Why it exists
A concept is easy to describe and hard to judge. Static screens hide the questions that only appear once something responds to you: what happens on the second tap. So I built it.
Case study · Famly
A speculative concept for Famly, taken from idea to a clickable prototype with Claude Code rather than starting in Figma. Partly because it is the fastest way to show what a product should feel like. Partly to show what I can now do in an afternoon.
If you read nothing else · 40 seconds
A concept is easy to describe and hard to judge. Static screens hide the questions that only appear once something responds to you: what happens on the second tap. So I built it.
End to end in conversation rather than in a design tool. Flows, interface, behaviour and deploy, no Figma file, iterating on the running thing instead of on a picture of it.
Something you can open on your phone right now. Which moves the conversation from “does this look right” to “does this work” in days rather than weeks.
Select a step
Speculative work drifts unless it has a question. I settled what this concept had to demonstrate first, so that everything built afterwards was evidence for something rather than an exercise in surface.
Since Sketch
I started designing when Sketch was still the main tool, and much of the craft was in producing the design itself. That has shifted towards design direction: understanding the problem, finding the solutions, then using AI to explore and build faster. It creates more room to test, learn and play instead of getting attached to the first idea, and it frees up time for what matters, which is the human experience.
Faster production makes design judgement matter more, not less. I still need to understand the behaviour behind an interaction, keep it consistent with the design system, consider accessibility, and decide what feels clear, useful and human.
Tools like Claude and Cursor are an incredible sandbox for exploring, prototyping and shipping. But speed raises the stakes on knowing which problem is worth solving, understanding the human on the other side, and bringing direction, accessibility, craft and taste to what gets built. That combination of human understanding and new ways of making is exactly where I want to work.