WEPA.digital: Enterprise UX

WEPA.digital: Enterprise UX

Company

WEPA.digital

Role

UX Designer

Project Type

Industrial Software, Manufacturing

Timeline

2024 – Present

Unfortunately, due to a strict NDA, I can't show the work I did here — no designs, no product names, no business details. So for now, you'll just have to trust that I actually did quite a lot during the roughly two years I worked here.

I was a UX Designer embedded in a small product team building industrial software. The users weren't general consumers — they were experienced operators, engineers, and managers working in complex manufacturing environments. That context shaped everything about how I approached design.

My Master's in Usability Engineering was running in parallel the entire time, which meant the research I was doing academically and the problems I was solving at work kept feeding each other. I think that shows in how I worked.

If you want to go deeper, I'm happy to walk through in a private conversation.

The Work

The Work

Designing for expert users

The people I was designing for knew their domain far better than I did. My job was to understand how they actually think and work — and build something that fits into that, not something that asks them to adapt to it.

Human–AI interaction

A significant part of my time was spent on a product where AI outputs needed to be understood and acted on by humans. Getting the trust calibration right — enough to be useful, not so much that people stop thinking — was the central design problem.

Platform and ecosystem thinking

Some of what I worked on had to function across multiple sites, multiple roles, and very different contexts of use. That pushed me into thinking about information architecture and scalability in ways that single-screen design never does.

Constrained environments

Shared devices. Noisy floors. Short attention windows. Designing under those conditions teaches you more about hierarchy and clarity than most formal training does.

Design systems

At a certain point, the lack of consistency across products became a blocker. I introduced a structured design system that brought alignment across interfaces and improved collaboration with development.

How I approach

How I approach

01

Strategy

I try to understand what actually needs to change for the system to improve — not just what needs to be designed. A lot of the time the problem isn’t the interface, it’s how information flows, where decisions happen, or what people are forced to work around.

02

User Experience

I design around how people already operate, especially in environments where speed and accuracy matter. The goal isn’t to introduce something new — it’s to remove friction from what’s already happening.

03

Design

I focus on structuring information so it can be understood quickly and acted on with confidence. In complex systems, clarity matters more than simplicity.

04

Interaction

I think through how things behave in real use — across time, states, and edge cases. What happens when something goes wrong, when attention is split, or when decisions need to be made quickly.

05

Iteration

Most of the real understanding comes after something is used, seeing where people hesitate, what they ignore, and what breaks. That usually shapes the next version.

I'm happy to walk through the full work privately — process, decisions, and the things that didn't go as planned too

Let's

Connect

Let’s build and ship something crazy.

Open to full-time roles, collaborations, and meaningful conversations about design.

Just me, designed, and built.

Stay Hungry, Stay Foolish

Let's

Connect

Let’s build and ship something crazy.

Open to full-time roles, collaborations, and meaningful conversations about design.

Just me, designed, and built.

Stay Hungry, Stay Foolish