A little about me...
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I came to design through a computer science degree where I first attempted to design on Figma for my capstone project. I quickly realized that while my project was functional, something was missing. That gap between "it works" and "it's actually good" is what pulled me into UX, and it's also what taught me that the most important skill a designer can have isn't technical. It's the ability to truly understand how another person thinks and feels when they sit down with something you've made.
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PUZZLE BOXES: HOW I APPROACH PROBLEMS
I've been collecting puzzle boxes for over a year now, and my favorites are the ones that don't even look like puzzles at all. They just look like beautiful objects. They're proof that something can be a genuine feat of design and still not announce itself as one. What I've come to realize is that the process of solving them mirrors how I work as a designer. You can't force a puzzle box open. You have to sit with it first, turn it over, understand what you're actually looking at, and find the pattern before you make a move. That's research, before it's ever called research.
Video Games and D&D: Living in another’s shoes
I love games that nail the art of storytelling and that make me feel like my choices actually have an impact.
D&D takes storytelling a step further, because you're not just experiencing someone else's world, you're building your own character inside it: a voice, small habits, the way they'd argue or make a joke or read a room. Once you've done the work of making them feel real, the story stops feeling written and starts feeling like something that's just happening to you.
That's the exact principle I chase in design. The best products make a person's choices feel like they matter, where every tap or decision has a visible, felt consequence, so the person using it never wonders whether their input actually did anything. Whether I'm shaping a character whose choices ripple through a campaign or a flow where a user's input should clearly lead somewhere, the goal is the same: make sure the person never has to guess whether they're actually in control.

DESCRIPTION:
Mimic: A D&D monster that imitates an object (usually a chest) to lure in unsuspecting adventurers.

PROFESSIONAL SUPERVISOR
Outside of design, I work as a professional supervisor for families navigating court ordered child visitation. It's a family business, one I have ran solo, handling every part of day to day operations while still sitting in on visitations myself.
My role is to support families through one of the most delicate moments in their lives, a moment where they have to trust us with the safety of their children. There is no script for that. It's taught me to read emotions before anyone names them, to meet people exactly where they are emotionally, and to support them while still holding a space that feels safe for everyone in the room.
That is empathy with little room for error. And it's the same muscle I use in design, just in a different room.
Status
Contact
Looking for an entry level role as a designer!
mehmamand99@gmail.com