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OAK'S LAB

Senior UX/UI Designer

May 2024 – Aug 2025

OAK'S LAB was a chapter defined by speed, ambiguity, and ownership. I designed products from the ground up, balancing rapid validation with long-term systems thinking, and partnering tightly with product and tech leads to deliver focused, launch-ready MVPs.


Assessment submitted screen Curriculum Advances
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Visual design element Curriculum Advances
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Foundation Phase
  • Industry analysis, competitive audits, and user persona definition
  • Product strategy: mission, business model, value proposition, go-to-market alignment
  • MVP scoping: E2E user journeys, epics, estimation, prioritization
  • Solution architecture review and integration feasibility with engineering
  • Design system and brand asset creation
Dual-Track Development
  • Scope discovery ran ahead of development: problem framing, E2E journeys, wireframing, usability testing
  • Design fed specifications and tickets to engineering in sprint cadence
  • Wireframe to hi-fi progression, validated through testing before handoff
  • Tight loop with Product and Tech Leads to keep scope buildable
Constraints & Realities
  • 3–6 month timelines per product
  • Greenfield problems with limited prior data
  • MVP scope decisions under time pressure
  • Designing for handoff, not long-term ownership

My Role

Each engagement started the same way: a founder with a thesis, a rough market signal, and no product yet. My job was to take that and turn it into something a team could build.

OAK'S LAB ran a dual-track process. Foundation phase first: industry analysis, competitive audits, user personas, value proposition, and E2E user journeys. This gave founders and stakeholders enough clarity to commit to an MVP scope before any screen-level design began.

Once the foundation was set, scope discovery ran ahead of development. I framed problems, mapped journeys, wireframed solutions, and tested them with users. Validated designs turned into functional specifications, epics, and tickets that fed engineering in sprint cadence.

The hardest skill isn't designing the perfect solution. It's designing the right one for right now, then making sure it can evolve without you.

Screen-level work followed the same structure: design system, component library, interactive prototypes, responsive layouts. Everything organized in Figma so developers could work from it without a walkthrough.

Good systems don't solve every problem. They make the next problems easier to solve.

On some projects I also built the marketing website in Webflow. Across all of them, I shipped complete ideas over polished fragments. Scope awareness mattered more than pixel perfection at this stage.

After each launch and handover, I moved to the next engagement. Different industry, different constraints, same process.