Career

Different problems. Different industries. A remarkably consistent kind of work.

My career has moved from editorial and interactive work to emerging interfaces, large-scale software, and building a company from zero. The medium changes; the underlying problem rarely does.

I enter ambiguous situations, understand the system, create structure, and turn it into something people can use.

Sometimes that means a product. Sometimes an interface, a prototype, a strategy, or simply a clearer way for a team to see the problem. That pattern has followed me across the career below.

01 / Now

Building from zero.

The Barber Game

Co-founder · Product design
2024–Now

Taking an early idea into a real product and company: research, product definition, interaction, prototyping, and the practical work required to move from ambiguity toward something buildable.

View case study →

Independent

Design · Product · Consulting

Working directly with teams and businesses where the problem is still taking shape and design needs to connect research, strategy, product thinking, and execution.

02

Products at scale.

Mozilla

Product design

Product work inside a global software organization, balancing user needs, product systems, technical constraints, and the realities of shipping at scale.

Microsoft

Bing · Maps · Local

Designing search, maps, and local experiences where large systems have to become understandable and useful at the moment someone needs them.

03
Xbox logo

New interaction models.

Microsoft / Xbox

Product & interaction design2011–2016 · 5 years

Working on new device experiences and interaction models while the conventions themselves were still being established—turning technical capability into behavior people could understand.

Interaction designPlatform UX0→1Prototyping
04

Interactive before it had a settled name.

Publicis

Interactive design

Digital, retail, and experimental work that crossed screens and physical environments, including T-Mobile and Microsoft’s Home of the Future.

05

Where it started.

Nintendo / The Rocket

Editorial · Visual communication

Early work in publishing and game-related editorial design established the foundation: understand a complicated body of information, find its structure, and make it clear to someone else.

I do my best work when there’s something worth figuring out.

I want to work with good people on hard problems and make things that deserve to exist. Business value matters, but it can’t be the only value.

Looking for someone like that?

Let’s talk →

For titles, dates, and the conventional chronology.

Download résumé ↓