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I am a Senior UI/UX Designer at Toptal, a network of the world's top 3% of software engineering, design, and finance talent. With over 10 years of experience in the design industry, I have a proven track record of creating visually engaging and user-friendly interfaces for in-car navigation systems, SaaS apps, and marketing websites. My background in business and economics gives me a unique perspective on how to design UX and UI that are not only aesthetically pleasing, but also functional, efficient, and user-friendly. I am passionate about solving complex problems, collaborating with diverse teams, and learning new skills. I am also Adwords Search Certified, which demonstrates my ability to optimize the online presence and performance of my clients. My goal is to help tech companies increase their revenue by improving the user experience of their products.
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A beautiful UI won’t save a broken UX. But designers still focus on it. Every day. “That screen’s confusing?” - Let’s add an icon. “Users don’t complete the form?” - Let’s animate the button. “People don’t get it?” - Let’s redesign the UI, not the logic. This mindset needs to go. You can add a filter on a bad photo. But it’s still a bad photo. Same with interfaces. So, the real question: Do you want to impress other designers? ↳ Or help the users who need you? Build trust. Not trends. Beauty can wait. UX can’t. P.S. Do you think good design should always be pretty?
Whenever I design a mobile layout… I imagine someone's mom trying to use it with one hand. She has no idea what a “CTA” is. She won’t pinch, zoom, or rotate. She just wants to pay her bill. Or send a message. If her thumb can’t reach it? She’ll give up. That’s the test. Every time. Design isn’t about perfection. It’s about ease. Who do you design for?
Before you take that feedback personally, please read this: 1. I will pause first. 2. I will firstask why. 3. I will listen fully. 4. I will let go of ego. 5. I will write it down. 6. I will see it as data. 7. I will not get defensive. 8. I will look for patterns. 9. I will grow through critique. 10. I will separate self from work. I actually wrote this list for myself. To remind myself not to flinch when a Figma comment stings. But you? Use it as you please. 2025 will be the year you stop taking feedback personally….and start growing professionally. ❤️ (Repost if you’re ready to grow through feedback in 2025 ♻️) P.S. Ever get feedback that made you laugh… or cry? The worst feedback I ever got? “I don’t care what the users want. I’m the one paying you.”
There’s so much AI hype right now. “AI can replace designers.” “AI can generate wireframes.” “AI can design landing pages in seconds.” Let’s be real. Here’s what AI can’t do: Speak up when no one else will. Say, “This CTA looks good. It does nothing.” Ask in a meeting, “Why are we building this?” Tell the CEO, “That’s shiny. But it hurts the user.” Catch silence in a room and know it means doubt. AI doesn’t feel tension. AI doesn’t speak truth. Designers do. P.S. Do you think AI will replace us? (Repost if design is still a human job ♻️)
Easy way to talk to your users? And quick? I get this asked a lot. So here we go: After helping 50+ teams, these are my 3 favorite tricks: 1. Start the talk with a calm intro ↳ Say: “Thanks for doing this. No right or wrong answers” ↳ It helps people relax 2. Explain why you’re here ↳ Before asking anything, say what you’re working on ↳ Then ask: “Can you show me how you usually do X?” E.g. “We’re fixing signup. I’d love to see how you sign up.” 3. Say “Tell me more about that” ↳ This opens up deeper answers ↳ It works better than fancy questions E.g. They say, “That part was confusing” You say, “Tell me more about that” Asking is easy. Making people feel safe? That’s the real skill. Hope this helps. You got this! (Repost this if your team needs it ♻️) P.S. What’s the worst question you’ve ever asked in an interview? Be honest.
I’ve seen this pattern 100 times. Project starts → chaos begin → launch fails → designer gets blamed. Even though: 1. Requirements changed 4 times 2. Final assets came in a day before deadline 3. Half the stakeholders gave conflicting feedback Notice the trend? It’s not bad design. It’s bad organization. Designers need space to think. Not just timelines to hit. You want better design? Protect the process that creates it. (Repost if your designer deserves more context, not just comments ♻️) P.S. What’s one chaotic project you survived?
Last year, a former client sent me a message: “We need 10 screens by next week.” This time? I didn’t open Figma. I replied: “Happy to help. But let’s first align on goals, roles, rates, and feedback flow.” Silence. They weren’t ready. Again. And I wasn’t available… For another round of unpaid therapy. Designers: Don’t design inside dysfunction. P.S. What’s the most valuable ‘No’ you’ve ever said?
You don’t need a senior UX designer to fix your website. You need a 10-minute video of a real user using it.. Watch what happens. Where they pause. Where they scroll. Where they sigh. That’s the UX. No presentation required. Just observation. P.S. When was the last time you watched someone use your site?
When I was junior, I thought: “UI is what people see. UX is what they don’t.” Now I know: Users dont see bad UX… They feel it. They get frustrated by it. And worst of all? They leave because of it. UX is not invisible. It just doesn’t come with a gradient. If you’ve ever had to redesign a screen that “looked perfect” but had a 20% drop-off… You know what I mean. It’s not about how it looks. It’s about what it enables. That’s the power of UX. P.S. What’s the prettiest screen you’ve ever had to trash because it didn’t work?
The # 1 thing users say before they drop off? “I didn’t know where to click.” That sentence = lost trust That sentence = lost attention That sentence = redesign needed Don’t waste that time on: – Jargon – Empty states with zero guidance – Buttons labeled “Start” (start what?) Instead... Make the purpose obvious. Make the next step frictionless. Make it feel like progress is already happening. Don’t ask users to multitask. Ask them to move. One small step at a time. Attention → Action → Outcome Repost ♻️ this UX tip. P.S. What’s the # 1 reason you think users drop off?
7 myths about good design (and 7 actual facts): 1. Good design is always simple ↳ Not true. Great design fits the product. Some apps need more info. Some need fun. It depends. 2. White space means empty space ↳ False. White space helps people focus. It makes things easier to read and use. 3. If it looks good, it works well ↳ Nope. Many good-looking designs are hard to use. Pretty ≠ usable. 4. Redesigns always make things better ↳ Not always. New design can confuse users. A working flow is often better than a fresh look. 5. Great design needs big budgets ↳ Good design needs good choices. You don’t need a lot of money ( you need clear thinking ) 6. Users see every detail ↳ Most users don’t. But they feel when things are smooth. That’s what matters. 7. Design comes last ↳ Wrong. Design should start early. It’s not how it looks. It’s how it works. Hope this clears things up! Cheers! (Repost to help others ♻️) P.S. Which one do you agree with most? Got a no. 8 to add? Let’s hear it
How to explain your design job without confusing everyone. (The unwritten guide for people with too many titles) Here are 7 comparisons I keep on hand when people ask “what do you do again?” UX Designer = Sometimes UI work UI Designer = Often thinks about UX UX Writer = Words are their wireframes Content Designer = UX Writer with an editorial flair Interaction Designer = Like UX but more behavioral Service Designer = Thinks across systems, not just screens Product Designer = A bit of everything (sometimes too much) Most people don’t care about your title. They care about how you make things better. P.S. Repost if you’ve ever had to explain your role in under 10 seconds ♻️
I once asked a founder what their biggest UX issue was. They said: “Our users don’t get to the finish line.” I asked: “Do you know where they stop?” Silence. Before you fix drop-offs, you need to see them. Track everything: - First hesitation - First click - First exit The answers are in the sequence. UX isn’t just about flows. It’s about friction checkpoints. ( Repost ♻️ for others ) P.S. Do you conduct usability testing?
Designers ask me: “How long should my portfolio be?” Wrong question. Here’s what they should ask: What’s the least amount of info needed to show how I think? How fast can I make them care about the problem I solved? Can they feel how much better the result is? Listen.... You don’t need 40 slides. You need 3 moments of clarity. One per project. Your portfolio is more than a PDF or a site. It’s a preview of the future you’re capable of creating. P.S. Do you have portfolio? P.P.S. Tag someone whose portfolio helped or inspired you.
A nice UI get compliments. But a good UX gets conversions. Let me explain: A user lands on your site. They love the aesthetic. They scroll. And then? They don’t know where to start. They click the wrong thing. They miss the CTA. Beauty can’t save a confusing experience. The issue isn’t looks. It’s logic. So make sure: • Your labels mean something • Your visuals support the flow • Your layout speaks clearly Because function leads. Form supports. P.S. Do you test how people use your design?
Stop confusing junior designers about one thing: Design is not art. Design has rules. Design has goals. Design has users. Design is not an art. Art doesn’t need to be understood. Design must be. Here’s the difference: - Art expresses the creator - Design expresses the function Your layout isn’t a canvas. It’s a message. Hope this clears it up for anyone new. (Thanks for reposting this message ♻️) P.S. Do you agree?
Most designers struggle to design nice UI. But “nice design” isn’t the goal. Today, I’ll show you how to make things work. (Save + Repost this before anything else ♻️) Looks can change. But good UX is clear. You can’t fake it anymore. People know when something feels wrong. You have to go deeper: 1. Can people use it? 2. Can they understand it? 3. Can they finish the task? Let’s break it down. ⸻ 1. Can people use it? “Good” design means usable. Not “cool.” Not “modern.” Usable. Here’s a test: Ask someone: “Can you do this task in 30 seconds?” If they can’t? It’s not good UX. Don’t guess. Test. ⸻ (This next part might make some designers mad) ⸻ 2. Can they understand it? Design is not about: ✘ Winning awards ✘ Looking nice ✘ Getting likes It’s about one thing: Helping people do something One goal. One screen. One action. Don’t make it busy. Don’t add 5 buttons. Just guide the user. ⸻ 3. Nice vs. clear? Most bad design hides behind “nice UI.” But real UX shows in actions like: - People know what to click - They don’t get stuck - They finish without help This is what good looks like. If people stop, scroll, or guess… You have a problem. ⸻ A few quick tips: 1. Don’t hide things in menus 2. Watch people use it (quietly) 3. Test early, even if it’s ugly 4. Ask real users for feedback 5. Fix small things fast 6. Remove what isn’t needed ⸻ Read this far? You’re awesome. Leave a comment or repost if this helped. ♻️ P.S. Tell me one advice for better UX 😄
Friendly reminder for designers. Clean design does not mean good UX. It just means it looks good. But a good experience? That takes more than whitespace, nice fonts and pretty icons. One of the hardest things to accept as a designer is that users don’t care how “clean” it looks if they’re still getting lost. Agree?
I used to think Apple couldn't make a mistake with UX. But iOS 26 changed that. iOS 26 is visually stunning. And functionally worse than ever. Now, you might say: “It feels so modern.” “It looks more premium.” “It’s Apple, of course it’s good.” Cool, design is "sleek". But... They prioritized “vibes”. They failed in real-world use. What Apple designers did: ↳ Blur everything ↳ Flatten all contrast ↳ Make buttons “guessable” This is the core problem with design for real use. Design is not about what your product looks like. It’s about what your users can do. That’s the truth. (Repost if you agree ♻️)
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