Isometric illustration of a folded paper airplane
Senior UX/UI Designer · AI Product Designer · Munich

Not every problem needs a screen. Sometimes it needs a flow no one's drawn yet, a paper model, the wrong scale on purpose, a prototype that gets thrown away, questioning, testing, simplifying, looping, redoing, or just a no.

Same process, whatever gets built: a product, a design system, or a shaper app.

Scattered sticky notes with flow diagrams, double diamond and prototype notes
Where it has to scale

Enterprise UX/UI is the same process under load: research, flows, a design system checked against every edge case. One wrong shortcut here breaks a hundred screens, not one.

Automotive and medical technology, with interfaces and design systems built to hold up as complexity grows.

Isometric illustration of two interlocking gears
Where I join your team

Most of the process runs inside other teams: in refinement with product owners and developers, in reviews with stakeholders, on a product that already has a history and a design system to respect.

Embedded in product teams, or as a freelance designer and consultant for agencies and direct clients.

Scattered isometric UI components: buttons, icons, folders and toggles
Where I build the whole thing myself

Design systems drift apart: code and Storybook on one side, Figma files on the other, no shared source. New screens arrive that fit neither, and someone fits them in by hand. Uiprism does that against the repository.

The repository becomes the single source of truth. Figma and Storybook follow it.

Illustration of a Renaissance court gathering in a Gothic church interior
For the Historicum of LMU Munich: three images, each 3 × 2.80 metres, after 17th-century engravings

Same eye, different medium. When a brief calls for illustration or motion, it's still the same looking, simplifying, and redoing, just with a pencil instead of a component library.

Museum and exhibition work, occasional motion pieces.

Isometric illustration of a wooden hand plane
Where the material is wood, not pixels

Take the screen away entirely and the process doesn't change: electric guitars and SUP boards, shaped by hand, slow and deliberate, more tools than strictly makes sense.

The guitars are good enough that finding the right brand and actually selling them is the real question now. The boards are still at first prototypes.

More to come.

What doesn't change

An idea starts as a thought, sometimes barely a sentence. No two of them get the same process. Each one is built for the problem in front of it, not pulled from a template.

What carries over is the toolbox: find the actual problem, not the one that made it into the brief. Map how people would really move through it. Prototype it cheap enough to throw away, on paper, in Figma, in scrap wood. Test it against someone who wasn't in the room. Do it again, until it fits.

The toolbox has grown, above all with AI.
Ideation, prototyping and parts of testing
now happen with AI support.

Whatever it ends up building, a screen, a design system or the app that does the shaping math for a surfboard, the question underneath is always the same:

Does this hold together, start to finish?

Isometric illustration of an open metal toolbox with tools inside and scattered around it

What I bring with me

  • UX Research & StrategyBefore anything is designed, I want the actual problem, not the version that made it into the brief. That means talking to the people who'll use it, not just the ones who commissioned it.
  • UI Design & PrototypingFirst click to high-fidelity prototype, with Figma and now just as naturally with AI tools. It has to survive contact with a real user before it counts as done.
  • Design Systems & GovernanceA design system keeps people oriented as a product grows, with familiar patterns instead of friction. Getting there means real teamwork: living with other people's decisions, and getting them to live with mine.
  • Agile Product CollaborationPrefer to be in refinement, not just handed a finished handoff.
  • UX Consulting & WorkshopsAn outside view often finds faster what's become too familiar to see from inside.
  • Creative Direction & MotionThe part where I work most freely: idea and execution, no stakeholder round in between.

Screenshots in, design tokens out

Uiprism

Uiprism reads a screenshot, a wireframe
or a URL and breaks it into design tokens and components, checked against the code repository and written back into Figma.

Where this comes from

It started with illustration, then motion design, then paper prototypes, and from there it was a short step to building the real thing. I don't see much difference between digital design, product design, and building by hand. Different tools, same underlying practice: making something exist that didn't before.

Uiprism grew out of the same instinct, just pointed back at the day job: a design-systems tool built first to solve my own problem, now in beta and reviewed by other designers maintaining their own Figma systems.

None of this pays like client work. It's where the same instincts run without a stakeholder round: guitars and SUP boards, built and shaped by hand; a shaper app born from getting the boards' volume calculations right; illustration and motion design on the side; music, played and composed for bands and on my own, for as long as I can remember.

Guitar building SUP board shaping Illustration Motion design Music composition Own apps

People I Worked With

  • Mercedes-Benz Group
  • Mercedes-Benz Tech Innovation
  • Carl Zeiss Meditec
  • Convey
  • OneData
  • Fairfleet
  • Bayerische Schlösser- und Seenverwaltung
  • Museum Cadolzburg
  • Bundesministerium für Ernährung und Landwirtschaft
  • LMU München – Historicum
  • ProSiebenSat.1 (Pro7)
  • Canadian Solar EMEA
  • Teamsprint
  • Expedia
  • Condor
  • SWM
  • SZ online
  • Porsche Design
  • Siemens BSH
  • Axel Springer Medizin
  • ego FM
  • Feierwerk e.V.
  • Fujitsu Siemens
  • Mövenpick Hotels
  • Derag
  • Invivo Haus
  • Luxhaus

Get in touch

Project, consulting or a new role: happy to hear from you.