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| year | company | domain | case study |
|---|---|---|---|
| 2026 | Spacewalk AI | incident response | AI incident investigation |
| 2024 | Obsidian Security | SaaS security | identity compromise |
| 2021 | PlayStation | cloud gaming | test reporting |
Security teams had powerful AI capabilities but no coherent way to direct them during an investigation. Owned the full product 0 to 1 — from concept through launch.
Analysts had all the data — 103k events, filters, timestamps. But they kept escalating because they couldn't see how the signals connected. Redesigned the core investigation experience from the ground up.
A test platform built for a small QA team had grown to serve 10+ cross-functional engineering teams. Workarounds ran so deep that satisfaction surveys returned 'fine' while real friction stayed invisible.
work history
| period | company | role | notes |
|---|---|---|---|
| 2025 – 2026 | Spacewalk AI | founding principal designer | AI cybersecurity investigation platform. owned product 0 to 1. |
| 2021 – 2025 | Obsidian Security | founding designer | first designer. built design org + research practice from zero. designed for expert enterprise users. |
| 2018 – 2021 | PlayStation | ux designer | cloud gaming infra. delivered 5+ internal tools for cross-functional teams globally. |
| 2018 | PlayStation | ux contractor | continued infra tooling work. |
| 2018 summer | PlayStation | ux design intern | first exposure to complex internal tooling at scale. |
| 2017 | BECU | ux contractor | IT incident management portal. concept to launch. |
| 2017 summer | Tesla | digital products intern | improved car configuration experience during the ramp-up to Model 3 production. |
education
| period | institution | degree |
|---|---|---|
| 2014 – 2019 | University of Washington | BA Film Studies |
| BS Human-Computer Interaction |
8+ years designing for expert users in high-stakes domains where the problems resist easy answers — cybersecurity, cloud gaming infrastructure, enterprise tooling. The kind of work where bad design isn't just annoying. It's expensive.
I've built two design practices from zero. No templates, no obvious path, no design culture to inherit. Each time, the mission was the same: make every conversation start with the user.
What I've learned: expert users don't need things simplified. They need tools that respect how they actually think. Even the most technical person has an emotional relationship with their tools. They just don't talk about it that way.
I started as a film major. Film is emotional architecture — directing attention, building tension, making someone feel something without telling them to.
User experience is the same work.
skills
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