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Presenting Design Work with Intentionality

A fundamental part of your work as a designer is to present ideas as clearly as possible so others can provide informed and useful feedback. In order to communicate effectively, you need to consider how your ideas are received. Taking the time to thoughtfully deliver information will speed up your process and help you accomplish your goals faster.
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Thoughts on The Legend of Zelda: Breath of the Wild’s User Experience

As a long time fan of Zelda games, I was excited to dive into Breath of the Wild. It is both the largest game in the series as well as the one that most successfully provides a sense of adventure. It has ushered in a new era of gameplay mechanics focused on making every moment of play engaging and meaningful.

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Thoughts on Mass Effect: Andromeda’s User Experience

I’ve been a huge Mass Effect fan since Mass Effect 1. I’ve played through all of the games of the Shepard trilogy many times. Since I care so much about the series, I knew I would have high expectations for Andromeda. After about 20 hours now of gameplay, I wanted to write down my thoughts thus-far.

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The Current State of Adaptive Design

I dream of the day where I design an interface using systematic logic and never again have to push individual objects around different sized artboards. The day I dream of gets nearer and 2016 was an incredible year for adaptive design.

I thought I’d take some time to sample a few popular design tools to compare where they are at with their adaptive layout features.
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How to use Framer Snippets Library

Earlier this year I released Framer Snippets Library. It’s a collection of snippets I’ve been building to help speed up my workflow in Framer. You can read more about the snippets here and download them here.

I pushed some updates to the library this week and decided to make a little video showing how I use the snippets, since it’s not exactly how one might traditionally think about using snippets.
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Talk Turkey

My good friend Gabriel Valdivia had a great idea to do interviews that push people to be as honest and candid as possible and then present the conversations in the same format they occurred.

I thought this was rad, so I helped him build a website that acts and feels like a chat app where you can browse the interviews. We got real geeky on the details, so I thought I would share some of them here:

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Framer & Sketch: An Intentional Workflow

Making Framer prototypes can communicate what a final product will feel like early in the design process. I find working with Framer rewarding because it forces me to think through the logic and flow of a design in a very tangible way.

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Helvetica New

If you are reading this, you know Helvetica. You probably know it too well. You might have loved it at one point, hated it at another, and pretended you didn’t care about it when trying to prove yourself as a designer. No matter what, it’s useful. And it’s classic.

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Reworking MOON for OS X

I had been planning to do this for a while, but I recently took the time to write MOON for OS X. The goal was to basically port the app over from iOS, but it was not that simple and I thought I’d document some of the things I learned along the way.

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Rethinking the Destiny Companion App

Bungie created one of my favorite companion apps to a video game with Destiny Companion. Since I love it so much, I decided to give it a rethink based off the way I personally use it. Here are the three most common ways I use the app.

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