About — 01
I'm a product designer based in Bangalore.
I design from the user's eyes backward — before I touch a single UI element, I think about where their eyes go first, how they'll move through the screen, what makes them stay or leave. UI is just the output of that thinking done right. I used to jump straight to UI, lean on AI to just get things done — somewhere along the way I realized that's backward: UX is the foundation, and if that's right, the UI follows almost on its own. If a category already has a strong standard, copying it only gets me to parity — my job is finding where even a "good" experience still leaves something on the table.
Currently the sole product designer at Alpha Nodus, shipping the Gravity platform for imaging centers.
Before that, I designed across healthtech, fraud detection, AI products, and gaming — always the same question underneath: what does this person actually need to see right now, and what can I remove?
Timeline — 02
How I got here.
AI — 03
How I work with AI.
I treat AI as a working partner, not a shortcut. It handles the research, the first drafts, the small repetitive tasks — the stuff that used to eat hours — so I can spend my time on the decisions that actually need a human: what the user needs, what tradeoff to make, what's worth pushing back on. Design is changing fast, and I'd rather be someone who's fluent in that shift than someone it happens to.
Skills — 04
What I do.
UX & Product Thinking
User Research
Interviews, surveys, and synthesis to ground decisions in real behaviour.
Journey Mapping
Mapping end-to-end flows to surface friction and moments that matter.
Information Architecture
Structuring content and navigation so people find things without thinking.
Wireframing
Fast, low-fidelity layouts to pressure-test ideas before pixels.
Usability Testing
Watching real users hit walls so I can remove them.
UI & Visual Design
Design Systems
Tokens, components, and rules that keep a product coherent as it scales.
Typography
Hierarchy, rhythm, and readability across every surface.
Interaction Design
Micro-interactions and states that make interfaces feel alive.
Prototyping
High-fidelity Figma prototypes that demo the real thing, not a slideshow.
Accessibility
Contrast, focus, and semantics — designing for everyone by default.
Tools — 05