Let's Push Things
Let's Push Things
Let's Push Things
Forward.
Forward.
Forward.
Experienced Designer & Manager
Framing problem spaces and transforming them into tangible touch-points.




who am i
For over 16 years, I have been designing and shaping software experiences, each project presenting its own unique challenges and invaluable lessons.
My passion lies in creating modular design systems and seamless product ecosystems—especially as the ways people interact with technology continue to expand across web, mobile, TV, and PC.
In today’s world, a robust and flexible design system is essential to ensuring a unified experience across all platforms. It’s not just about aesthetics; it’s about crafting intuitive, scalable solutions that enhance user engagement while minimising risk and cost for businesses.
Great design is more than just what users see—it’s about how they experience a product, no matter where they are.
CM
48+
Projects Delivered
48+
Projects Delivered
48+
Projects Delivered
48+
Projects Delivered
16+
Years of Experience
16+
Years of Experience
16+
Years of Experience
16+
Years of Experience
Process
HOW I WORK
FRAMING
Only when a clear problem space has been defined can we begin to ideate and explore. A good framing will put in place some boundaries and give an area of focus for the team. Testing continuously throughout is key to setting up the next phase.
DEFINING
Using the double diamond framework, go wide to explore many different ideas and then focus down into a clear product vision. Multiple rounds of testing should be carried out to help reduce the amount of different ideas, taking forward the strongest.
MINIMAL VIABLE PRODUCT
Taking all the learnings from the framing and defining phases build an MVP that can be tested at scale. It could be as simple as a single page website showcasing the product and asking for people to sign-up.
MEASURE & LEARN
Monitor the appetite , engagement and feedback from the MVP. Start to build and prioritise a backlog of features that are most desired for launch. If you haven't already, double check the viability and feasibility of your product with the business and engineering teams.
LAUNCH & EVOLVE
It's time to release your project into the world. Take note... this is actually the START of your product not the END. It is critical to the success and longevity of any product to keep maintaining, evolving and transforming it over time. The real work starts now.
FRAMING
Only when a clear problem space has been defined can we begin to ideate and explore. A good framing will put in place some boundaries and give an area of focus for the team. Testing continuously throughout is key to setting up the next phase.
DEFINING
Using the double diamond framework, go wide to explore many different ideas and then focus down into a clear product vision. Multiple rounds of testing should be carried out to help reduce the amount of different ideas, taking forward the strongest.
MINIMAL VIABLE PRODUCT
Taking all the learnings from the framing and defining phases build an MVP that can be tested at scale. It could be as simple as a single page website showcasing the product and asking for people to sign-up.
MEASURE & LEARN
Monitor the appetite , engagement and feedback from the MVP. Start to build and prioritise a backlog of features that are most desired for launch. If you haven't already, double check the viability and feasibility of your product with the business and engineering teams.
LAUNCH & EVOLVE
It's time to release your project into the world. Take note... this is actually the START of your product not the END. It is critical to the success and longevity of any product to keep maintaining, evolving and transforming it over time. The real work starts now.
FRAMING
Only when a clear problem space has been defined can we begin to ideate and explore. A good framing will put in place some boundaries and give an area of focus for the team. Testing continuously throughout is key to setting up the next phase.
DEFINING
Using the double diamond framework, go wide to explore many different ideas and then focus down into a clear product vision. Multiple rounds of testing should be carried out to help reduce the amount of different ideas, taking forward the strongest.
MINIMAL VIABLE PRODUCT
Taking all the learnings from the framing and defining phases build an MVP that can be tested at scale. It could be as simple as a single page website showcasing the product and asking for people to sign-up.
MEASURE & LEARN
Monitor the appetite , engagement and feedback from the MVP. Start to build and prioritise a backlog of features that are most desired for launch. If you haven't already, double check the viability and feasibility of your product with the business and engineering teams.
LAUNCH & EVOLVE
It's time to release your project into the world. Take note... this is actually the START of your product not the END. It is critical to the success and longevity of any product to keep maintaining, evolving and transforming it over time. The real work starts now.
FRAMING
Only when a clear problem space has been defined can we begin to ideate and explore. A good framing will put in place some boundaries and give an area of focus for the team. Testing continuously throughout is key to setting up the next phase.
DEFINING
Using the double diamond framework, go wide to explore many different ideas and then focus down into a clear product vision. Multiple rounds of testing should be carried out to help reduce the amount of different ideas, taking forward the strongest.
MINIMAL VIABLE PRODUCT
Taking all the learnings from the framing and defining phases build an MVP that can be tested at scale. It could be as simple as a single page website showcasing the product and asking for people to sign-up.
MEASURE & LEARN
Monitor the appetite , engagement and feedback from the MVP. Start to build and prioritise a backlog of features that are most desired for launch. If you haven't already, double check the viability and feasibility of your product with the business and engineering teams.
LAUNCH & EVOLVE
It's time to release your project into the world. Take note... this is actually the START of your product not the END. It is critical to the success and longevity of any product to keep maintaining, evolving and transforming it over time. The real work starts now.
EXPERIENCE
MY JOURNEY
Dec 2022 - Sep 2024

Logitech
UX Manager & Design Lead
Led a UX design team across two time zones, driving the maintenance, enhancement, and transformation of Logi Options+, the primary desktop application for PC and Mac. Fostered effective collaboration among team members and stakeholders through strong communication skills, ensuring precise project estimation and the seamless execution of UX design initiatives. Implemented strategic design thinking in the software release process, creating a more intuitive engagement loop that encouraged users to revisit the application quarterly to discover new features progressively, rather than being inundated with multiple updates at once.
Dec 2022 - Sep 2024

Logitech
UX Manager & Design Lead
Led a UX design team across two time zones, driving the maintenance, enhancement, and transformation of Logi Options+, the primary desktop application for PC and Mac. Fostered effective collaboration among team members and stakeholders through strong communication skills, ensuring precise project estimation and the seamless execution of UX design initiatives. Implemented strategic design thinking in the software release process, creating a more intuitive engagement loop that encouraged users to revisit the application quarterly to discover new features progressively, rather than being inundated with multiple updates at once.
Dec 2022 - Sep 2024

Logitech
UX Manager & Design Lead
Led a UX design team across two time zones, driving the maintenance, enhancement, and transformation of Logi Options+, the primary desktop application for PC and Mac. Fostered effective collaboration among team members and stakeholders through strong communication skills, ensuring precise project estimation and the seamless execution of UX design initiatives. Implemented strategic design thinking in the software release process, creating a more intuitive engagement loop that encouraged users to revisit the application quarterly to discover new features progressively, rather than being inundated with multiple updates at once.
Dec 2022 - Sep 2024

Logitech
UX Manager & Design Lead
Led a UX design team across two time zones, driving the maintenance, enhancement, and transformation of Logi Options+, the primary desktop application for PC and Mac. Fostered effective collaboration among team members and stakeholders through strong communication skills, ensuring precise project estimation and the seamless execution of UX design initiatives. Implemented strategic design thinking in the software release process, creating a more intuitive engagement loop that encouraged users to revisit the application quarterly to discover new features progressively, rather than being inundated with multiple updates at once.
Jan 2017 - Dec 2022

Logitech
Lead UX Designer
Led key projects within the Ergo & Wellbeing Business Group, collaborating closely with product owners to define user experiences while also supporting them in developing pitch decks, sharing user research insights, and organizing cross-business group workshops. Oversaw the creation, evolution, and maintenance of software experiences directly associated with webcam and presentation products. Designed and delivered the 'Spotlight 2.0' UX experience, conducting extensive user research and working closely with R&D engineers to develop a physical prototype that enhanced the overall user interaction.
Jan 2017 - Dec 2022

Logitech
Lead UX Designer
Led key projects within the Ergo & Wellbeing Business Group, collaborating closely with product owners to define user experiences while also supporting them in developing pitch decks, sharing user research insights, and organizing cross-business group workshops. Oversaw the creation, evolution, and maintenance of software experiences directly associated with webcam and presentation products. Designed and delivered the 'Spotlight 2.0' UX experience, conducting extensive user research and working closely with R&D engineers to develop a physical prototype that enhanced the overall user interaction.
Jan 2017 - Dec 2022

Logitech
Lead UX Designer
Led key projects within the Ergo & Wellbeing Business Group, collaborating closely with product owners to define user experiences while also supporting them in developing pitch decks, sharing user research insights, and organizing cross-business group workshops. Oversaw the creation, evolution, and maintenance of software experiences directly associated with webcam and presentation products. Designed and delivered the 'Spotlight 2.0' UX experience, conducting extensive user research and working closely with R&D engineers to develop a physical prototype that enhanced the overall user interaction.
Jan 2017 - Dec 2022

Logitech
UI / UX Designer
Led key projects within the Ergo & Wellbeing Business Group, collaborating closely with product owners to define user experiences while also supporting them in developing pitch decks, sharing user research insights, and organizing cross-business group workshops. Oversaw the creation, evolution, and maintenance of software experiences directly associated with webcam and presentation products. Designed and delivered the 'Spotlight 2.0' UX experience, conducting extensive user research and working closely with R&D engineers to develop a physical prototype that enhanced the overall user interaction.
Jan 2014 - Dec 2016

ustwo
Senior Visual Designer
Engaged in a diverse range of projects for high-profile clients worldwide, spanning iOS, Android, tablets, and mobile desktops. Contributed to mentoring apprentices and interns through one-on-one guidance, helping them build a strong foundation in digital design and gain insights into the standards and expectations of working at ustwo. *Soho House *Harvey Nichols *AMEX *ustwo games
Jan 2014 - Dec 2016

ustwo
Senior Visual Designer
Engaged in a diverse range of projects for high-profile clients worldwide, spanning iOS, Android, tablets, and mobile desktops. Contributed to mentoring apprentices and interns through one-on-one guidance, helping them build a strong foundation in digital design and gain insights into the standards and expectations of working at ustwo. *Soho House *Harvey Nichols *AMEX *ustwo games
Jan 2014 - Dec 2016

ustwo
Senior Visual Designer
Engaged in a diverse range of projects for high-profile clients worldwide, spanning iOS, Android, tablets, and mobile desktops. Contributed to mentoring apprentices and interns through one-on-one guidance, helping them build a strong foundation in digital design and gain insights into the standards and expectations of working at ustwo. *Soho House *Harvey Nichols *AMEX *ustwo games
Jan 2014 - Dec 2016

ustwo
Senior Visual Designer
Engaged in a diverse range of projects for high-profile clients worldwide, spanning iOS, Android, tablets, and mobile desktops. Contributed to mentoring apprentices and interns through one-on-one guidance, helping them build a strong foundation in digital design and gain insights into the standards and expectations of working at ustwo. *Soho House *Harvey Nichols *AMEX *ustwo games
Aug 2010 - Dec 2013

ustwo
Visual Designer
Specialized in mobile design, working on a diverse range of projects primarily for iOS, Android, and tablet-based devices, with additional experience in web design. *Barclays Pingit *UBS *AMEX *Sony Japan
Aug 2010 - Dec 2013

ustwo
Visual Designer
Specialized in mobile design, working on a diverse range of projects primarily for iOS, Android, and tablet-based devices, with additional experience in web design. *Barclays Pingit *UBS *AMEX *Sony Japan
Aug 2010 - Dec 2013

ustwo
Visual Designer
Specialized in mobile design, working on a diverse range of projects primarily for iOS, Android, and tablet-based devices, with additional experience in web design. *Barclays Pingit *UBS *AMEX *Sony Japan
Aug 2010 - Dec 2013

ustwo
Visual Designer
Specialized in mobile design, working on a diverse range of projects primarily for iOS, Android, and tablet-based devices, with additional experience in web design. *Barclays Pingit *UBS *AMEX *Sony Japan
Nov 2009 - Jun 2010

BBC
Freelance Digital Designer
Contributed to a variety of projects over a nine-month period, including: *General Election 2010 – Website development, visual design, and artwork *World Cup 2010 – Visual design, concept development, and layout *BBC Design Page – Visual and web design *BBC Audio & Music Interactive – Collaborated with radio station brands to create content for radio DJs, events, microsites, and promotional campaigns.
Nov 2009 - Jun 2010

BBC
Freelance Digital Designer
Contributed to a variety of projects over a nine-month period, including: *General Election 2010 – Website development, visual design, and artwork *World Cup 2010 – Visual design, concept development, and layout *BBC Design Page – Visual and web design *BBC Audio & Music Interactive – Collaborated with radio station brands to create content for radio DJs, events, microsites, and promotional campaigns.
Nov 2009 - Jun 2010

BBC
Freelance Digital Designer
Contributed to a variety of projects over a nine-month period, including: *General Election 2010 – Website development, visual design, and artwork *World Cup 2010 – Visual design, concept development, and layout *BBC Design Page – Visual and web design *BBC Audio & Music Interactive – Collaborated with radio station brands to create content for radio DJs, events, microsites, and promotional campaigns.
Nov 2009 - Jun 2010

BBC
Freelance Digital Designer
Contributed to a variety of projects over a nine-month period, including: *General Election 2010 – Website development, visual design, and artwork *World Cup 2010 – Visual design, concept development, and layout *BBC Design Page – Visual and web design *BBC Audio & Music Interactive – Collaborated with radio station brands to create content for radio DJs, events, microsites, and promotional campaigns.
Dec 2008 - Nov 2009

BBC
Interactive Design Trainee
Working as part of a team creating design solutions for a number of the BBC's sites and global brands. A 12 month paid placement with the BBC covering a range of business groups including, BBC Audio & Music Interactive, i-Player, Central team, Project Canvas, Red Button platforms, News & Sport.
Dec 2008 - Nov 2009

BBC
Interactive Design Trainee
Working as part of a team creating design solutions for a number of the BBC's sites and global brands. A 12 month paid placement with the BBC covering a range of business groups including, BBC Audio & Music Interactive, i-Player, Central team, Project Canvas, Red Button platforms, News & Sport.
Dec 2008 - Nov 2009

BBC
Interactive Design Trainee
Working as part of a team creating design solutions for a number of the BBC's sites and global brands. A 12 month paid placement with the BBC covering a range of business groups including, BBC Audio & Music Interactive, i-Player, Central team, Project Canvas, Red Button platforms, News & Sport.
Dec 2008 - Nov 2009

BBC
Interactive Design Trainee
Working as part of a team creating design solutions for a number of the BBC's sites and global brands. A 12 month paid placement with the BBC covering a range of business groups including, BBC Audio & Music Interactive, i-Player, Central team, Project Canvas, Red Button platforms, News & Sport.
Achievements & Awards
RED DOT DESIGN TEAM OF THE YEAR 2023
[Logitech]
Clients
I'VE WORKED WITH











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