
Nola
A story-led Web3 website connecting Nola's lore, magic and Arbitrum technology through imagery and animation.

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What I design and build
UX/UI and product design, end to end.
A psychologist by first degree: discovery interviews, site visits, moderated usability sessions and A/B tests — with the people who do the job, not a proxy for them.
Discovery interviews · Usability testing · Field research · A/B testing · Competitive analysis · Product analytics
AI platforms, data-heavy dashboards, multi-role systems — a 5,000-category classification taxonomy, or a report filled in with gloves on. Different problems, same job: make it readable.
UX / UI Design · Product Design · User Flows · Prototyping · Interaction Design · Design Systems
Four products designed from nothing — a console prototype, an AI chat with no interface, a founder's idea with one developer, and my own app now on iOS and Android.
B2B & B2C · SaaS platforms · AI products · E-commerce · Mobile apps · Dashboards
Design and frontend happen side by side rather than in sequence: I vibecode as I design, so what ships stays close to what I drew.
Claude Code · Codex · ChatGPT · v0 · Higgsfield (AI video & image) · Interfaces for AI automation
Around 31 people taught — a curriculum I wrote and three courses I ran — plus a junior designer I mentored through his first months.
An early product has to be showable before anyone can judge it. I help take one to that level and build the materials that explain it — structure and content, not only slides.
Pitch decks · Product narrative · Content structure
The same four steps whether it is a mobile app, a SaaS platform, or an AI product.

Market, users, and the constraints that actually shape the product — before a single screen exists.

Flows, information architecture, and the interface — from the first sketch to a design system that holds together.

A working frontend, vibecoded rather than handed off — a quality foundation laid through AI, knowing what stack fits where and why.

A live product, then the unglamorous part — measuring what happened and making it better.
Product UX/UI — from field reporting and AI conversations to mobile and touchscreen experiences.
Live projects may look or work differently from the version shown here. Changes made without me after my involvement ends are not part of my work or responsibility.

A story-led Web3 website connecting Nola's lore, magic and Arbitrum technology through imagery and animation.

A mobile experience that connects painted stones with their artists, finders and real-world journeys.

Conversational UX, dashboard design and a shared design system for a WhatsApp-first enterprise product.

Product UX, a design system and AI-assisted frontend work for an enterprise data-management platform.

Product UX/UI and conversational interaction design for an AI career platform, with a supporting brand and website.

Product UX/UI for inventory planning: making setup, analysis and purchase recommendations easier to follow.

Touchscreen UX/UI and motion feedback for an unattended smart-fridge purchase.
The complete collection — every product, with the process and the decisions behind it.
View all projectsBoth, though not in equal measure — design is the main thing I do. The frontend I vibecode rather than write by hand: I read the languages well enough to judge what comes out and to pick a stack that suits the product. On Stobi, my own app, I did part of the backend the same way.
B2B and B2C — AI platforms, SaaS, e-commerce, mobile apps and marketing sites. A smart-fridge touchscreen, a data platform working at petabyte scale, a WhatsApp-native tool for construction.
Closely. I build design systems meant to hold up after handoff, and I read enough HTML, CSS and JS — and know enough about stacks like React, Next.js, Supabase and Vercel — to follow the conversation and avoid asking for things that are unreasonable to build. I don't write the code by hand; what I build, I vibecode.
Vantaa, Finland. Most of my roles have been remote or hybrid, so remote is the usual case for me.
A conversation about the problem rather than the screens. Research and constraints first, then flows, interface, design system and the build — roughly the four steps above, whatever the product is.
Yes — open to full-time product roles. The fastest way to reach me is email.
Tell me about it. I'll say honestly whether I'm a good fit, and where I would start.
available for work · Full-time roles · Remote worldwide
Based in Vantaa, Finland