UI/UX & Product Designer

Hello, I’m

Zoe Cao

Zoe drawing on a pen display at her desk

I studied Translation and Interpretation before moving into design — which is probably why I still treat every product like a language someone has to learn quickly. Translating between two spoken languages and translating complex technical logic into a human interface aren’t so different: both require understanding who’s on the receiving end before you choose your words.

Eight years later, I’m still doing that — across cloud platforms, data tools, food-tech, and F&B operations apps.

Selected work

Projects that tell stories

Each project is an opportunity to solve meaningful problems and create experiences that resonate with people.

Isometric illustration of cloud servers on a circuit board

Product Design · Oct 2022 – Nov 2024 · FCI, HCMC

Demo project

Unified a fragmented IaaS/PaaS/SaaS platform — rebuilt sitemap, design system, and shipped the product’s first mobile app. Won FPT Hackathon.

  • Design System
  • Information Architecture
  • Mobile App
  • Cloud Platform
View Project
FPT Cloud console on a laptop, creating a new instance

Product Design · 2023 – 2024 · FCI, HCMC

FPT Cloud Service

Reworked the UX/UI of an existing cloud server platform on web and mobile for businesses and FPT member companies — as the solo designer, from sitemap to design system.

  • Cloud Platform
  • Web App
  • Mobile App
  • Design System
View Project
Data Suite report editor with a pie chart, stacked bars and chart settings

Product Design · 2022 – 2023 · FCI, HCMC

Data Suite – FPT Data Visualisation Platform

Solo designer on a data visualisation platform built to replace Power BI across FPT Corporation — data modelling, reports and dashboards on web and mobile. Released at FPT Techday 2024.

  • Data Visualisation
  • Design System
  • Enterprise
  • Web & Mobile
View Project
Three Pizza Hut app screens: home, store finder and order time

UX/UI Design · 2018 – 2022 · PHDV, HCMC

Pizza Hut – eCommerce Digital Franchise App

Websites and native apps for Pizza Hut Digital Ventures (Yum! Brands) — from UX research in Asia, sitemaps and user flows to hi-fi mockups and the design system.

  • eCommerce
  • UX Research
  • Mobile App
  • Responsive Web
View Project

What I do

Skills & Capabilities

A versatile skillset built through curiosity, practice, and a genuine love for learning.

Ways of Working

  • Time Management
  • Critical Thinking
  • Prototyping
  • Growth Mindset
  • Responsibility

Ux & Research

  • User Research
  • Usability Testing
  • User Interviews
  • Journey Mapping
  • Information Architecture
  • Wireframing

UI & Visual Design

  • Interface Design
  • Design Systems
  • Typography
  • Color Theory
  • Illustration
  • Branding

Product & Strategy

  • User Empathy
  • Product Thinking
  • Problem Solving
  • Feature Prioritization
  • Stakeholder Management
  • Design Strategy
  • Workshop Facilitation

Tools & Software

  • Figma
  • Adobe Creative Suite
  • Principle
  • Notion
  • Miro
  • HTML/CSS

All projects

Eight years of problems I was glad to have

From outsourced F&B apps to enterprise cloud platforms — each project taught me a different way to be careful.

Isometric illustration of cloud servers on a circuit board

Product Design · Oct 2022 – Nov 2024 · FCI, HCMC

Demo project

Unified a fragmented IaaS/PaaS/SaaS platform — rebuilt sitemap, design system, and shipped the product’s first mobile app. Won FPT Hackathon.

  • Design System
  • Information Architecture
  • Mobile App
  • Cloud Platform
View Project
FPT Cloud console on a laptop, creating a new instance

Product Design · 2023 – 2024 · FCI, HCMC

FPT Cloud Service

Reworked the UX/UI of an existing cloud server platform on web and mobile for businesses and FPT member companies — as the solo designer, from sitemap to design system.

  • Cloud Platform
  • Web App
  • Mobile App
  • Design System
View Project
Data Suite report editor with a pie chart, stacked bars and chart settings

Product Design · 2022 – 2023 · FCI, HCMC

Data Suite – FPT Data Visualisation Platform

Solo designer on a data visualisation platform built to replace Power BI across FPT Corporation — data modelling, reports and dashboards on web and mobile. Released at FPT Techday 2024.

  • Data Visualisation
  • Design System
  • Enterprise
  • Web & Mobile
View Project
Three Pizza Hut app screens: home, store finder and order time

UX/UI Design · 2018 – 2022 · PHDV, HCMC

Pizza Hut – eCommerce Digital Franchise App

Websites and native apps for Pizza Hut Digital Ventures (Yum! Brands) — from UX research in Asia, sitemaps and user flows to hi-fi mockups and the design system.

  • eCommerce
  • UX Research
  • Mobile App
  • Responsive Web
View Project
Pizza Hut ordering website: home page and deals menu

UI & Graphic Design · 2017 – 2018 · Glite, HCMC

Pizza Hut – Ordering Applications

Web and mobile ordering apps where customers build a pizza to their taste, earn points and redeem vouchers — designed on the brand guideline with a shared UI library.

  • Food-tech
  • Web & Mobile
  • Branding Guideline
  • UI Library
View Project
Two tablets running the Pizza Hut POS and order list

UI & Graphic Design · 2016 – 2017 · Glite, HCMC

Pizza Hut – Applications System

Restaurant operations suite for Pizza Hut Indonesia — Kitchen Display, POS, Dine-in and Driver apps on tablet and mobile, with touch-friendly layouts and real-time updates between apps.

  • POS Design
  • Operations Apps
  • Tablet & Mobile
  • F&B
View Project

Product Design · 2022 – 2024

Demo project – Turning a fragmented platform into one coherent system

A cloud-services platform built feature by feature, by different teams, over many years — until nothing felt like it belonged together.

Company
FCI, HCMC
Timeline
Oct 2022 – Nov 2024
My Role
Lead Product Designer
Platform
Web + Mobile
Industry
Cloud / SaaS
Glowing isometric cloud with server racks over a circuit board

Project Overview

FCI SmartCloud provides IaaS, PaaS, and SaaS services to help businesses of all sizes modernize their operations. When I joined, the product had grown organically — each feature was built separately, components weren’t shared, and the experience felt inconsistent across every screen.

The goal wasn’t to redesign the surface. The goal was to rebuild the foundation: understand what actually existed, establish the system underneath, and then make the product feel like one thing.

My first move wasn’t a redesign — it was rebuilding the sitemap and user flow against what actually existed, so any decision after that was grounded in the real product, not the documentation of it.

Team & My Role

I was the lead product designer working closely with product managers and engineering leads across two product tracks simultaneously.

My Role

Lead Product Designer

System architecture, design system, UX research, mobile app design, Figma ownership.

Product

Product Manager

Roadmap, stakeholder alignment, feature prioritization.

Engineering

Frontend Lead

Component implementation, design system integration, technical constraints.

Engineering

Backend Engineers (×3)

API design, service logic, platform infrastructure.

QA

QA Engineer

Test planning, design review for edge cases and error states.

Stakeholder

FPT / FCI Leadership

Business direction, Hackathon sponsor, final approval.

Target Audience

The platform served two distinct user types with very different needs and technical literacy levels.

Enterprise IT Admins

Technical users managing cloud resources, provisioning services, and monitoring infrastructure. They need control, precision, and fast access to system status.

Business Decision Makers

Non-technical managers evaluating cloud adoption. They need clarity on what the platform does and trust that it’s reliable — without reading a manual.

Developers

Engineers deploying and managing applications on the platform. They value efficiency, good error messaging, and predictable behavior.

Mobile Users (new segment)

Users who needed to monitor and manage their cloud resources on the go — the audience for the first mobile app I designed for this product.

Business Goals

  • Reduce onboarding friction for new enterprise clients adopting FCI cloud services
  • Create a consistent product experience that could scale across new features without design debt accumulating further
  • Expand reach to mobile users by shipping the product’s first native mobile app
  • Win the FPT Hackathon to demonstrate innovation and team capability
  • Enable the design system to be inherited and improved by future designers without rework
The business needed the product to feel enterprise-grade. The users needed it to feel usable. Those two goals were more aligned than the existing product suggested.

Design Context

The Before State

Before I joined, each feature had been built in isolation. The components used on the product were not always consistent — some screens used different button styles, spacing tokens, and navigation patterns for the same interaction. There was no shared sitemap that accurately reflected the live product.

The Constraint

We couldn’t stop shipping to refactor everything. The design system had to be built incrementally, replacing components as features were updated — not as a big-bang redesign.

My Starting Point

I audited the live product, not the documentation. Every screen, every flow, every component — mapped to understand what actually existed before deciding what to change.

User Pain Points

Pain point #1 — Navigation

Users couldn’t predict where features lived. The navigation had grown without a consistent information architecture, so mental models broke across sections.

Pain point #2 — Inconsistent components

The same action — e.g., confirming a deletion — triggered different modal patterns depending on which part of the product the user was in.

Pain point #3 — No mobile access

Users who needed to check service status or respond to alerts on the go had no mobile option — they relied entirely on desktop.

Pain point #4 — Error state confusion

Error messages were technical and often untranslated for non-developer users, leaving business decision-makers unable to self-resolve issues.

Key Metrics

1st

Native mobile app in the product’s history, shipped for iOS and Android.

Won the FPT Corporation Hackathon with the redesigned platform.

2yr

From the first audit to a design system the product now runs on.

Design system adoption by product area
Mobile screens100%
Navigation95%
Forms & Inputs88%
Data Tables82%
Modals & Overlays78%

User Research

I conducted interviews with 8 internal users (IT admins, developers, and one business manager) and reviewed support tickets to identify recurring friction patterns.

Key Insights

Finding 01 — Navigation mental model

Users grouped features by service type (compute, storage, networking), but the navigation was grouped by when features were built. The two didn’t match.

Finding 02 — Trust in error states

Non-technical users skipped error modals entirely when they didn’t understand them — they called support instead. Error copy was an invisible UX problem.

Finding 03 — Mobile monitoring behavior

3 out of 8 users said they checked service health via Slack notifications because there was no mobile view — a workaround that masked the gap in the product.

Finding 04 — De-biasing moment

I assumed denser information on the dashboard would feel more “powerful” to enterprise users. Testing showed the opposite: simpler layouts got faster task completion. I adapted the design to the simpler version.

Scope & User Stories

The project was scoped into two phases: foundation (design system + IA) and expansion (mobile app + new features).

User storyScopePriorityStatus
As an IT admin, I want consistent navigation so I can find features without guessingIA Rebuild + Nav ComponentHighDone
As a developer, I want error messages that tell me what to do next, not just what went wrongError state redesign + copyHighDone
As a business manager, I want a dashboard I can understand at a glance without technical knowledgeDashboard redesignHighDone
As a user on the go, I want to check service status and respond to alerts from my phoneMobile App (iOS + Android)MediumDone
As a future designer, I want a design system I can extend without breaking what’s thereDesign System Tokens + DocsMediumDone
As an admin, I want bulk actions on resources so I don’t repeat the same operation 20 timesBulk action patternsLowIn Progress

Logic & Business Rules

Service provisioning flow

User journey — provision a new cloud service
  1. 01Select service type
  2. 02Configure spec
  3. 03Review & Confirm
  4. 04Provisioning
  5. 05Active service

Key business rules

  • Users cannot provision services exceeding their account quota — the system must surface remaining quota before step 2, not at confirmation
  • Deletion of active services requires a typed confirmation (service name) to prevent accidental loss
  • Error states must include a plain-language explanation + recommended action for non-technical users, in addition to error codes for developers
  • Mobile app read access only — provisioning remains desktop-only in v1 to reduce complexity and risk

UI Screens

Selected screens from the redesigned platform.

The full set of screens lives in the Figma prototype.

Attachments & Documents

FCI SmartCloud — Design System DocumentationFigma · Component library + token reference
Sitemap Audit — Before & AfterPDF · Information architecture mapping
User Interview SummaryPDF · 8 sessions, key insights & quotes
Mobile App PrototypeFigma · Interactive prototype, iOS & Android

Outcome

The redesign delivered a unified product experience across web and mobile — the first time SmartCloud felt like a single platform rather than a collection of features.

  • Rebuilt the sitemap and navigation around how users actually think about cloud services, not how the product was built
  • Established a design system with shared tokens, components, and documentation — inheritable by future team members
  • Shipped the product’s first mobile app (iOS + Android), covering monitoring and alert management
  • Won the FPT Corporation Hackathon, demonstrating the team’s ability to ship innovative work under pressure
  • Error states rewritten in plain language, reducing support ticket volume for UI-related issues
The work that mattered most wasn’t the final screens — it was the system underneath them. Every feature after this point had a foundation to build on.

Product Design · 2023 – 2024

FPT Cloud Service – Web App & Mobile App

Improving the UX/UI of an existing cloud platform for domestic businesses, FPT member companies and the FPT group.

Client
FPT Corporation
Timeline
2023 – 2024
My Role
UI/UX Designer (solo)
Platform
Web, Mobile, Tablet
Industry
Cloud / IaaS

Overview

FPT Cloud Server provides a secure and reliable virtual server system, designed centrally for easy scalability. Users can create and configure compute instances with minimal operations, and control the system through the web, CLI and API. Each compute component can be configured separately: processor, storage, networking, operating system and charging method.

Product advantages

Auto-Scale

Instances resize automatically according to workload and usage needs.

Uptime 99.99%

FPT Cloud’s cloud server is committed to stability, with up to 99.99% uptime.

Safety & Security

A built-in Standard Firewall L4, plus firewall options from major security firms.

Load Balancing

Load sharing across virtual servers improves performance, availability and scalability.

My Role

I was the only designer on the product, working closely with the Product Owner team in an Agile process (Jira and Microsoft 365).

  • Collaborating with the PO team
  • Sitemaps, wireframing and prototyping
  • Design iteration and high-fidelity UI mockups
  • Building the design system
  • Marketing assets

Design Process

Research

We analysed user feedback collected by the sales teams and ran internal surveys to find the critical pain points and the areas to improve. From there, the Product Owner and I agreed on three key insights:

Insight 01

A consistent design system is needed across web and mobile.

Insight 02

Complex cloud management tasks need intuitive navigation and user flows.

Insight 03

On mobile, users need easy monitoring and quick access to critical information.

Ideation

With the research done, we built new wireframes and user flows for the web and mobile app, focusing on navigation, resource management and data visualisation.

Iterative design

Building on the research, the competitive analysis and the user flows, I created the design system and style guide that keep every product module consistent.

  • Design System, version 2.0
  • Style Guideline, version 1.0
  • Product design for desktop, mobile and tablet (UI version 2.0.0, 2024)

Problem-Solving

ChallengeSolution
Redesigning an active product without disrupting current usersA phased redesign, prioritising critical features based on user feedback
Creating a cohesive experience across complex modules (IAM, Billing, Compute Engine and more)A robust design system that keeps every module consistent
Balancing full functionality for IT professionals with ease of use for managers on mobileSeparate user flows for technical and management users, each optimised for their needs

User-Centered Design

I focused on intuitive interfaces for complex cloud management tasks, serving both technical IT staff and upper management. The mobile app is built for quick notifications, easy monitoring of virtual machines and a simple billing overview.

Technical Considerations

I worked with the development teams to make sure every design improvement was feasible within the existing system architecture, and designed with scalability in mind so new features can be added without hurting the experience.

Outcome and Impact

The project is in the planning and bug-fixing stage, with a roadmap for gradual UX/UI improvements. I created a full plan for rebuilding the design system and component library, to keep the product consistent and reduce hardcoded elements.

Lessons Learned

This project shows how I approach complex design challenges in enterprise cloud services: building a design system, balancing technical requirements with user needs, and improving a live product without disrupting the people who use it every day.

  • A solid foundation (the design system) has to come before rapid feature development
  • Redesigning an active product takes careful planning and prioritisation
  • Continuous user feedback is what guides good decisions on complex technical products

Product Design · 2022 – 2023

Data Suite – FPT Data Visualisation Platform

A data visualisation platform for financial and accounting work across FPT Corporation, built to stand alongside and eventually replace Power BI.

Client
FPT Corporation
Timeline
2022 – 2023
My Role
UI/UX Designer (solo)
Platform
Web + Mobile
Status
Released at FPT Techday 2024

Overview

My team’s goal was a complete data visualisation solution, comparable to Power BI, to support financial and accounting work across FPT Corporation and eventually replace Power BI. The need sounded simple, but meeting it meant the PO and BA team kept reviewing Power BI’s features, picking the ones that truly mattered to the business and its subsidiaries, and researching how competitors handle big data and data security.

  • Web application: data visualisation, reports and dashboards, data modelling, account management, workspace and organisation management
  • Native mobile app: viewing reports and dashboards

My Role

I was the only designer on the product, working with the PO team in an Agile process (Jira and Microsoft 365).

  • Collaborating with the PO team
  • Sitemaps, wireframing and prototyping
  • Design iteration and high-fidelity UI mockups
  • Building the design system
  • Marketing assets

Design Process

Research

With the Product Owner’s support, I collected Power BI’s functional analytics and user needs, so I could look at the product’s UX objectively. From there, we agreed on three key insights:

Insight 01

A secure, multi-level data access system is essential.

Insight 02

Data modelling and visualisation tools have to be intuitive.

Insight 03

The product has to work across web and mobile.

Ideation

After working through the needs with the team, we completed the core user flows for the first features, then started wireframes and user flows for web and mobile, with the focus on data modelling, visualisation and account administration.

Iterative design

Finally, we built a complete design system and high-fidelity prototypes, and refined them with stakeholder feedback and A/B testing until the result worked as well as it could for the end user.

Problem-Solving

ChallengeSolution
Designing an intuitive interface for complex data modelling and visualisationA step-by-step data modelling process with clear visual cues
Creating a secure, multi-level permission system without hurting the user experienceA granular permission system with intuitive controls
Keeping web and mobile consistentA flexible design system that adapts to both web and mobile interfaces

User-Centered Design

Throughout the roadmap, we aimed for data displays that are easy to understand and pleasant to look at, so people can get insights quickly and make informed decisions. Data Suite is tailored to different roles within FPT, each with its own level of data access and analysis needs.

Technical Considerations

The engineering team made sure the architecture supported many ways of entering data and connecting databases, and worked with us to verify that real-time updates and cross-platform sync were feasible.

Outcome and Impact

When I moved to another project in March 2023, Data Suite was still a proof of concept, with selected FPT member companies trying the platform and running A/B tests to refine the experience. By FPT Techday in November 2024, the product had been released to end users and was in its marketing campaign.

Lessons Learned

This project shows my work on complex data visualisation tools: balancing user needs with strict security requirements, building a full design system and adapting it for web and mobile.

  • Simplicity and visual appeal are what turn data into insight
  • Multi-level data access is complex to design without making the experience feel heavy
  • Complex data tools need continuous testing and iteration

UX/UI Design · 2018 – 2022

Pizza Hut – eCommerce Digital Franchise App

Websites and native apps for Pizza Hut Digital Ventures, helping Pizza Hut grow as a digital franchisor.

Company
Yum! Brands · PHDV
Timeline
2018 – 2022
My Role
UI/UX Designer
Platform
Responsive web + native app
Team
100–150 people

Overview

Pizza Hut Digital Ventures (formerly Pizza Hut Digital & Technology) is a digital brand owned by Pizza Hut, part of Yum! Brands. I’m proud to have been part of PHDV’s work on a world-class digital platform (web, iOS and Android), helping Pizza Hut grow as a digital franchisor through data-driven technology, thought partnership and a people-first culture, and giving the best ordering experience to everyone who enjoys the Pizza Hut menu.

At PHDV, I designed and improved websites and mobile apps, and partnered with other teams to build the core design system. My goal was to grow my product design knowledge across the whole product development cycle.

Team & My Role

  • Assisting UX research in Asia
  • Sitemaps, user flows, wireframing and prototyping
  • Internal testing in Vietnam
  • Design iteration and high-fidelity UI mockups
  • Assisting the design system
  • Marketing assets

The product team had 100–150 people: design, UX research, web and mobile development, product managers and more, working in Agile with Jira and Monday.

In my first month, I spent a lot of time talking with the design team. Before, I had worked with one teammate and handled most of the team’s tasks; here I had international colleagues with many years of experience. I started learning standard product processes and took on specific website and app features under the direction of the Team Leader.

Business Story

Pizza Hut’s sales growth had slowed, while competitors such as Domino’s grew their digital offering. After a $130 million investment from parent company Yum! Brands, Pizza Hut Digital Ventures (now Pizza Hut Digital & Technology) was set up in 2017 to use digital technology to improve the customer experience: online payment, delivery and takeaway ordering, and loyalty programmes.

Problem 01

Sales growth dropped significantly.

Problem 02

Pizza Hut had fallen behind Domino’s and other pizza franchise competitors.

Problem 03

Placing orders and customising items was difficult.

Problem 04

Paying in person was inconvenient.

Our vision

PHDT had a clear mission and a focused product vision: one core, creative e-commerce platform, with websites and native apps for every franchise market, that gives customers an outstanding experience and makes ordering and delivery more efficient and cost-effective.

“Delivering Digital & Technology Excellence for Our Customers, Team Members, and Franchisees.”

Product Features

Website and mobile app

Customers can order their favourite pizzas from anywhere, at any time.

Delivery method & order time

Simple delivery choices and scheduling, such as “ASAP” or “schedule for later”.

Menu & item customisation

An easy online menu to browse and customise orders: toppings, crusts and sides.

Cart & payment

A user-friendly cart to manage the order, and quick, secure online payment.

Order tracking

Schedule an order for later and follow its progress in real time.

Points & rewards

A loyalty programme that rewards every online order with points for discounts, free pizzas and special offers.

Personas & Customer Journeys

After discovering and empathising, we moved to defining. The team ran usability tests with two people who matched our core audience segments: we showed them the current Pizza Hut website and asked them to order a pizza with one method, delivery or pickup. The test results showed the main difficulties:

Delivery

Ordering for delivery

Customers struggled to check which items were available on the menu and to customise their order.

Pickup

Ordering for pickup

Customers had trouble collecting their order at the store, because of how the order and customer details were checked.

The design team in Vietnam mapped the first customer journey in Q1 2019.

Target Audience

In the second round of research (Q4 2019), the UX researchers at PHDV UK ran user research and a survey with 31 participants across Japan. Synthesising the results with them and with the business strategy, we found three main age groups:

26%

Ages 30–35

Career-focused customers who order pizza for quick meals, drawn by the variety of flavours, toppings, sides and home delivery.

26%

Ages 35–40

Established professionals and managers who value deals and combos for family meals and social gatherings.

13%

Ages 40–45

Senior professionals and entrepreneurs who choose deals and combos for company meetings and social occasions.

Competitive Research

Competitive research was an essential part of the define stage. By analysing the features and solutions across the market, we saw where Pizza Hut stood, which services were basic and which were complete, and the strengths and weaknesses of our competitors. This helped us define our value proposition and find where the product could stand out.

Sitemap & User Flow

The sitemap and user flow showed the whole journey of a user in the app, from placing an order to checkout. They helped us find opportunities to improve the experience, and gave designers, product managers and developers a shared picture of how the proposed solution was structured.

Hi-fi UI Mockups (Version 2, 2020)

In 2020, as the company grew fast, the design team expanded across the UK, the US and Vietnam. It was an exciting chance to build the second version together with product designers and UX researchers around the world.

Delivery option & order time

The app supports delivery and pickup. Pickup users find nearby stores on a map, by typing a location or using their phone’s location. Delivery users enter their address by postcode or street address, then choose a preferred delivery time.

Menu & item customisation

The menu has six categories: deals, pizzas, sides, dips, desserts and drinks. Users customise a pizza by size, crust, sauce, cheese and toppings: they can create their own pizza, pick any four toppings, or go half and half with different choices on each half before adding it to the cart.

Shopping cart & checkout

In the cart, users manage the order time, delivery address and items, and can add coupons and suggested extras. At checkout, they enter the recipient’s details, choose a payment method, and can register to join the loyalty programme. After the order is placed, a confirmation screen shows order tracking, estimated delivery time, order details, address and payment method.

What I Learned

Pizza Hut Digital & Technology was a great chance to go deep into digital product design, where creative design and technology come together to build products that give customers a seamless experience and keep them engaged. It also let me work cross-functionally and support the whole product development process.

  • How digital products are developed in a franchise environment
  • Keeping data consistent across the website and mobile app
  • Collaborating cross-functionally with Agile teams
  • Working in a diverse, multicultural environment

UI & Graphic Design · 2017 – 2018

Pizza Hut – Ordering Applications

An app that lets customers order pizza from their phone, earn points, redeem vouchers and customise their pizza to taste.

Company
Glite, HCMC
Timeline
2017 – 2018
My Role
UX/UI Designer & Graphic Assistant
Platform
Web, Android, iOS
Industry
eCommerce / F&B

Overview

Customers can easily buy pizza from their phones with this app. Besides earning points and redeeming vouchers, its biggest advantage is letting customers customise their pizza to the flavours they like.

My Role

As UX/UI Designer and Graphic Assistant, I designed 50% of the app’s foundation on my own: login and logout, account, home page and the ordering flow. Later, a second designer joined me for the go-live in Japan, where we added image processing for the menu database and redesigned the menu page for that market.

Design Process

Step 01

Explore the FCDS branding guideline

A guideline closer to branding than to web design.

Step 02

Build user flows & wireframes

To focus on the user experience.

Step 03

Design the UI

And send it to the PM for A/B testing.

Step 04

Create the design system

One that suits digital products.

Step 05

Get feedback from stakeholders

The people who decide what each feature is for.

FCDS Branding Guideline & Library

FCD (Fast Casual Delivery & Carry Out) is Pizza Hut’s store format for delivery and carry-out, and the model it uses to enter new markets. It improves the customer experience with technology such as contactless delivery and pick-up.

Our team’s job was to bring this product to market exactly as the FCDS Style Guideline, created by the UK team, describes.

What Did We Build?

The UK team built the web app as a template for other markets. For each market, the Project Manager collected requirements directly from that market and delivered features comparable to the UK site, adapted to local differences, especially in disposition and menu. The mobile app design was rolled out at the same time.

  • Product: e-commerce website and mobile app
  • Platforms: website, Android and iOS
  • Markets: UK, US, Malaysia, Indonesia, Singapore, Japan, the Philippines, Thailand, Kuwait, New Zealand and more

Modules & main flows

  • Marketing: landing pages for events and seasons
  • Ordering: disposition (delivery, takeaway, dine-in), menu categories, item customisation (pizza, combo), cart, payment, order tracker
  • Account: create and manage an account with Facebook, Google or email
  • Membership: points, coupons and vouchers per account, order history
  • Payment methods

User Flow & Wireframes

The user flow covers the whole journey: splash screen, guest or login, choosing delivery or collection, finding a store, setting the order time, the menu with half-and-half pizzas, the basket with coupons, checkout and order confirmation.

More Screens

Lessons Learned

Even when the product is the same, each country brings differences in UX, language, culture, geography and more. When building an e-commerce product, it is critical to think carefully about how best to reach users and encourage them to interact.

UI & Graphic Design · 2016 – 2017

Pizza Hut – Applications System

A connected set of restaurant apps for Pizza Hut Indonesia: Kitchen Display, POS, Dine-in and Driver, on tablet and mobile.

Company
Glite, HCMC
Timeline
2016 – 2017
My Role
UX/UI Designer
Platform
Tablet + Mobile
Market
Indonesia

Overview

A complete system that supports the daily operations of a restaurant chain: Kitchen Display System (KDS), POS, Dine-in App and Driver App, for Pizza Hut in Indonesia. It was designed for tablet and mobile, with responsive layouts and touch-friendly interfaces. I worked with the developers to make sure real-time features and communication between the apps were feasible.

I was the UX/UI designer, working with Product Owner Neeraj Kumar.

Design Process

Step 01

Research

Interviewed restaurant staff and analysed the existing manual processes.

Step 02

Ideation

Created user flows and wireframes for each app, focused on intuitive interfaces and seamless integration.

Step 03

Iterative design

Built high-fidelity prototypes and refined them with stakeholder feedback and usability tests with real end users.

Step 04

Feedback

Updated the user flows as client feedback came in.

Step 05

Go-live

Launched the product and collected feedback from cashiers in real use, as a base for future improvements.

Key Insights

Insight 01

Taking orders by hand and talking to the kitchen were slow and error-prone.

Insight 02

One real-time system could greatly improve efficiency and the customer experience.

Insight 03

Each user group (cashiers, kitchen staff, diners, drivers) had its own needs and pain points.

Low-fidelity Wireframes

Wireframes for the Indonesian market, starting with the POS.

Problem-Solving

ChallengeSolution
Designing one cohesive system across many devices (tablets and phones)A consistent design language across all apps, so each one feels familiar
Making interfaces intuitive for users with very different comfort with technologySimple, task-focused screens with a clear visual hierarchy
Keeping every app in sync in real timeWorked with the backend team to make the real-time data flow seamless

Personas

Cashier · 24 · 1 year at Pizza Hut

Kartika

When a customer asks about their pizza, Kartika has to shout into the kitchen and read out the order number. She keeps tracking the kitchen and talking to drivers about delivery orders all day. Her goals: less unnecessary talking, checking information quickly, and passing it on with one action.

Chef · 32 · 4 years at Pizza Hut Jakarta

Ahmad

Ahmad works under pressure to get every order out on time, with good quality and the right priority. He reads each order from a tiny printed chit and ticks it off by hand. His goals: fewer manual tasks, checking information easily, and marking a dish as done with one tap.

More Screens

Lessons Learned

This project tested my ability to build complex, connected systems that balance user needs and business goals. It also showed how much market conditions and company goals shape a product: only the POS and KDS were released. The Driver App and Dine-in App were not built because of budget limits, and another driver app was already launched and more heavily promoted in Indonesia.

  • Do thorough market research and business viability checks before full-scale development
  • Design systems need to be flexible enough to follow changing business requirements
  • Keep talking with stakeholders throughout the design process
  • Consider the solutions already on the market, and how to integrate with them
Zoe sketching on a pen display, surrounded by paper drawings and bookshelves

About me

Hello, I’m Zoe

I’m a product designer based in Ho Chi Minh City, with a background in communication design and a deep love for storytelling. Over the past 6 years, I’ve worked with startups and established companies to create digital experiences that feel personal and meaningful.

My approach is rooted in empathy, clarity, and attention to detail. I believe that the best designs are invisible — they guide users naturally, without calling attention to themselves.

When I’m not designing, you’ll find me journaling, photographing quiet moments, or exploring new coffee shops with my sketchbook. I’m always curious about the stories behind everyday objects and the emotions they evoke.

When I have free time, I often come up with ideas for ‘if I’m unemployed in the future’ and explore niche hobbies. I am a mother to a little son, a continuous runner against the waves of change, and a designer who trusts data over assumptions.

How I work

The values I don’t compromise on

Multiple perspectives, on purpose

I assume my first read of a problem is incomplete. Before committing to a direction, I look at it from the user’s, the business’s, and the engineer’s seat.

Data over opinion

I like to study how people really behave, not how we assume they behave. If I’m asked about a decision, I search for evidence rather than general agreement.

Systems, not screens

I prefer building a scalable blueprint over patching a single room. Setting up a strong design system and sitemap today means we can launch tomorrow’s features in half the time.

Cautious, then curious

I’m careful before I’m fast. I’d rather ask one more question than ship one wrong assumption. But once the ground is solid, I keep moving.

Experience

The journey so far

Oct 2022Nov 2024

Product Design — FCI SmartCloud & Data Suite

FCI SmartCloud & Data Suite — FPT Corporation, Ho Chi Minh City

This was the role where I discovered that the most important design work is usually the work nobody sees.

The product had a history of inconsistent decisions throughout the years internally. FCI SmartCloud provides IaaS, PaaS and SaaS services to enterprise clients. Features were constructed in separate groups, components were not shared, and the navigation showed how the product was built, not how people thought about it. It worked on paper. It didn’t feel like one product in practice.

I didn’t start with a redesign. It was an audit, mapping every screen, every flow, every component in the live product before doing anything. From the very beginning of a project, I make sure that every choice is based on what is actually there, not what the documentation says.

Together with SmartCloud, I lead design for Data Suite – an enterprise platform for data-driven decision making. Data products have a specific design risk: everything is important to someone, yet without a clear visual hierarchy and common design language dashboards are noise. I saw the design system as the most important thing I had to achieve. If you can get the visual language for data right once, it will be easier to trust every chart, report, and new feature.

The combination of the two platforms provided me with a unique experience: designing design systems for two different products at the same time, reconciling their restrictions, and shipping work that lasted longer than my time on the team. Now, that’s my standard. Not just to deliver displays, but to leave something for the next person to build on.

  • System Thinking
  • Design System Architecture
  • Information Architecture
  • Enterprise
  • UX
  • Data Visualisation
  • End-to-end Ownership
  • Mobile App Design

Jul 2018Mar 2022

UX/UI Design

Pizza Hut Digital Ventures — YUM! Brands, Ho Chi Minh City

At this point I stopped thinking about screens, and started thinking about systems.

Pizza Hut Digital Ventures was not an agency, but an in-house product team inside one of the world’s top F&B businesses, given the task to design and scale digital solutions throughout Asian regions. The pressure was different, decisions had real effects at scale and “we’ll fix it later” wasn’t an option when a failed order flow impacted thousands of transactions a day.

I focused on the Master App – one ordering system that needs to work in markets with quite different user behaviours. What looks simple on paper becomes really complex when you consider that payment standards, trust in delivery, waiting habits and even screen interaction patterns differ from country to country. I spent as much time understanding those differences as I did designing around them – because a common experience across markets has to be consistent in outcome, not just in visual layout.

This time has made me mindful of two instincts I bring to every project. The first is that user research isn’t a phase you get completed, but a check you run repeatedly, even when you believe you already know the answer. Second is that the best cross-market design isn’t an agreement between local needs, it’s a system flexible enough that every market feels like it was developed just for them.

  • UX Research
  • User Behavior Analysis
  • Cross-market Product Design
  • Continuous Research
  • Outcome Over Layout
  • Data-driven Decisions

Apr 2016Jul 2018

UI & Graphic Design

Glite, Ho Chi Minh City

My first professional design job – and the one where I learned how to work fast without cutting corners. In an outsource environment supporting numerous F&B clients at once, I learned to context switch rapidly, read client needs on short briefs, and deliver work that stayed up across development, UAT and go-live with no frequent changes.

The main project was the Pizza Hut app suite – POS, KDS, Dine-In and Driver App – built for three separate Asian markets: Indonesia, Malaysia and Singapore. I learned this early on when I was designing for those markets and it’s a habit I keep relying on: don’t expect one user type, don’t assume one context of use.

Working in several domains in a short period of time condensed what would take years into months: I walked away with a cross-industry visual language, a sharp eye for efficient workflows, and a great respect for how design decisions have an impact for engineering and business outcomes.

  • UI Design
  • Graphic Design
  • Cross-market Awareness
  • Fast Iteration
  • Multi-client Management
  • Dev & UAT Collaboration

Jan 2012Feb 2016

Hospitality Management

HCMC, Mui Ne & Phu Quoc

Before I built digital things, I designed human experiences. I learned skills in operations, sales & marketing, and training jobs at hotels and resorts in three locations that have shaped how I approach product design today.

Running front-of-house operations was a crash course in reading people – working out what was needed before they asked, smoothing over any problems as they came up, building service flows that could handle the stress. Systems viewpoints from training personnel across locations: a good process needs to be easy enough for anyone to follow, consistent enough that guests feel it everywhere, and flexible enough to handle unexpected situations gracefully.

I learned what motivates different types of people and how to deliver value without overwhelming them from my background in sales and marketing. The same instincts I apply today to information architecture, onboarding flows and user-centred design.

In hospitality I learned quickly that the best experiences are invisible – only when something is wrong do guests notice.

  • Reading People
  • Service Flow Design
  • Operations Management
  • Staff Training
  • Real-time Problem Solving
  • Customer-Centric Thinking

Education

How I got here

HUFLIT University

Bachelor in Translation and Interpretation

The foundation that taught me to see every communication problem from both sides — the sender’s intent and the receiver’s understanding.

ARENA Multimedia Center

Certificate in Branding Design, Web Design, Film Editing & 3D Character Modeling

Trained in multi-disciplinary design and production including Graphic & Branding Design, Web Design, Filmmaking & Video Editing, Photography, and 3D Modeling (Autodesk Maya).

YOUIX — Design & Technology Education

Certificate in UI Global Style, UX Component, Advanced UI/UX

Specialized in design systems, comprehensive product design strategy, and UI/UX best practices.

Coursera

Google UX Certification

Where I learned to put users first — from conducting research and building wireframes to prototyping and testing designs that solve real problems with empathy and clarity.

Toolkit

What I bring to a team

Way of Working

  • Time Management
  • Critical Thinking
  • Prototyping
  • User Empathy
  • Product Design
  • Problem Solving
  • Information Architecture
  • Growth Mindset
  • Multi-perspective Approach
  • Bias-free Design
  • Scalable Thinking
  • People-first
  • Fast without Shortcuts

Tools

  • Figma
  • Sketch
  • Zeplin
  • Miro
  • Jira
  • Monday
  • Adobe Suite
  • Invision
  • Canva

Design course

Learn to see like a designer

Online classes in color, layout and design — from a first color wheel to grid systems and accessible mobile screens. Every class mixes hands-on practice with real design vocabulary and ends with a small project.

Red, yellow and blue circles overlapping into new colors, beside a balanced see-saw of shapes

Ages 8–14 · 2 levels · Online

Colors, Shapes & Visual Stories

Two levels matched to age. Ages 8–10 mix colors, play with balance and design a poster for an imaginary pet. Ages 11–14 move on to color schemes, hierarchy and the rule of thirds, ending with a movie poster.

  • Color mixing
  • Warm & cool
  • Balance
  • Hierarchy
  • Rule of thirds
View Course
A 12-column grid behind a phone mockup and a contrast ratio label

Ages 15–Adult · 1 level · Online

Professional Systems & Principles

Color psychology, contrast and accessibility, 12-column grids and Gestalt principles — applied to a real UX/UI challenge: designing a mobile app screen.

  • Color psychology
  • Accessibility
  • Grid systems
  • Gestalt
  • UX/UI
View Course

How classes work

Same rhythm, every level

Color, then layout, then a project

Each session runs in three parts: 45 minutes on color, 45 on layout and design, and 30 minutes to put both into one small project.

Learn by doing

Students mix, cut, fold, photograph and design. The theory arrives through the activity, not before it.

Real design words

Every level comes with its own vocabulary list, so students can name what they see — from “warm and cool” to “contrast ratio”.

Color45 min
Layout & design45 min
Project30 min

One session · 120 minutes

Design course · Ages 8–14

Colors, Shapes & Visual Stories

Two levels, matched to age, that turn color mixing, balance and layout into things kids can make with their own hands.

Ages
8–10 and 11–14
Format
Online, live
Session
120 minutes
Levels
2
Final project
Pet poster · Movie poster
Overlapping primary color circles, a balanced see-saw and mirrored shapes

Overview

Level 1 builds the foundations: how colors mix, the feelings colors carry, and simple visual balance — all through playful, hands-on activities.

Level 2 brings in real design vocabulary, color schemes and the layout structures — hierarchy and grids — used in digital media every day.

A small, bright shape can balance a large, dull shape. That one idea, discovered with paper and glue, is the start of every layout decision.

Who it’s for

Level 1 · Ages 8–10

The Magic of Colors and Shapes

For children meeting design for the first time. No experience needed — just curiosity and something to paint with.

Level 2 · Ages 11–14

Building Blocks of Visual Communication

For older kids ready for formal design words and the tools of digital media: palettes, photo grids and simple design apps.

What they’ll learn

  • Name primary and secondary colors and mix one from the other
  • Use warm and cool colors to give a picture a feeling
  • Make a page feel balanced, with symmetrical and asymmetrical layouts
  • Describe color with hue, saturation and value, and pick complementary or analogous schemes
  • Use hierarchy and the rule of thirds so the most important thing is seen first

Session plan

Each level is one 2-hour session in three parts. Choose a level to see its plan.

Level 1 · Ages 8–10

The Magic of Colors and Shapes

Discover color mixing, the feelings colors carry and simple visual balance through play.

Color45 min
Layout & design45 min
Project30 min

One session · 120 minutes

Color palette

45 min

Primary & secondary colors, warm & cool

You’ll learn to

  • Name the primary colors: red, yellow and blue.
  • Mix the secondary colors: orange, green and purple.
  • Tell warm colors (happy, energetic) from cool colors (calm, peaceful).

Activities

  1. Color Wheel Soup. Mix paint or play-dough starting from only the three primaries, and discover the secondary colors along the way.
  2. Emotion Painting. Draw the Sun and the Moon — warm colors only for the Sun, cool colors only for the Moon — to show how each one feels.

Layout & design

45 min

Balance & symmetry (same vs. different)

You’ll learn to

  • See that balance is what makes a picture feel “right”.
  • Tell symmetrical (mirrored) layouts from asymmetrical ones that are uneven but still balanced.

Activities

  1. Shape Balance Game. Arrange pre-cut paper shapes until the page feels balanced — and find out that a small, bright shape can balance a large, dull one.
  2. Symmetry Challenge. Fold paper in half, draw half a face or object, then trace the other half for a perfect mirror image.

Application

30 min

“Design Your Pet” project

You’ll learn to

  • Use warm or cool colors to give a design a mood.
  • Arrange eyes, nose and accessories into a centered, balanced face.

Activities

  1. Final Poster. Design a poster for an imaginary pet. Fierce and quick? Warm, bright colors. Sleepy and quiet? Cool, pastel ones. The portrait sits in the center.

Level 2 · Ages 11–14

Building Blocks of Visual Communication

Learn formal design vocabulary, basic color schemes and the layout structures used in digital media.

Color45 min
Layout & design45 min
Project30 min

One session · 120 minutes

Color palette

45 min

Color schemes: complementary & analogous

You’ll learn to

  • Define hue, saturation and value (lightness and darkness).
  • Choose and use complementary (high-contrast) and analogous (harmonious) color schemes.

Activities

  1. Digital Color Exploration. Use an online palette generator to find complementary and analogous pairs on the color wheel.
  2. The Mood of Color. Look at real logos and movie posters, name the scheme each one uses and the feeling it creates, and compare bright with desaturated colors.

Layout & design

45 min

Visual hierarchy & the rule of thirds

You’ll learn to

  • Decide which element matters most, and make it look that way (visual hierarchy).
  • Place focal points with the rule of thirds for more dynamic layouts.

Activities

  1. The Newspaper Exercise. Redesign a short story or advert so one chosen sentence stands out, using only size, color and font weight.
  2. Rule of Thirds Photography. Turn on the grid in a photo app and take pictures with the subject on the lines or where they cross.

Application

30 min

Movie Poster Challenge

You’ll learn to

  • Design a poster in an assigned color scheme — for example complementary green and magenta.
  • Use the rule of thirds for the main image and hierarchy so the title is seen first.

Activities

  1. Poster Creation. Sketch the poster or build it digitally, then review it together: Is the mood clear? Does the title stand out? Is the main image placed well?

Key vocabulary

Level 1

  • Primary
  • Secondary
  • Warm
  • Cool
  • Balance
  • Symmetry
  • Center

Level 2

  • Hue
  • Saturation
  • Value
  • Complementary
  • Analogous
  • Hierarchy
  • Focal Point
  • Rule of Thirds

What to have at home

Classes are online, so a few simple supplies at home make the activities work.

Level 1

Paint or play-dough in red, yellow and blue · paintbrushes · paper and large drawing paper · color pencils, markers, crayons · colored paper, glue stick, scissors.

Level 2

A computer or tablet with internet · a phone or tablet camera with a grid overlay · drawing paper and a ruler · optional: Canva or Figma.

Ask about the next class

Tell me your child’s age and I’ll suggest the right level.

Contact Me

Design course · Ages 15–Adult

Professional Systems & Principles

The standards working designers rely on — color psychology, accessibility, grids and Gestalt — applied to a real UX/UI problem.

Ages
15 to adult
Format
Online, live
Session
120 minutes
Focus
UX/UI
Final project
Mobile app screen
A 12-column grid with a phone mockup, a contrast ratio label and grouped shapes

Overview

This course explores professional design standards: grid systems, color psychology and accessibility, and how to use design theory to solve complex communication problems.

Everything leads to one practical outcome — a single mobile app screen where every choice of color, alignment and emphasis has a reason.

Good-looking isn’t the goal. A screen where the palette fits the brand, everything sits on the grid, and the eye lands on the main action — that’s the goal.

Who it’s for

Teenagers from 15 and adults who want the professional side of design — the reasons behind grids, color and contrast — and want to use them on real interfaces.

What you’ll learn

  • Read the psychology behind brand colors and choose a palette for an audience
  • Tell RGB from CMYK and know which one a job needs
  • Check contrast ratios so text stays readable for everyone
  • Lay out content on a 12-column grid with consistent gutters
  • Group information with proximity, similarity and closure
  • Use hierarchy to lead the eye to the main action

Session plan

One 2-hour session in three parts.

Color45 min
Layout & design45 min
Project30 min

One session · 120 minutes

Color palette

45 min

Color psychology, systems & accessibility

You’ll learn to

  • Explain what major colors signal — red for danger or passion, blue for trust and calm.
  • Know when to work in RGB (screens) and when in CMYK (print).
  • Check text against its background with a contrast ratio.

Activities

  1. Brand Color Analysis. Compare the palettes of banks, fast-food chains and environmental groups, and work out why each chose its colors for its audience.
  2. Contrast Check. Test text and background pairs in an online contrast checker and decide which meet basic accessibility standards.

Layout & design

45 min

Grid systems & Gestalt principles

You’ll learn to

  • Build layouts on columns and gutters.
  • Group information with the Gestalt principles of proximity, similarity and closure.

Activities

  1. Grid Layout Practice. Lay out 12 unrelated blocks — titles, paragraphs, images — on a 12-column grid, using gutters for spacing, as a magazine spread or a simple web page.
  2. Gestalt Application. Study logos and interfaces built on Gestalt principles, such as closure in the FedEx logo, then regroup your 12 blocks using proximity and similarity.

Application

30 min

Designing a mobile app screen

You’ll learn to

  • Put every principle to work on one functional, good-looking mobile screen.

Activities

  1. UX/UI Challenge. Design a login, settings or product detail screen: define a palette with brand psychology in mind, align everything to a grid, and use hierarchy to lead the eye to the main action button.

Key vocabulary

  • RGB
  • CMYK
  • Color Psychology
  • Contrast Ratio
  • Grid System
  • Column
  • Gutter
  • Gestalt
  • Proximity
  • Closure
  • Similarity
  • Hierarchy

Tools

A computer with Figma (free plan is fine), Sketch or InDesign, an online contrast checker, and graph paper if you like to sketch first.

Join the next class

Send me a note about your background and what you’d like to design.

Contact Me

Design Diary

A little space for design, making, and noticing

Short notes on product design, painting, crochet and the animals I live with.

Oct 19, 2026 · 4 min read · UX & Product Design

Good Design Leaves Room to Breathe

I used to think a good design was one where every detail had a purpose, every space was filled, and every interaction had something interesting to offer.

Read entry

Design Diary · No. 01

Good Design Leaves Room to Breathe

Oct 19, 2026 4 min readUX & Product Design

I used to think a good design was one where every detail had a purpose, every space was filled, and every interaction had something interesting to offer. Over time, I began to appreciate the opposite: sometimes, the best thing I can do for a design is to leave something out.

White space gives content room to breathe. A quiet interface lets people focus on what matters instead of asking them to process everything at once. I think of it as being a thoughtful host — making people feel comfortable without constantly trying to get their attention.

These days, I try to ask myself one simple question before adding anything new: Does this make the experience better, or does it simply make the screen busier?

Design Diary · No. 02

A Skein of Yarn and a Quiet Evening

Oct 21, 2026 3 min readPersonal & Handmade

There is something comforting about crochet that I cannot quite explain. A ball of yarn, a hook, and a pattern are all I need to turn an ordinary evening into something slower.

Unlike my work as a UI/UX designer, there is no stakeholder waiting for a prototype and no deadline asking me to revise a button. I can unravel an entire row simply because it does not feel right. I can start over without writing a single explanation.

Perhaps that is why I love making things with my hands. It reminds me that not everything needs to be optimized. Some things are worth doing simply because the process makes us happy.

Design Diary · No. 03

The Small Details That Make UX Feel Human

Oct 23, 2026 5 min readUX & Product Design

When we talk about user experience, we often discuss flows, usability, accessibility, and conversion rates. These things matter, of course. But I believe the emotional side of an experience often lives in much smaller details.

Think about a form that remembers your previous choices, an error message that explains how to fix a problem, or a confirmation screen that tells you exactly what will happen next. None of these features needs to look impressive. They simply make people feel less lost.

For me, good UX is not about making users admire the interface. It is about helping them feel capable while using it. The best experience might be the one they barely notice — because everything works as they expected.

Design Diary · No. 04

Learning to See Through a Paintbrush

Oct 25, 2026 3 min readCreative Practice

Painting has taught me to look at ordinary things a little longer. The shadow beneath a cup, the uneven edge of a leaf, the way afternoon light changes the color of a wall — details I might have overlooked suddenly become interesting.

I find this habit surprisingly useful in design. Before deciding how something should look, I try to understand what I am actually seeing. Which part attracts attention first? What creates the feeling of balance? What happens when one color becomes a little quieter?

Painting and interface design use different tools, but both ask me to make choices about color, composition, contrast, and focus. More importantly, both remind me that observation comes before creation.

Design Diary · No. 05

Design Is Not Just About What We Add

Oct 27, 2026 5 min readUX & Product Design

One of the hardest lessons in product design is learning that more features do not automatically create more value.

A product team may ask for another filter, another shortcut, or another section on an already crowded page. Each request might make sense on its own. But when everything becomes a priority, the experience can become harder to understand.

I have learned to step back and ask three questions: What problem are we solving? Who experiences this problem? And is there a simpler way to solve it?

Constraints can be uncomfortable, especially when a layout has limited space or a requirement seems impossible to avoid. But constraints can also encourage better thinking. Sometimes, the most meaningful design decision is not what we introduce — it is what we choose to leave behind.

Design Diary · No. 06

Things My Cat Would Change About My Designs

Oct 29, 2026 3 min readAnimals & Empathy

If animals could review our interfaces, I wonder what they would say.

Perhaps they would ask why a button is so small, why the important thing is hidden behind three menus, or why a simple action requires so many steps. They would probably care very little about our beautiful gradients and carefully chosen typefaces.

Animals have a wonderful way of reminding us to pay attention to immediate needs. Is the food easy to reach? Is the resting place comfortable? Can they explore without feeling trapped?

I think there is a small UX lesson here: before making something impressive, make sure it works for the one who needs it. Whether designing for people or caring for animals, empathy begins when we stop assuming that everyone experiences the world the same way we do.

Design Diary · No. 07

Crochet and the Art of Starting Over

Oct 31, 2026 4 min readPersonal & Handmade

There is a particular kind of patience that crochet teaches you. When a stitch goes wrong, you can pretend not to notice and keep going. But sooner or later, the mistake finds its way into the shape of the finished piece.

So you stop. You look at your work. And sometimes, you unravel several rows to correct one small detail.

I used to see starting over as wasted effort. Now, I think of it as part of making something with care. In design, too, the first version is rarely the final one. Research changes our assumptions. Testing reveals unexpected problems. Feedback gives us a reason to reconsider.

The trick is not to avoid mistakes. It is to notice them early enough, understand why they happened, and have the patience to make things better.

Design Diary · No. 08

Color Is a Feeling Before It Is a System

Nov 2, 2026 4 min readCreative Practice

As designers, we often talk about color through systems: primary and secondary palettes, semantic colors, contrast ratios, and accessibility guidelines. These foundations are essential, but my personal relationship with color begins somewhere less technical.

It begins with the soft green of a plant near my window, the warm cream of a favorite yarn, or the dusty pink that appears in a painting when I mix two colors without expecting much.

Colors carry associations, but those associations are not universal. A color that feels calm to one person may feel cold to another. Culture, memory, context, and neighboring colors all influence how we perceive it.

That is why I enjoy exploring color before assigning it a role. Sometimes, a palette begins not with a brand guideline, but with a feeling I want someone to experience.

Design Diary · No. 09

A Little Corner for Things I Make Slowly

Nov 4, 2026 3 min readPersonal & Handmade

My favorite things are not always the things I finish quickly. Sometimes, they are the small projects that stay beside me for weeks: a crochet piece waiting for its final row, a painting that needs one more layer, or an idea for a personal project that I am not ready to share yet.

I like having hobbies that do not need to become anything bigger. Not every drawing has to become a print. Not every handmade object needs to become a product. Not every idea needs to turn into a portfolio case study.

As a designer, I spend a lot of time thinking about outcomes. These little projects remind me to enjoy the space between beginning and finishing — the imperfect, unfinished part where curiosity still has room to grow.

Design Diary · No. 10

Designing With More Kindness

Nov 6, 2026 5 min readUX & Product Design

The longer I work in design, the more I believe that good design begins with paying attention to people.

Not just the users described in research documents, but the real people behind those descriptions. The person who is tired after a long day. Someone who is unfamiliar with technology. A customer who is worried about making a mistake. A colleague who is trying to explain a complicated requirement.

Kindness in design is not about making every screen soft or every message cheerful. Sometimes, it means giving clear instructions. Sometimes, it means allowing people to correct an error without starting over. Sometimes, it means protecting their time by removing an unnecessary step.

I want to keep learning the technical side of my craft, but I also want to remember why I do it. The goal is not simply to make digital products look better. It is to make everyday interactions a little easier, clearer, and more considerate.

Perhaps that is the kind of designer I want to become: someone who pays attention, asks better questions, and leaves people with a little less frustration than they came with.

Let’s talk

Open to new roles and new problems to untangle

You’re building something that needs someone careful with the details and curious about the data — I’d like to hear about it.

Why we should work together?

I turn complex system challenges into intuitive user journeys — combining UX research and visual design to build scalable systems that save development time.

or you can contact me directly via