My professional home. Four design stories from one of Ghana's biggest payments ecosystems — the money app, the merchant dashboard, an IA rescue, and an auth rebuild. Real constraints, real users, real money.
I got into design because I kept noticing how frustrating badly designed apps, game menus, and experiences were. It started as a hobby and eventually became something I loved.
If someone has to stop and think, the design has already slowed them down
My design philosophy is simple: clarity is kindness. I'd rather ship a boring screen everyone understands than a clever one that needs a tutorial.
Six stages, rarely in a straight line — here's the short version.
01
Discover
Listen first — interviews, support tickets, field visits. The actual problem, not the assumed one.
02
Define
Sharpen research into a problem statement the whole team can repeat from memory.
03
Ideate
Quantity first, judgment later — the good idea usually shows up around number eleven.
04
Prototype
Fidelity matched to the question, always with realistic data. Fake balances hide real problems.
05
Test
Five users beat ten stakeholder opinions. Find out where I'm wrong, cheaply.
06
Iterate
Shipping is a checkpoint, not a finish line. Watch the metrics, clear the paper cuts, go again.
Playground
Interaction studies
Small, focused experiments in how interfaces should feel — easing, weight, feedback. Each one practices a principle I use in real product work, and every one is live. Poking encouraged.
Study 01Easing
The perfect toggle
One overshoot, then settle. This exact spring curve is what I reach for on sheets, drawers, and switches — enough bounce to feel alive, not enough to feel slow.
Study 02Feedback
Part the dots
A field that dodges your cursor, then springs home. Good feedback acknowledges you without ever getting in the way.
Study 03Type & motion
play
Poke the letters
Each letter springs on its own transform origin. Micro-delays and per-element motion are what make interfaces feel crafted instead of animated.
Study 04Reward
Earned delight
4px of travel borrowed from arcade buttons, and a celebration on release. Delight is a budget — spend it on moments users actually earned.
Contact
Got an idea that deserves great UX?
I'm always up for talking shop — whether that's a role, a project, or a heated debate about settings screens. My inbox is friendlier than most error messages.