I graduated from General Assembly's UX Design Bootcamp in March 2026. Before that, I spent years teaching. I'm based in Sunnyvale and actively looking for my first UX or product design role — somewhere I can learn properly and do work that genuinely helps people.
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I spent years teaching before I found UX. In the classroom, the moments that stayed with me weren't the planned lessons — they were the looks on students' faces when something I said made no sense at all. That gap between what I intended and what landed is exactly what UX design tries to close. I just didn't have a name for it yet.
Coming into design from teaching gave me something I think matters more than any tool right now: genuine curiosity about why people do what they do, patience with confusion, and the habit of watching behaviour instead of asking for opinions. I unlearned a lot of the instinct to explain and guide — research taught me to get out of the way and just listen.
I have an MCA, so I understand a bit about how digital products are built. But that's not what drives my design instinct. What drives it is asking why something feels wrong to the person using it — and then being willing to throw out my first answer when the research says it's wrong.
I'm early. I have three case studies, a lot of honest reflection on what I got wrong in each one, and a genuine desire to keep learning on a real team. If that sounds like someone you'd want to work with, I'd love to talk.
My teaching instinct was to guide and explain. Research taught me that's often the wrong move. The most useful thing I can do in an interview is stay quiet long enough to hear what someone actually thinks.
My prettiest prototype didn't test best. Going high-fidelity too soon means people give feedback on the visuals, not the flow. I'd rather show something rough and learn something real than show something polished and learn nothing.
Constraints are better understood through conversation than assumption. I'm still learning when to push back and when to adapt — but I know the answer comes from talking to the people who'll build it, not guessing on my own.
People don't notice when something works well. They just don't get frustrated. That's the goal — not that someone says "I love this UI", but that they complete their task without once thinking about the interface.