dual verification

Both customers and chefs need reassurance that the other side is legitimate.

02Pre-visit readiness

Kitchen setup, allergies, pets and hazards should be confirmed before arrival.

03Secure arrival

A simple check-in or arrival-code concept helps confirm the correct booking.

04Clear expectations

Behaviour, hygiene, responsibilities and boundaries should be explicit.

RESEARCH FILM

The thinking behind Cookah.

A short presentation covering the research, problem, concept development and thinking that shaped Cookah.

Cookah · Research & concept2 min 32 sec
07 · DESIGN DIRECTION

Five principles guided the product.

The concept was shaped around both sides of the marketplace. Customers need confidence and personalisation, while chefs need tools to communicate, manage bookings and present their work professionally.

Build trustVerified chefs and clear information.
Enable connectionDirect customer-to-chef communication.
PersonaliseFlexible meals and dining experiences.
Be transparentClear pricing and visibility throughout.
Empower chefsBookings, menus, earnings and reputation tools.
Cookah design goals
08 · JOURNEYS & STRUCTURE

Designing for customers and chefs.

The customer journey moves from discovery to chef profiles, experiences, a tailored request, direct messaging, confirmation and review. In parallel, the chef journey supports receiving requests, responding, planning the menu and delivering the experience.

Cookah customer journey
Cookah information architecture
09 · WIREFRAMES

Turning the journey into a usable product.

I translated the structure into low-fidelity wireframes for the core experience: homepage discovery, browsing chefs, chef profiles, booking and the Chef Hub. The aim was to validate hierarchy and task flow before visual styling.

01Discover

Search, cuisine and featured experiences.

02Evaluate

Profiles, reviews, verification and menus.

03Request

Preferences, guests, budget and dietary needs.

04Manage

Chef dashboard, messages and bookings.

10 · ITERATION

From sketches to a clearer interface.

Early sketches explored discovery, navigation, experience browsing, community and compact mobile variations. The direction then moved toward a stronger balance of chef discovery and experience-led browsing, with trust signals made more visible.

Cookah early concept sketches
Cookah wireframes to final UI development
11 · DESIGN SYSTEM

Minimal, neutral and built for trust.

The visual system uses a restrained neutral palette, clean typography and reusable components. This kept the interface consistent while allowing food photography, chef profiles and trust information to carry the experience.

Cookah design system
Cookah project cover
12 · FINAL UI

The complete Cookah experience.

The final interface brings the key product areas together: discovery, chef evaluation, booking and a dedicated operational hub for chefs. The high-fidelity direction adds real imagery, clearer hierarchy and stronger trust-focused elements.

13 · OUTCOME

A two-sided service built around confidence.

Cookah developed from an early service concept into a structured product experience for both customers and chefs. The final direction prioritises trust, personal connection and transparency while giving chefs practical tools to manage their work.

CUSTOMERSDiscover and book with more confidence.
CHEFSShowcase work and manage bookings.
PRODUCTOne connected journey from discovery to dining.
↑ Back to selected work
PERSONAL PROJECT · MOBILE UXHSBC REDESIGN

HSBC Mobile Banking

A personal redesign of the HSBC UK mobile banking app focused on making core tasks easier to find, faster to complete and visually clearer for everyday users.

RoleUX / UI Designer
TypePersonal Project
FocusNavigation · Transfers · Security
ToolsFigma · Research · Wireframing
MOBILE BANKING REDESIGN

Making digital banking feel more direct and less cluttered.

The project explored how HSBC’s mobile app could be modernised by improving navigation, streamlining transaction flows and refreshing the interface while keeping important account and security features easy to understand.

HSBC mobile app redesign screens
01 · THE CHALLENGE

Improve the everyday experience of mobile banking.

The starting point was the idea that customers increasingly expect smoother digital banking journeys. I looked at how the app could better support common tasks such as checking balances, making transfers and accessing security features without feeling visually outdated or difficult to navigate.

Busy interface

Important content and actions can compete for attention, making the app feel heavier than it needs to.

Transfer friction

Payment and transfer journeys can feel longer than necessary for users carrying out routine tasks.

Harder discovery

Useful functions such as filtering, account tools or advanced options are not always surfaced clearly.

Outdated feel

The visual language can feel less modern compared with newer UK banking apps.

02 · COMPETITIVE REVIEW

Learning from other UK banking apps.

I compared HSBC with Monzo, Barclays and TSB across ease of navigation, transaction speed, account management, international features and visual appeal. This helped frame where the redesign could create the biggest improvements.

AreaHSBCMonzoBarclaysTSB
Ease of navigationAverageStrongStrongAverage
Transaction speedWeakStrongStrongAverage
Account managementAverageStrongStrongAverage
International featuresWeakAverageAverageAverage
Visual appealAverageStrongStrongAverage
03 · USER INSIGHTS

Users want clarity, control and quick completion.

The research direction pointed toward users who are actively involved in managing their finances. They value useful tools, clear feedback and the ability to complete specific banking goals without extra friction.

BEHAVIOURActive money management

Users who regularly check and manage finances want quick access to accurate, relevant account information.

EXPECTATIONUseful features over clutter

People value tools that support planning, tracking and transactions, but only when those tools feel purposeful and easy to use.

OUTCOMEGoal-based journeys

Many interactions are task-driven, so flows should support quick completion and clear progress rather than exploration.

04 · DESIGN GOALS

Five goals shaped the redesign direction.

The redesign was built around simplifying core journeys without removing the depth users still need from a banking product.

01Simplify navigation

Reduce complexity and make key tasks easier to find.

02Enhance personalisation

Use clearer dashboards and more relevant financial information.

03Modernise the visual design

Refresh the interface to feel more current and engaging.

04Boost accessibility

Support a wider range of users through clearer hierarchy and labels.

05Improve transaction flows

Make common transfer and payment tasks faster to complete.

05 · USER JOURNEY

Mapping where frustration appears.

A simple user journey helped identify the moments where users could feel uncertainty or friction, from opening the app and finding account information to completing a task and returning to the main menu.

01Awareness

User wants to quickly check account balance or status.

02Consideration

First impression of the interface can influence confidence.

03Engagement

Navigation and information architecture shape usability most strongly.

04Completion

Users need clear feedback and task confirmation.

05Reflection

The overall flow should feel efficient enough to encourage repeat use.

06 · IDEATION & WIREFRAMES

Exploring structure before polish.

I used Crazy 8s and low-fidelity sketching to explore different layout directions for the dashboard, payment flows and quick actions. These ideas were then translated into cleaner digital wireframes and base grids.

07 · ITERATION

Refining the key moments.

The design then moved into visual refinement and interaction-focused iteration, especially around the dashboard, Pay & Transfer section and secure PIN reveal flow.

DASHBOARDClearer hierarchy

Balance, spending and quick actions were brought into a more structured layout.

QUICK ACTIONSFaster access

Frequent actions were grouped more clearly so users can reach them with fewer decisions.

PAYMENTSStronger grouping

Transfers, bank app payments and other routes were organised more clearly.

SECURITYSimpler PIN flow

The PIN experience was redesigned to feel clearer while still keeping safety guidance visible.

08 · CORE IMPROVEMENTS

A more direct structure for common tasks.

The resulting user-flow redesign focused on a simplified home screen, easier access to core features, more direct payment routes and clearer account-management and security sections.

Simplified home screen

A clearer focus on balance, recent transactions and quick-access actions.

Quick access to core features

Common tasks such as Payments, Saving Pots and Budgeting tools are surfaced more clearly.

Streamlined payments & transfers

Send money, pay bills and mobile payment routes are easier to reach with fewer extra steps.

Improved PIN security access

The PIN view flow is easier to understand while still supporting secure use.

HSBC redesigned user flow and core improvements
09 · OUTCOME

A cleaner banking concept with stronger visual hierarchy.

The final concept explored a more modern dashboard, a clearer Pay & Transfer area and a simplified card PIN experience. As a personal project, it helped me practise competitor analysis, user journeys, ideation, wireframing and UI iteration in a familiar everyday product space.

NAVIGATIONKey actions are easier to find and understand.
TRANSACTIONSPayment journeys are grouped more clearly and feel more direct.
VISUAL DESIGNThe interface feels more modern while keeping HSBC’s recognisable identity.
HSBC before and after redesign comparison
SPATIAL UX · RESEARCH · PROTOTYPINGUAL STUDY SPACES

Transforming
Study Spaces

A human-centred redesign of educational spaces at UAL, exploring how furniture, layout and zoning affect comfort, productivity, accessibility and collaboration.

RoleUX Research & Prototyping
MethodsObservation · Surveys · Journey Mapping
FocusSpatial UX · Furniture · Flexibility
ContextUniversity of the Arts London
Study Spaces process book cover
01 · CHALLENGE

How can shared study spaces better support the way students actually work?

The project examined libraries, classrooms, cafés and collaborative zones to understand how students and staff interact with furniture and layout. My contribution centred on user research and helping lead prototyping, especially how students adapted furniture and how layout could improve usability.

02 · RESEARCH

Research combined observed behaviour with direct student feedback.

We used three complementary methods to understand both what students said they needed and how they behaved in real learning environments.

OBSERVATIONSNatural behaviour

Observed furniture use, movement, comfort and adaptation in real spaces.

SURVEYSPreferences at scale

Gathered feedback on comfort, furniture types and different study settings.

JOURNEY MAPPINGPain points in context

Connected frustrations and emotional changes to specific moments in the space.

03 · KEY FINDINGS

Students were already redesigning the spaces themselves.

Research showed repeated patterns around comfort, flexibility and inefficient layouts. Students moved tables together, stacked or rearranged chairs, searched for quieter zones and struggled when fixed furniture did not match their task or group size.

COMFORTErgonomics mattered

Long sessions exposed discomfort in spaces without suitable furniture.

FLEXIBILITYFixed layouts failed

Solo, pair and small-group work required different configurations.

SPACE USESome areas were underused

Poor layouts and oversized tables made otherwise useful space inefficient.

Study Spaces key research findings
04 · USER ARCHETYPES

Three study behaviours needed three different spatial responses.

Rather than using generic personas, the archetypes came directly from observation journey maps. I grouped the recurring behaviours into solo workers, pair studiers and collaborative groups, then connected each type to the spatial needs we repeatedly observed.

Solo worker observation journey map
SOLO WORKER · OBSERVATION-BASED ARCHETYPE

The Independent Learner

NEEDS

Quiet, private spaces for focused work with minimal distraction.

OBSERVED INSIGHT

Often rearranged or selected furniture to create a more personal study zone.

Pair studier observation journey map
PAIR STUDIER · OBSERVATION-BASED ARCHETYPE

The Pair Studier

NEEDS

Flexible side-by-side seating for pair study or casual collaboration.

OBSERVED INSIGHT

Looked for open seating arrangements where two people could work alongside each other comfortably.

Group worker observation journey map
GROUP WORKER · OBSERVATION-BASED ARCHETYPE

The Collaborative Group

NEEDS

Larger tables and communal seating for small-group study and project work.

OBSERVED INSIGHT

Frequently moved between group tables and adapted seating to fit the group.

05 · THE PIVOT

The research changed the solution completely.

The team initially explored a mobile app for finding available study spaces. Research showed that availability was not the core problem: students were frustrated by the design of the spaces themselves.

RESEARCH-LED DECISIONWe moved from designing an app to redesigning the physical environment around flexibility, comfort and privacy.
Pivot from study space app to physical redesign
06 · EARLY CONCEPTS & LAYOUT

Turning research themes into spatial ideas.

After the research-led pivot, the ideation work explored how the same space could support different modes of study. Early sketches tested modular seating, privacy zones, collaborative areas and clearer zoning across the café environment.

MODULARITYFurniture that can change around solo, pair and group work.
PRIVACYSemi-private and quieter zones for students who need focus.
ZONINGClearer separation between collaboration, casual use and focused study.
Initial Study Spaces layout sketches and brainstorming
Cafe space sections and zoning concept
07 · PROTOTYPING & TESTING

Testing layouts before committing to the final space.

Low-fidelity paper models, spatial maps and temporary on-site layouts were used to test modularity, flow and comfort. Students were able to move elements around, helping reveal which configurations felt intuitive and adaptable.

01Flexibility won

Students valued layouts they could rearrange around group size and task.

02Simple worked best

Overly complex configurations were avoided or misused.

03Privacy varied

The final concept needed both enclosed focus areas and open social zones.

08 · FINAL DIRECTION

Clear zoning, adaptable furniture and better movement.

The final floorplan used distinct quiet and collaborative zones, flexible furniture and clearer circulation. Furniture and materials were chosen around comfort, durability, maintainability and the ability to support different modes of study.

09 · OUTCOME

A more adaptable environment for focus and collaboration.

The proposed redesign responds directly to the observed problems: underused space, poor acoustics, discomfort and layouts that could not adapt to different study behaviours.

PRODUCTIVITYFlexible layouts

Support both focused work and collaboration.

COMFORTErgonomic choices

Reduce discomfort during longer sessions.

COMMUNITYSocial zones

Encourage teamwork without removing quiet space.

SUSTAINABILITYDurable materials

Prioritise long-lasting and recycled material options.

10 · SUPPORTING APPENDIX

The full supporting research and development trail.

I kept the full appendix evidence at the end of the case study so the main story stays concise while the deeper research, floor plans, early digital thinking, measurements and reference work remain available for anyone who wants to inspect the process in more detail.

RESEARCH EVIDENCEObservations, surveys, secondary research and tutor feedback.
SPATIAL DEVELOPMENTFloor plans, measurements, sketches and site exploration.
SYSTEM THINKINGUser journeys, booking-system concepts and app exploration.
APPENDIX 01

Observations + Research

Raw observations from different café areas, informal interview notes, research groupings and tutor feedback that informed the direction of the project.

Study Spaces appendix observations and research
APPENDIX 02

Surveys + Secondary Research

Survey material, results, secondary research into café and learning spaces, and the wider evidence used to understand student study habits.

Study Spaces appendix surveys and secondary research
APPENDIX 03

Floor Plans

Existing floor plans, access and circulation notes, proposed zoning and comparative layouts used to understand how the space could be reconfigured.

Study Spaces appendix floor plans
APPENDIX 04

User Journeys + Floor-plan Sketches

Early digital booking journeys alongside multiple hand-drawn and collaborative spatial sketches, showing both the original system thinking and the developing physical layouts.

Study Spaces appendix user journeys and floor plan sketches
APPENDIX 05

System Solution, Prototyping + Measurements

The consolidated problem statement and recommendation plan, prototype options and on-site measurement work used to move from research into a buildable spatial proposal.

Study Spaces appendix system solution prototyping and measurements
APPENDIX 06

App Idea Exploration

Early UAL booking-system analysis, mobile sketches, QR-booking thinking and competitor references from the digital direction explored before the research-led pivot.

Study Spaces appendix app idea information
APPENDIX 07

Additional Spaces, Plans + References

Further UAL locations considered for the redesign and visual references for pods, modular furniture, privacy solutions and flexible workplace layouts.

Study Spaces appendix additional spaces plans and references
UX RESEARCH · ETHNOGRAPHYSCIENCE MUSEUM

Who Am I?

Exploring how visitors interact with technology in the Science Museum’s “Who Am I?” exhibition, and how UX interventions could improve engagement, understanding and accessibility.

RoleUX Researcher / Designer
Primary MethodNon-participant observation
Research FocusBehaviour · Engagement · Accessibility
ContextScience Museum, London
Who Am I Science Museum project cover
01 · PROJECT QUESTION

What makes visitors stop, interact or move on?

The exhibition uses technology to explore identity and self-discovery. I focused on the moments where visitors actively engaged with displays, hesitated, watched others, or left an installation entirely.

RESEARCH QUESTION How do different visitor groups interact with the technological displays in the “Who Am I?” exhibition, and what design enhancements could increase engagement and understanding?
Science Museum introduction and research question
02 · METHODOLOGY

Studying behaviour in the real environment.

I used non-participant observation so visitors could interact naturally without being interrupted. I documented behaviour, challenges and engagement patterns with field notes, photos and exhibit-layout sketches, while secondary research helped connect those observations to established museum UX and accessibility principles.

PRIMARY RESEARCHNon-participant observation

Visitors were observed using touchscreens and installations while notes were recorded discreetly.

DOCUMENTATIONField notes, photos & diagrams

Visual evidence and sketches helped capture individual behaviour as well as environmental factors.

03 · FINDINGS

Interactive content clearly held attention longer.

Different display types produced very different engagement times. Interactive games generated the longest average dwell time, followed by video and motion installations, while static panels were typically viewed for the shortest period.

4:00Interactive games

The most engaging format, especially with families and children.

2:30Video installations

Motion and sound kept visitors engaged longer than static content.

1:15Static panels

Visitors usually read briefly before moving on.

Science Museum findings and insights
04 · BEHAVIOUR

65% of visitors directly interacted with exhibits.

Direct interaction was the dominant behaviour, particularly around touchscreens and games. Smaller groups either hovered without participating or watched other visitors first.

Direct interaction
65%
Hovering
20%
Passive observation
15%
KEY PATTERN Interactive exhibits created participation.

Dynamic content invited visitors to do something, while static experiences were more likely to produce brief or passive behaviour.

05 · DEMOGRAPHICS

Children and adults approached the exhibition differently.

Children aged 6–12 gravitated toward quizzes, games and collaborative interaction. Adults spent more time on video and static content and often engaged more reflectively. Group behaviour also differed from individual use.

CHILDRENGamified & social

Children were more active around quizzes and puzzles, often participating with siblings or friends.

ADULTSReflective & information-led

Adults showed stronger interest in videos and static panels and were more likely to engage individually.

Science Museum demographic differences
06 · BARRIERS

Four issues repeatedly reduced engagement.

The strongest barriers came from both the interface and the physical environment. Dense content made some screens difficult to use, while crowding limited access to the most popular installations.

35%Overwhelming content

Too many initial choices or long text could cause visitors to stop midway.

30%Crowded spaces

Popular dynamic exhibits became difficult to access and participate in fully.

20%Short attention spans

Low-reward interactions struggled to hold attention.

15%Inconsistent navigation

Unclear instructions and pathways increased hesitation.

07 · DESIGN DIRECTION

From research insight to three interventions.

The final proposals directly respond to the observed barriers. They focus on improving movement around busy exhibits, making instructions easier to understand and increasing interaction at low-engagement displays.

PROPOSAL 01Real-time interactive map

Show crowd levels, wait times, routes and exhibit information so visitors can avoid bottlenecks and plan their visit.

PROPOSAL 02Clearer information support

Use simpler steps, visual guidance and multilingual support to reduce confusion around installations.

PROPOSAL 03Interactive screens

Add quizzes, games and interactive storytelling to displays that currently struggle to hold attention.

08 · REFLECTION

Observing real behaviour made the design opportunities clearer.

The project strengthened my ethnographic research skills and showed how user behaviour is shaped by more than the screen itself. Crowds, context, group behaviour, accessibility and information density all affected engagement.

RESEARCHBuilt confidence using discreet observation in a public environment.
INSIGHTConnected visitor behaviour with environmental and interface barriers.
DESIGNTranslated findings into practical proposals for flow, clarity and engagement.
Science Museum reflection and impact

ABOUT ME

Research first.
Then make the design earn its place.

01 — 03

I’m a UX Design graduate from University of the Arts London. My process starts by understanding how people actually behave, where friction appears and what the product or environment needs to do better.

Across marketplace, financial, museum and spatial projects, I’ve worked from early research and synthesis through journeys, flows, prototyping and testing. I’m most interested in problems where clarity, trust and usability have a practical impact.

01 Understand before designing

Observe, ask questions and look for the actual problem before choosing the solution.

02 Make complexity understandable

Turn research and system requirements into journeys and interfaces people can follow.

03 Test, learn, refine

Use feedback to challenge early ideas and improve what matters most to the user.

SKILLS

How I work.

Research-led UX and product design skills developed across digital products, service concepts and spatial experiences.

01RESEARCH

User Research

Interviews, ethnographic observation, contextual inquiry and surveys to understand real behaviour, needs and pain points.

02SYNTHESIS

Research Synthesis

Affinity mapping, personas and user archetypes, stakeholder mapping and turning raw findings into clear design opportunities.

03STRUCTURE

UX Architecture

User journeys, information architecture, task flows and user flows that make complex experiences easier to understand.

04DESIGN

Product & Interaction Design

Wireframing, interaction design, interface design and responsive thinking across web and mobile experiences.

05VALIDATION

Prototyping & Testing

Low to high-fidelity prototyping, usability testing, feedback analysis and iterative refinement based on evidence.

06THINKING

Product & Service Thinking

Competitor analysis, value propositions, trust and safety, accessibility and designing across digital and physical touchpoints.

Research & strategy
User Interviews Ethnographic Observation Contextual Inquiry Surveys Affinity Mapping Personas & Archetypes Stakeholder Mapping Competitor Analysis
UX & product design
Journey Mapping Information Architecture User Flows Wireframing Interaction Design Prototyping Usability Testing Design Systems Accessibility Spatial UX
Tools
Figma Adobe XD Sketch HTML/CSS Microsoft Office

CONTACT

London · Open to junior opportunities

Looking for a junior UX or Product Designer who works from research to outcome?

I’m currently open to UX, Product Design and research-focused roles in London and hybrid teams.

Available for Junior UX Design · Product Design · UX Research