Senior Product Designer at Stripe
Mar 2021 to Present, New York, NY
Led design for the payments dashboard, cutting reconciliation time 40% for 12,000+ merchants and shipping a reusable charts and tables system adopted by six product teams.
New York, NY
Product designer with 8+ years shaping data-dense fintech products end to end, from research and design systems to a polished launch. I care about clarity, speed, and interfaces that earn trust.
Mar 2021 to Present, New York, NY
Led design for the payments dashboard, cutting reconciliation time 40% for 12,000+ merchants and shipping a reusable charts and tables system adopted by six product teams.
Jun 2019 to Mar 2021, San Francisco, CA
Owned the spend-tracking flows end to end, lifting weekly active use 28% and building the first design-system tokens used across the entire app.
Mar 2021 to Present, New York, NY
Led design for the payments dashboard, cutting reconciliation time 40% for 12,000+ merchants and shipping a reusable charts and tables system adopted by six product teams.
Aug 2017 to Jun 2019, San Francisco, CA
Redesigned the host onboarding funnel, increasing completion 22%, and partnered with data science on a pricing-suggestions tool adopted by 300k+ hosts.
Jun 2019 to Mar 2021, San Francisco, CA
Owned the spend-tracking flows end to end, lifting weekly active use 28% and building the first design-system tokens used across the entire app.
May 2016 to Aug 2016, Redwood City, CA
Prototyped a goals-based planning experience that later shipped to all clients.
Aug 2017 to Jun 2019, San Francisco, CA
Redesigned the host onboarding funnel, increasing completion 22%, and partnered with data science on a pricing-suggestions tool adopted by 300k+ hosts.
May 2016 to Aug 2016, Redwood City, CA
Prototyped a goals-based planning experience that later shipped to all clients.
BFA Interaction Design
Jan 2014 to Jan 2018, San Francisco, CA
BFA, Graphic Design
Jan 2012 to Jan 2016, Providence, RI
BFA, Graphic Design in Graphic Design
Jan 2012 to Jan 2016, Providence, RI
Certificate, Human-Computer Interaction
Jan 2018 to Jan 2018, Stanford, CA
Certificate, Human-Computer Interaction in Human-Computer Interaction
Jan 2018 to Jan 2018, Stanford, CA
A durable brand pattern system built from one repeating curve. Team: 1 designer, 1 creative developer. Atlas is the brand pattern system built for a consumer hardware company: an S-shaped wave, tiled diagonally, drawn in black and white under a heavy layer of grain. The brief was durability, so the identity bet on geometry over style and grain over gloss. The wave is a single curve mirrored and offset until it tiles; every variation comes from phase, scale, and direction, never from new geometry. The grain layer is structural, not decorative: under film grain the geometry reads as printed matter and the noise dithers the gradients so they hold on cheap screens and compressed video. The language shipped as a live pattern generator inside the brand toolkit, and twelve months in it has covered launch films, hoardings, and the corner of every deck the company ships.
A reusable data-visualization toolkit adopted by six product teams, removing months of duplicated work and standardizing how dense financial data is read across the app.
The night register of an identity, re-lit as a thermal object. Team: Solo. Common Ground is the night register of an identity system built for a software product: the client's mark re-lit as a thermal object, four petals of glowing blue against near-black, a hairline of white heat tracing the rim. The geometry is unchanged from its chrome and glass siblings; only the physics moved. The rim runs from blue through white to a few pixels of orange at the very edge, and those few pixels do the persuading: they read as temperature, and the mark stops being a logo and becomes an object. The navy field is graded, not empty, and the system spends light like ink in a print run. It now carries the identity on loading screens, late surfaces, and everything after dark.
A suite of generative riso prints where smooth noise becomes terrain. Team: Solo. Beacon is a commissioned suite of generative riso prints for an independent art publisher: smooth noise sliced into stepped elevation bands, each band dressed in a warm printed palette of reds, corals, yellows, and a cool lilac pooling in the low ground. The field is simplex noise at three octaves, quantized to seven levels; seven is where terrain appears, and the eye starts reading geography into mathematics. The colors were chosen against the publisher's riso ink inventory before screens. Each print shipped as a numbered edition keyed to a seed: the rules never change between prints, only the starting number does, and the collection sold out two exhibition runs by proving a fixed system can still author endless weather.
Rebuilt the close-the-books flow for finance teams, cutting reconciliation time 40% through clearer state, inline review, and bulk actions.
A single fold of light, held together at every size it ships. Team: Solo. Lumen is a visual identity built for a consumer software brand: a silver mesh gradient curving through a gray field, brightening to white along its crest. Soft light is where digital gradients fail in public, with banding, dead flats, and edges that smear instead of dissolve; holding one fold together at every size the brand ships was the entire engagement. Color was removed early and never returned: in grayscale, value spacing, falloff rate, and edge behavior are the whole vocabulary. The same fold sits behind launch type without fighting it, gives the loading state a material, and holds a keynote screen from the back row; the brand team now reviews every gradient by whether it passes the fold.
Drove the 0 to 1 design of Instant Payouts, contributing to a $1.2B annualized volume run rate, from first prototype through launch.
A breathing frame of neon that brands the edge, never the content. Team: 1 designer, 1 engineer. Relay is a motion identity for a streaming platform, built from a frame instead of a mark: a rounded rectangle of neon light on black, running ice white at its crown through violet to magenta at its base, breathing on a slow cycle just below the threshold of distraction. A border is the one graphic that never competes with content, so the identity lives at the edge, holding the room like stage lighting. State changes ride the color run: live pushes the magenta hotter, waiting cools the loop toward blue, and endings let the light drain clockwise. Shipped as a kit of loops and an engine spec, the system now opens streams, wraps countdowns, and frames guest cards across the platform.
A rhythm utility of black dots that speaks before any line arrives. Team: Solo. Canvas is a rhythm utility built for a productivity platform, a field of black dots on white that ships as an internal design tool: one dot size, one interval, and the question of how much a page can say before any line, box, or letter arrives. The space between dots is the tool's whole voice: tighten the pitch and a region reads as emphasized, loosen it and the field rests. A generative layer bends the field with intention, but one rule governs every disturbance: no dot ever leaves its row. The system ships with three parameters (pitch, dot, drift) and now underpins the platform's working layouts, doing quietly what dividers do loudly and disappearing the moment content needs the room.