Prototypes & Experiments

Earlier work, hand-coded. Where I learned to build the thing, not just draw it.


iHerb Compare Products

A compare tool for health products — and the project that taught me UI polish isn't user value. I built rich compare animations I was proud of; usage came in low, because health shoppers want reviews and fit, not spec tables. The craft was real; the read on user intent wasn't. That lesson shaped how I framed every project after it.

Role: All UX/UI design & prototyping


Sneakerhead Checkout Redesign

A full mobile checkout, hand-coded as a live prototype — collapsible sections, inline validation, in-page help, order context always on screen. Cut average checkout time 20% in testing. This is the earliest version of the hand-coded-the-whole-flow habit that runs through my checkout work.

Role: All UX/UI design & prototyping


Sneakerhead Mobile Redesign

A full-site mobile redesign, specified as a complete component system — every element documented with its states, interaction behavior, accessibility (24px icons in 44px touch targets), and edge cases, down to build spec. Not a moodboard: a system an engineer could ship from, covering everything from inputs and modals to category, product, cart, and checkout layouts.

Role: All UX/UI design & prototyping

[VISUAL — style guide preview 1]
[VISUAL — style guide preview 2]
Navigation — 3 versions tested
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