From messy problem to interface people love.

Most of what I've designed didn't start as a clean brief — it started as a confusing workflow, a stakeholder's complaint, or a legacy tool nobody wanted to touch.
This is the sequence I default to when a problem hasn't been shaped yet.

01 — understand

Research before pixels

I sit with users, stakeholders, and the workflow itself — through moderated testing and interviews — before I open Figma.
When research isn't valued yet, I've had to pitch it: at Telecom Argentina, this meant proving ROI to an IT-driven team that initially saw testing as a waste of time.

02 — structure

Build the skeleton first

Paper sketches and low-fidelity wireframes let a team align on structure fast, before anyone commits to pixels.
Then I build the real system: Figma variables and tokens, component libraries, and flows that hold up across desktop, tablet, and mobile.

03 — ship

Design for handoff

A design system only works if engineering can pick it up without asking questions.
I document every decision.
My CS background makes this handoff genuinely frictionless.

Product & UX/UI

Design systemsWeb & mobile designInteraction designRapid prototypingDeveloper handoff

Research & strategy

User researchUsability testingProduct thinkingData-driven designDovetailAmplitude

Digital & visual design

Digital designIllustrationAdobe SuiteFigma (advanced)Brand consistency

3D & digital fashion

Digital wearable design (3D fashion)Low-poly modelingHigh-poly modelingBlenderCLOAdobe Substance 3D

Games & interactive worlds

Game designGame UXReal-time 3DUnityInteractive environments

Delivery & workflows

HTML/CSSSQLData visualizationComponent architectureJira / Confluence / MiroAI-assisted prototypingCursor / Vercel v0UI automation
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