About Me
Hi, and thanks for taking time to check out my work.
Like many others in the UX field, I’ve often had to wear multiple hats. I’ve produced stacks of wireframes and interaction diagrams over the years, and logged many hours across several UX disciplines. However, the thing I do best is manage the visual side of the user experience.
My background is in fine art and graphic design, and I love creating things that are nice to look at and use. I spent almost a decade designing web interfaces, then moved on to desktop/mobile software a couple of years ago. I’m now focusing on iOS, since it’s the best platform for creating and enjoying great user experiences.
I keep things balanced and in perspective by spending time with my lovely wife and son. We live 30 minutes north of San Francisco, and enjoy exploring the beautiful hills between here and the ocean.
How I Usually Work
I think a good designer collaborates effectively to see their work properly realized. Here are some of the main ways I try to do that, from initial concept to final product.
Strive for Pixel Perfection
I produce high-fidelity mockups for each project, and believe that every pixel in the final product’s interface should comply with the approved design. This can be exceedingly hard to pull off, so I do whatever I can to help make it happen. It’s always good to work closely with developers and give them extensive documentation.
Provide Exhaustive UI Specifications
Since I typically collaborate closely with developers, it’s important for them to have a definitive reference for how to implement my work. In addition to mockups and assets, I usually document everything from redline UI specs to transition definitions. I try not to leave any aspect of design implementation ambiguous or undefined.
Sweat the Small Stuff
I’m pretty particular about making sure subtle effects and eased transitions are implemented perfectly. It’s also essential that UI performance is sufficient to deliver a consistently smooth experience for the user. Non-UX people often don’t care as much about this stuff, so I document these requirements in great detail in my specs.
Show How it Should Look
A high-fidelity video or interactive presentation is the best way to demonstrate how a proposed design should look and feel. Whenever necessary, I build prototypes in After Effects, Blueprint, or HTML and present them on the target device itself. It’s the best way to test and share a UI concept, and always generates valuable feedback.
Provide Code When Appropriate
Though I’m definitely not a developer, I try to support my own work with actual code when I can. It helps me better understand what’s possible and how to best implement what I’ve designed. I’m comfortable working on existing projects in Xcode and git, and author HTML/JS/CSS on my own.
If you’d like to know more about me or get a copy of my résumé, please feel free to get in touch.



Roxio PhotoShow for iPhone(Interaction & visual design, branding)



Roxio Game Capture(Visual design/re-skin)


Langua for iPhone(Visual design & branding)





Accenture(Art direction & visual design)




O’Reilly Media(Information architecture, front-end design/coding)






Robert Walter’s 20th Congress(Identity & promotion design)




Qtoro(Identity & visual design)







Roxio CinePlayer for MOD Systems(Visual design & production)




Brian Rueb Photography(Visual design & site development)







Webvanta(Identity, marketing & website)



Microsoft MSN Messenger for Mac(App icons & animation)


Fluor Corporation(Visual design & art direction)

Visual Documentation(Diagrams, Infographics, Sketches, Flowcharts)



