Right now
GetWyz is built around a simple idea: homeownership should feel less like a mystery and more like a path you can actually follow. The product helps users understand where they are today, what needs to change, and how to move toward their HomeOwner Day with clearer financial modeling, plain-language education, and guidance along the way.
GetWyz Mortgage carries that same approach into the lending side, with straightforward support for buying, refinancing, and tapping equity. The goal is to give people clearer options, straighter answers, and a less stressful experience from pre-qualification to closing, so they can make decisions with more confidence and context.
As part of a small design team building the ecosystem from the ground up, I’ve helped shape the experience across nearly every touchpoint: the GetWyz platform, the GetWyz Mortgage point-of-sale experience, GetWyz.com, GetWyzMortgage.com, marketing email templates, brand and marketing materials, and the design system strategy that keeps the work connected.
The role sits at the intersection of product design, brand, content, systems, and launch execution. I work closely with developers, copywriters, stakeholders, and leadership to turn a complex financial journey into something clearer, warmer, and easier to act on.
This is the largest, most cross-functional product push I’ve been part of: a full ecosystem built around helping people understand, plan for, and move toward homeownership. GetWyz launches in August ’26.
Partnered with
I’ve partnered with teams across financial wellness, hospitality, healthcare, pharmacy, OCR, and early-stage product work. Different industries, different constraints, same core responsibility: understand the context, clarify the experience, and design work that can hold up in the real world.
How I think
I like working on products where the stakes are real, the problems are messy, and the path is not always obvious at first. Good UX does not flatten every hard thing into something simple. It helps people stay oriented through complexity.
That means users know where they are, what just happened, what matters, and what they can do next. It means the product gives enough structure to build confidence without getting in the way.
I use research, systems thinking, prototyping, UX writing, and design systems to make that happen. Systems matter because they help teams move faster, stay aligned, and build with confidence. But a system should support better decisions, not protect old ones. When a pattern gets in the way of a better user experience, the pattern should change.
My goal is to design products that are clear under pressure, trustworthy, built for real use, and hard to misuse.
What I do
I work across the full product design process: framing the problem, understanding the user, shaping the flow, prototyping the experience, building the system, and staying close through handoff and QA.
The part I care about most is connecting the dots: user needs, business goals, technical constraints, content, accessibility, and the small interaction details that determine whether a product actually feels usable.
Focused strengths
Full toolkit
AI in my process
I use AI across the design process the same way I use any strong tool: to move faster, see more angles, and make better decisions. It helps me get from blank page to useful direction quickly, but it does not replace taste, judgment, user context, or craft.
I use ChatGPT, Claude, and other AI-assisted tools for research synthesis, problem framing, concept exploration, UX copy, user flows, documentation for developers, presentation structure, competitive scans, asset exploration, and fast website or prototype mockups.
The value is not that AI gives me the answer. The value is that it helps me pressure-test the work sooner. I can explore more directions, catch weak spots earlier, and spend more of my attention on the decisions that matter.
The path
Case study · end-to-end · sole designer
Gaming is a multi-billion-dollar world, and the best part is the hunt for that next great adventure. SCRY is a gamer's tool that helps players choose their next title with confidence — through thoughtful search and adaptive exploration, not sponsored noise.
The platforms gamers actually use to find games work against them. They push sponsored content for profit, serve shallow suggestions that miss the mark, and bury games under vague genres and one-number ratings — so it's hard to tell whether a game is right for you.
SCRY was built differently from the ground up, around five ideas:
Gamers live on a spectrum, so I scoped to three archetypes drawn from six 1-on-1 interviews:
I mapped how gamers find games today across three lanes. Social media is great for breadth but drowns you in spam and untrustworthy reviews. Game news is the most detailed but opinionated and slow to digest. Online stores search well but nudge you toward sales over fit, with shallow info and vague genres.
Two things decided whether someone actually played a game: price, and whether someone they trusted was playing it. The recurring theme underneath everything was distrust — of reviews, ratings, and summaries — which left players unsure what a game really was.
Gamers also leaned hard on "top lists," and described games by motivation (the feeling) more than genre. That reframed the whole design: identify games by what they make you feel, and earn trust before making a single suggestion.
Mapping Desire → Explore → Search → Find → Play showed the emotional low points sit squarely in Explore and Search — too many options, too little direction. SCRY's job is to gently narrow the field and surface only what helps a decision.
Earns trust up front — the foundation every suggestion stands on.
Multiple themed suggestions built from the player's interests.
Quick for the obvious, advanced for the niche.
The last stop before deciding — intuitive, informative, streamlined.
I sketched the four routes in Sketchbook and tested clickable Marvel prototypes with five colleagues. The themed Explore carousels were the clear favorite — people said they'd actually browse. Onboarding imagery and playlist labels needed clarifying, and saving a game needed clearer feedback.
The 5-star scale buries perfectly good games below an arbitrary 4.5. SCRY borrows the gaming-native letter scale — S (best) through F — paired with a per-element breakdown (gameplay, controls, graphics, value…) so you understand a game at a glance.
Sketches and test refinements came together as wireframes, drawn at iPhone X dimensions so they could move straight into prototyping. I mimicked real interactions — picking interests during onboarding, typing into search, bookmarking a saved game — and built the new letter-rating system into the screens.
"Scry" is fantasy for discovering something with a tool — traditionally a crystal ball. SCRY turns the phone into that crystal ball for finding your next adventure. To Discover + By Means of a Tool = SCRY.
Intense hues against a dark theme — built to sit beside vibrant game art. Blue and yellow anchor the palette (trust + exploration), with a grey hierarchy for dense screens and Proxima Nova for clean legibility.
Every real color pairing was contrast-checked. Most combinations clear WCAG AAA; the lowest still meet AA — on par with dark themes like the Google Play Store.
The high-fidelity build, made in Adobe XD and InVision — onboarding, home, explore, search, the reworked game summary, alerts, and account. Tap through the full flow.
Version 1 was built in Adobe XD + InVision and tested remotely with five gamers, scored with Nielsen's severity method:
Version 2 prioritized legibility, navigation, and hierarchy, and handed players more control — global Explore filters, rearrangeable playlists, a quick letter-rating icon, and a simplified game summary. Re-testing with six new gamers confirmed it felt like a professional, shippable product — while surfacing the last stubborn issue: playlist terminology.
The hardest problem wasn't visual — it was language. The home-screen playlists (Currently Playing, Play Next, Coming Soon) only hit ~60% immediate comprehension, though a light walkthrough resolved it. And running an entire study remotely during COVID turned out to be a gift: it made me fluent in fully-digital research, which is exactly where the work is headed.
A native rebuild of the original UXfolio case study — reconstructed here, in order, so it lives on rh3uxd.com directly. Every wireframe and hi-fi screen is the real work from the project.
Senior UX Designer with a background in product design, structural design, consulting, and end-to-end digital product work — across financial wellness, healthcare, pharmacy, hospitality, OCR/data workflows, service design, SaaS, and early-stage products. I work the full process: framing the problem, understanding the user, shaping the flow, prototyping, building the system, and staying close through handoff and QA.