UI Design Engineer · iOS
Building UI where the constraint is the design.
I build interfaces at the edge of hardware — where bandwidth limits dictate interaction models, firmware talks to pixels, and latency is measured in tens of milliseconds. From peer-to-peer radio handshakes to real-time 3D hardware renders, I make invisible systems feel effortless.
01 — Selected Work
End-to-end ownership of iOS's peer-to-peer contact sharing feature. Every animation, state transition, and haptic beat maps to an underlying radio handshake — invisible infrastructure made tangible. The UI communicates secure hardware proximity in under a second of physical contact, with zero words on screen. Credited as inventor on US20240419308A1 and US20250247901A1.
Designed and built the setup and engraving flow for AirPods — integrating CloudKit, live device firmware data, and real-time 3D hardware renders via SceneKit. Three asynchronous data sources (cloud, firmware, GPU) orchestrated into a single coherent UI state. Zero perceived latency even as the render pipeline is in motion.
Architected the internal iOS frameworks powering Proximity Setup across AirPods, AirTag, and iPhone. Adopted by 30 Apple teams. A single shared grammar that lets dozens of teams express hardware proximity to users consistently, safely, and without breaking each other's integrations.
Performance as UX
Latency isn't a backend problem. Every frame drop is a trust failure. I build render pipelines and interaction models with the same care as visual design.
Empathetic Constraints
Hardware limits and human perception aren't obstacles — they're the design brief. The best interfaces come from working with constraints, not around them.
Systems Thinking
I build for scale and adoption. UI frameworks I've authored run across 30 teams. Good architecture ships every feature that comes after it.
Cross-Functional Fluency
I work fluidly with firmware, design, product, and marketing. The best interfaces live at their intersection. I translate across all layers.
02 — Technical Stack
Native iOS
Web & Cross-Platform
Languages
Platforms & Tools
03 — How I Work
Constraints-first thinking
The best interfaces aren't designed around ideal conditions — they're designed around real limits. Hardware bandwidth, radio timing, concurrent load. I treat constraints as the creative brief, not the obstacle.
Sensory design at the system level
Haptics, timing, visual feedback — these aren't polish, they're communication. I've shipped interaction systems that convey trust and state at reflex speed, without a single word on screen.
Built with users, not for them
Real constraints surface from real people. I prototype early, iterate with actual users, and treat every edge case as a signal — not a bug to suppress.