About
Main bio
How I work
Understand it before you design it
Before any wireframe, I want to know what problem we're actually solving. The thing people ask for often isn't the thing they need. The best projects start with sharp questions and end with solutions that feel obvious in hindsight.
build it for real.
Dev-ready, not just pretty
A mockup that can't be built is just a nice picture. I design with production in mind from the start: real constraints, real components, handoff that engineers can actually work from. The win isn't the Figma file, it's the thing shipped and in use.
We, not me
The best work happens when designers, engineers and product people actually talk to each other instead of throwing things over a wall. I like the back-and-forth of figuring out what's possible, what's practical, and what creates the most value. No hero designers here.
we, not me.
learn by doing.
Details build trust
The most impactful work usually isn't flashy: the progress state that keeps people oriented, the auto-save that prevents panic, the error message that actually helps. I'd rather ship, learn and refine than wait for a perfect first try that never comes. Craft is what earns trust.
Dive into my work
Timeline
.ARK
Founder and creative technologist. Independent studio focused on interactive design, 3D, motion and experimental web. I lead client web and brand work end to end, from concept to launch, turning ideas into production-ready systems.
2024 - Current
Comvation
UI/UX design lead across client projects. Responsible for UX strategy, visual systems and interface quality, owning the work from first concept through to a polished, shippable result.
2025 — ongoing
Cleverclip
Interaction designer. Concept and design of interactive digital experiences with a strong focus on motion, storytelling and user flow, turning complex content into something people actually want to follow.
2024 - 2025
Swisscom
Interactive Media Designer, EFZ apprenticeship. Design and production of digital media and interactive content inside a large corporate environment, where I learned to hold design quality against real technical constraints.
2021 - 2024


