01 — Where it started
Graphic Designer
craft · composition · visual systems
Visual hierarchy as first language
Before products, there were pixels. Learning to guide attention through intentional form. Using instinct (AKA trial and error) to decide what to show, what to shrink, and what to cut entirely.
Restraint is a design skill
Good design removes choices rather than adding them. That discipline carried forward into how I think about products: knowing what to cut is its own kind of craft, and it only becomes more tricky when the stakes are higher.
Making complex things feel simple
The hardest brief is always some version of the same thing: make something complicated feel like it was never complicated at all. Same job, just at a different scale.