I work in Cognitive Architecture, the discipline concerned with how AI systems interpret, structure, and act on meaning; a space where narrative logic and systems architecture naturally converge.
Experience
2024 — Now
Oakland, California, United States
Major Duties
• Guiding long‑term product vision, systems architecture, and IP strategy for a stealth‑mode AI platform
• Designing contextual‑engineering frameworks, agent workflows, and procedural‑emulation methods
• Supporting capital‑efficiency planning, fundraising preparation, and early partnership conversations
• Overseeing UX direction and narrative‑logic integration across agent‑driven features
I conceived and designed Jonasson, a photorealistic avatar used to present AI‑focused video essays and to test contextual‑engineering methods. The project integrates narrative scaffolding, procedural emulation, and agent‑driven behavior to achieve naturalistic presence. See the series opener, and the thumbnails on this page for additional examples.
My work spans three thematic pillars that shape my approach to AI and design:
• The Architecture of Meaning: Systems thinking, UX, service design, and structural clarity.
• Language as Logic: Narrative craft, scriptwriting, and the ability to treat language as a programmable system.
• The Engineering of Context: Structured‑programming principles applied to agent behavior, reasoning, and workflow design.
An example of these pillars in practice is the podcast‑generation agent. Its three‑step vertical flow mirrors the underlying system architecture and activates sequentially, guiding users through formatting, generation, and playback. The user experience was designed for white-label deployment, while The UI draws on Josef Müller‑Brockmann’s grid principles and information hierarchies, connecting my design background directly to my current AI systems work.
2020 — 2021
2020 — 2021
San Francisco Bay Area
SpreeAI (formerly Spree3D) was an early opportunity to apply my combined background in mobile UX, XR, and narrative systems to an AI‑native product.
• Designed the original UX for an AI‑powered virtual try‑on experience where users first create a personal avatar, then move into a dedicated try‑on flow.
• Developed first‑time‑user journeys for a product category with no established best practices, balancing guidance with speed to value.
• The core interaction principles from this early work remain in the current SpreeAI platform following the company’s 2022 reorganization.
2018 — 2020
2018 — 2020
United States
Project Gazzera was self-directed research. The XR questions I explored, such as how stories, personas, and environments shape meaning, informed my contextual‑engineering methods in AI.
• Explored narrative and UX challenges in streaming XR.
• Investigated how immersive stories should be structured, drawing parallels to early Film Theory and emerging XR design principles.
• Examined service‑design issues unique to XR platforms and built small prototypes to test hypotheses. The work culminated in published articles outlining early best practices for immersive storytelling and methods applicable to AI character creation.
2016 — 2017
2016 — 2017
Mountain View, California, USA / Seoul, South Korea
• Led a team of 11 visual and interaction designers on the Seoul R&D campus, shaping UX for early‑stage B2B display products.
• Modernized the visual design language across the B2B portfolio.
• Introduced cross‑disciplinary collaboration with industrial designers to strengthen ergonomics and interaction logic.
• Supported concept development for consumer audio devices.
2012 — 2015
2012 — 2015
San Francisco / Tokyo
• Co‑created the signature navigation system for PlayStation Vue, helped plan usability testing protocols that verified the project's high ease of use, balanced partner branding requirements with a unified UX across a complex content ecosystem.
• Designed the UX and gesture-based interactions for a smart mirror telepresence project, using universal design principles for users who had mobility challenges, conducted field studies, and wrote findings for project stakeholders.
• Explored early challenges through hands‑on VR prototypes for PlayStation VR.
Education
Santa Clara University