Traditional insurance only came one way — a year-long policy, bought through a broker, locked in for twelve months. But independent workers were hiring out by the gig, by the day, sometimes by the hour. Thimble built a platform where they could buy short-term, flexible coverage on demand. Insurance that matched how work actually happened.
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"I just need to show this venue I'm covered in a few hours."— Small business owner, user interview · 2018
As founding designer on a team of seven, I owned the full design framework — the transactional mobile app, the marketing site, the visual identity, even the deck that closed our Series A. Working directly with the CEO and early stakeholders, I helped translate a new SaaS model for episodic liability coverage into something users could actually grasp. Every surface had to feel like the same product. I built the early system around three principles — plain language over jargon, momentum over completeness, and one decision per screen — and applied them consistently across mobile, web, and email.
A new platform built for independent workers. Short-term, flexible coverage. Quotes and approvals in 60 seconds. No phone calls. No paperwork.
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To become a one-stop shop, we kept expanding — more jobs covered, more product lines, and a new subscription plan. Users could pay monthly, modify their coverage, pause when work slows down, and cancel anytime. Insurance you could use the same way you use a streaming service.
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When the team went fully remote during the pandemic, I led the migration from Sketch to Figma and rebuilt the design system from atomic principles. Tokens, components, and patterns were all versioned and shared — letting a small team ship product faster, with more consistency, across more surfaces than its headcount should have allowed.
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Brokers started using Thimble on their own, placing coverage faster than traditional carriers could. Together with PMs, customer support, insurance, and BD, I ran broker interviews and audited their workflows: dozens of clients in motion, multi-carrier spreadsheets, fifteen-minute calls that needed a quote on screen by minute three. The opportunity was clear. A D2B2C channel could expand revenue without diluting the consumer product. But brokers needed a product built for how they actually work.
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"Brokers don't want to be charmed.— Insight from broker discovery interviews
They want to be fast."
A consumer buys insurance once or twice a year. A broker writes dozens of policies a week — different pace, different mental model, different design. Through research, I learned that broker workflows are full of friction the consumer product never had to handle: verifying broker licenses, collecting state-specific documents, linking commission bank accounts, and keeping track of dozens of clients at once. To translate that gap into product, I ran a four-phase process across research, strategy, design, and implementation. Each phase was grounded in real broker workflows and validated with PMs, customer support, insurance, and BD.
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The hardest part of selling insurance isn't writing the policy. It's figuring out what to write. The Appetite Checker takes a few inputs about the client's business and surfaces every coverage Thimble can write, including GL, PL, Cyber, IM, and WC, along with the flexible durations Thimble is known for. From there, brokers move straight into quote and bind. No dead ends, no second guessing, no leaving the page.
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Beyond a single sale, brokers run an ongoing book of business. The portal brings every client and policy into one workspace where brokers track activity, manage renewals, handle endorsements, and scale from a solo agent to an agency of 200 with role-based permissions and agency-level reporting.
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Jay and I weren't trying to build a company. We were trying to solve our own problem. Most people own dozens of clothes they barely think about. Every morning, they pick from the same five things on top. Wardrobe apps existed, but they all looked like spreadsheets with photos. We wanted something that felt like a tool you'd actually open. No funding, no investors, no roadmap longer than a weekend. The whole product came down to three moves: add the clothes you love, plan outfits, build your wardrobe.
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"Let's just make the thing— Where the whole project started
we'd actually use ourselves."
I led the full design end-to-end. Logo, color, typography, icons, every screen, every micro-interaction. The app handled a lot: importing clothing photos with background removal, sorting by category and color, filtering by weather and occasion, building outfits visually, saving favorites. With no team to split the work, every decision came back to the same desk. That kept the app clean. If a feature couldn't justify itself, it didn't ship.
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A year of working with one engineer taught me lessons no team could have. We disagreed often — sometimes for weeks — about whether a feature was worth building. The fix wasn't picking a winner. It was sitting down, talking through trade-offs, and finding a third option together. The harder lesson was time. Without a client or deadline, the project stretched longer than it should have. Even a passion project needs milestones. "We'll get to it" is the most expensive sentence two collaborators can say.
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Lookscope launched on the App Store and, to our surprise, kept growing. Apple featured it as an Editor's Recommendation of the Week. Users started subscribing — one month, six months, a year at a time. Years later, the app is still live, still updated, still earning. Two people, one year, a quiet product that found its audience. It taught me what I later brought to Thimble: how to own the whole experience, how to speak for users when no one else is in the room, how to keep going without anyone telling you to.
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The 1950s and 60s supermarket era is a rich visual language — bold letterforms across serifs, sans, and scripts; hand-painted signage; saturated produce posters. I built the identity around a small set of retro signals: a confident mix of weights and styles, a strong color pairing, and decorative supporting marks, held together by quiet modern typography and generous whitespace.
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A grocery brand isn't a logo — it's every surface around it. The sign, the napkin, the price tag, the receipt. I designed it all as one system, with one direction holding it together: a 1960s American grocer, found in the present. Familiar enough to walk into. Strange enough to stay with you.
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Good retail design disappears. The store stops feeling designed and starts feeling found. That was the bar I set: not loud, just inevitable on the block. A corner of Midtown that finally felt like it had always been there.
Everything Studio's identity is built around the geodesic dome — Buckminster Fuller's icon of structure achieved through diversity of parts. The studio's whole practice runs the same way: many disciplines, one shape. The invitation needed to say something about how Everything Studio thinks before anyone had clicked into the event details, so I started where the studio starts — its own logo — and let it multiply. A single dome became a field of them, each one a slightly different angle, weight, and rhythm. The visual is the lecture in miniature: one studio, many ways of working, held together by a recognizable form.
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The final invitation lived across digital and print — a primary composition for the announcement, with supporting graphics and posters for the lead-up. The system was tight enough to feel cohesive on a single feed, and varied enough to keep returning visitors curious about what came next.
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It was a short brief, an early credit, and a room I'm still proud to have designed for. The lesson stuck: when a studio's identity is strong enough, you don't need to invent a new visual language to speak with it — you just need to know how to make it talk.
Phone home screens are static by default — rows of small rectangles that exist to be tapped, not to be looked at. Transfoner pushes against that. Each icon becomes a small character that breaks apart, transforms into objects, and reassembles. The phone surface stops being a grid of tools and starts behaving like a living scene.
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The brand language was set; my work lived inside it. Icon character studies, identity components, the small but defining pieces of how the world looks.
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Transfoner now lives in Pentagram's archive.
Like many other cultures, Korea has its share of superstitions and old beliefs — woven into villages, regions, the rhythms of the year. Ancient Koreans carved wooden masks of local spirit figures and wore them in ritual ceremonies and theatrical performances. The faces were extremely bizarre and grotesque on purpose — meant to ward off evil spirits, and to bring good fortune to families and neighbors. Drunken Rice Bomb borrows that same logic, pairing six rice-harvesting regions with six of their traditional folk spirits, one mask for each.
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The system pairs one mask with one region with one rice. Gaksi for Icheon, Mabu for Nonsan, Bangsangsi for Cheorwon, Maldduk for Gimhae, Mudang for Honam, Gwangdae for Naju. Together the collection reads as one visual world — bold color, flat graphic language, masks that meet your eyes straight on. Apart, each one holds its own story.
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drunken/15.png · 4:3The masks did their job for centuries. Drunken Rice Bomb hopes to carry a little of that forward — warding off the bad and welcoming the good, with a little buzz along the way.
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misc/16.png · 16:9From a blank canvas to a subscription that 76.93% of users chose. Four phases shaped bondu's first chapter. Each one shipped one part of what bondu is today.
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As the team's first designer, my main focus for the holiday launch was the parent app, end-to-end in four months. Onboarding, setup, dashboard, chat monitoring, settings, family sharing. The design foundation grew alongside — a system to tie every future feature together, so as bondu grew, it would still feel like one product.
The entire bondu experience is COPPA-compliant, the US child-safety standard. Every play conversation runs through safety filters. And through the app, parents can monitor chat, get summaries and alerts, set guardrails, and delete anything anytime. Safety, accessibility, and usability — the three principles behind every design decision.
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AI doesn't run for free. LLM costs are real, and runway is tight. Just weeks after launch, we shipped a subscription model: Free vs Plus, at $19.99 a month. Plus opened up more talk time, in 27 languages, and the full library of play features — Personas, Bedtime Mode, Immersive Stories, Motion-responsive play, and more.
"Scale" would imply natural growth. This was a deliberate bet to turn a one-time toy purchase into a recurring product, while keeping the toy itself accessible.
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Kids that age churn for endless scattered reasons. They get bored, move on, get distracted. The default product question is to ask why they leave and try to fix it. We asked the opposite. Why do power users stay? We studied the kids who kept coming back — power users across different ages, energies, and usage shapes. Three patterns held across all of them. Each one shaped a feature to build.
One power user shared 266 emotional moments across 463 sessions — feelings, family stories, what happened that day. Parents asked for the same on their end: a place to feed bondu their kid's news, like "she was sick today" or "he scored his first goal", so bondu carried that context into every chat.
Kids who stayed didn't binge — they showed up. One power user came back across 69 active days. Another held a steady rhythm for 37. Parents kept asking for the same thing: a healthy daily rhythm where bondu plays alongside.
Pretend play was the most common pattern across the power users. 129 sessions for one kid alone. Kids treated bondu as a roleplay partner with a backstory: a pirate, a chef, a friend. Not a question-answering machine.
Around those three, supporting features shipped alongside: Languages, Brain Boost, Motion-responsive play, and games like treasure hunt and red light, green light.


















"Cannot express enough how much I love this toy! From encouraging her to get ready for bed, telling stories, coming up with games, learning fun facts...this thing is amazing."
"bondu picks up on my son's speech, interests, and mood, and adjusts how it interacts. Sometimes it's silly and playful, other times it's gentle and comforting and always age-appropriate."
"It makes space for her imagination. With bondu, she's not just being entertained, she's leading the fun. And in a house full of big kids, that matters."
"My son has auditory processing disorder, bondu provides calm, one-on-one interaction without the overstimulation of a screen."
As the product matured, the design work moved outward. I led the redesign of bondu.com, the parent-facing site that doubled web conversion. Social posts, ad creative, brand voice for the parent audience. Same brand, new surfaces.
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I'm a product and brand designer based in the Bay Area, formerly in New York. I've spent the last several years as a founding designer at tech startups — building products from scratch, shipping features that moved numbers, and creating the visual systems that held everything together.
Outside of product work, I freelance across design agencies, art institutions, and retail — bringing the same thinking to brand identity and visual communication.
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