Design Realm
When pixels started mattering
Two years in, I realized working code was only half the job. I moved into Figma to understand why some interfaces feel clear and trustworthy while others do not. Spacing, type, contrast, and motion became part of the engineering, not decoration added at the end.
Lived in it. Designed there first, brought it back to code.
Tokens. 8pt grid. Components that scale past the demo.
Timed in beats. Eases that feel native, not bolted on.
Tab order. Focus rings. Reduced motion respected.
Tools in the rotation. Drag the cloud to explore.
FOUR DETAILS I CHECK
CLARITY
Show what matters. Hide what doesn't. The user's eye should never have to hunt for the next move.
RHYTHM
8pt grid. Type that scales. Motion timed in beats. Cohesion the user feels but can't name.
AFFORDANCE
Buttons that look pressable. Inputs that look fillable. State that updates the second a finger lifts.
TASTE
Spacing, weight, contrast, and timing working together without calling attention to themselves.
Tools behind the design work
Mix a palette. Watch it land.
Tap a base, tap an accent. The tokens update live, the way they should.
Pieces that pull their weight
A surface a user trusts in three seconds. Hierarchy, contrast, restraint.
Details that carry the interface
Tokens, an 8-point grid, and components designed for reuse.
Layers with clear hierarchy and contrast that supports the content.
Timing and easing that explain state changes without slowing the user down.
A fluid scale and a limited set of weights that preserve hierarchy.
Semantic colors that support light and dark themes without duplicated rules.
Logical tab order, visible focus, and reduced-motion support.
