I design complex enterprise interfaces for manufacturing operations and semiconductor systems — where usability isn't a nice-to-have, it's the product.
I work at the intersection of complex industrial systems and human experience. While most UX designers focus on consumer apps, I specialize in environments where a confusing interface can halt an entire production line.
With hands-on experience in SECS/GEM semiconductor communication systems and MOM manufacturing platforms, I bring rare domain knowledge that bridges the gap between engineering complexity and user clarity.
Redesigning a complex semiconductor equipment communication tool — transforming a WinForm-era interface into an intuitive onboarding experience that eliminated the need for dedicated training sessions.
Manufacturing Operations Management platform — designing across web and operator tablet contexts, balancing information density with real-time usability for factory floor engineers.
Building a research-backed design system for manufacturing operator interfaces — from user research and needs analysis to token architecture, component specifications, and cross-team adoption.
SECS/GEM is the semiconductor industry's foundational communication protocol — connecting fab equipment to upper-level manufacturing systems for real-time data collection and control. The specification is notoriously complex, making software development extremely difficult and leaving very few vendors in the market.
Existing tools were built by engineers, for engineers — prioritizing function over experience. The result was WinForm-era interfaces that required intensive training just to operate. I saw an opportunity to apply modern UX thinking to a space that had never seen it.
Rather than assuming I understood the problem, I went directly to the people closest to it. I conducted stakeholder interviews across three distinct roles — each with a different relationship to the product and a different kind of pain.
Product Managers — understanding deployment friction and customer complaints. Implementation Engineers (RDs) — the people who train clients and absorb their confusion. Sales — hearing how "too hard to use" affected deal closings and renewals.
The redesign transformed SECS/GEM from a product that required dedicated training into one that users could navigate independently. Client managers — who previously had to facilitate every onboarding — began receiving direct positive feedback from end users.
By applying UX thinking to a space where it had never been applied, we created a sustainable competitive differentiator. In a market where every competitor looks and feels the same, an interface that users actually like became a genuine sales advantage.
Manufacturing Operations Management (MOM) is the operational backbone of modern factories — orchestrating work orders, inventory, equipment status, and quality data across every site, line, and shift. It's the system everyone on the floor depends on, every minute of every day. [Placeholder — replace with your definition]
A single MOM platform serves two radically different contexts: web desktop for managers and engineers analyzing data, and operator tablets and PDAs for line workers executing tasks in noisy, gloved, time-pressured environments. The same data, two completely different experiences. [Placeholder — adjust to your framing]
[Placeholder] Briefly describe how you approached research for MOM — site visits, shadowing, contextual inquiry on the factory floor, etc. Mention any unique constraints (PPE, shift schedules, noise, gloves).
[Placeholder] List the user groups — line operators, shift leaders, production engineers, plant managers — and the questions you were trying to answer for each.
[Placeholder] The concrete outcomes — what users could now do that they couldn't before. Try to include a quantitative metric if possible (training time reduced, error rate down, adoption up, etc).
[Placeholder] The longer-arc effects — design system adoption, replication across plants, influence on subsequent products, or what you'd do differently next time.
[Placeholder] Most enterprise design systems are built for desktop, by people who work at desktops. But the factory floor is a different world — gloves, glare, noise, time pressure, often standing. A design system built for that environment has to start from a different set of first principles.
[Placeholder] Larger touch targets, higher contrast, fewer states per screen, audio/haptic feedback patterns, and every component validated against gloved-hand input. Not a re-skin of the corporate system — a separate system, with its own tokens, components, and documentation.
[Placeholder] Describe how you ran the research that underpins the system — site visits, gloved-hand testing, measuring tap accuracy under realistic conditions, observing actual workflows on the floor.
[Placeholder] Specific findings — e.g. operators missed targets smaller than X mm 30% of the time when gloved, or screen glare made certain color combinations unreadable in parts of the line. Numbers make this section credible.
[Placeholder] How many teams, products, or screens now use the system. The "design once, ship many" outcome.
[Placeholder] Personal takeaways — the gap between "design system that exists" and "design system that's used", or the importance of grounding every token in observed behavior.