Design Legend Interview
13 questions
My background crosses architecture, landscape architecture, human-centered design, and digital product design. I originally studied architecture and urban planning, and later completed a master’s degree in landscape…
Could you please tell us a bit about your design background and education?
My background crosses architecture, landscape architecture, human-centered design, and digital product design. I originally studied architecture and urban planning, and later completed a master’s degree in landscape architecture and urbanism at the Illinois Institute of Technology. I also continued my education in user-centered and human-centered design at the University of Washington.
Professionally, I began with architecture and landscape architecture, working on residential developments, civic parks, waterfronts, transportation infrastructure, and public spaces. Over time, I became increasingly interested in how people interact not only with physical environments, but also with information and technology. That curiosity led me into UX and AI product design, where I have worked on enterprise software, workflow automation, and intelligent digital products.
Although these fields may appear different, I see a strong continuity between them. Whether I am designing a park or an AI interface, I am trying to understand human behavior, organize complexity, and create an experience that feels intuitive, useful, and carefully resolved.
What motivates you to design in general, why did you become a designer?
I have always been fascinated by the fact that design quietly influences everyday life. A road, a park, a chair, a digital interface, or even a small construction detail can change how people move, behave, communicate, and feel.
Growing up, I was exposed to engineering and the built environment through my father, who worked as a civil engineer. That gave me an early awareness that the environments around us are not accidental—they are planned, calculated, constructed, and maintained by people.
What eventually drew me toward design was the opportunity to combine technical problem-solving with human experience. I enjoy taking something complicated—whether it is a site, a public process, a construction problem, or an AI workflow—and making it understandable and usable.
The most satisfying moment is when the design disappears into the experience. People may not recognize every decision behind it, but they can move through it naturally and benefit from it. That is what continues to motivate me.
What do you design, what type of designs do you wish to design more of?
I design human-centered systems across both physical and digital environments.
My landscape work has included civic parks, recreation areas, transportation projects, campuses, residential developments, and other public environments. My digital work has included enterprise products, AI-assisted workflows, productivity tools, and intelligent interfaces.
Increasingly, I am interested in projects that sit between these disciplines. I do not think the future of design will remain neatly separated into landscape, architecture, interaction design, product design, and technology. Physical spaces are becoming more interactive, digital products are becoming more spatial and contextual, and AI is changing how people access information and make decisions.
I would like to design more experiences where place, technology, information, and human behavior are considered as one system. For me, the medium is secondary. What matters is whether the design creates a meaningful relationship between people and the world around them.
What distinguishes between a good designer and a great designer?
A good designer can create a compelling solution. A great designer understands why that solution should exist, how it will work in reality, and what happens after it leaves the designer’s hands.
Great design requires judgment. It means knowing when to explore and when to simplify, when to defend an idea and when to change it, and how to balance ambition with constraints.
My landscape architecture experience made this very tangible. A concept drawing may look beautiful, but eventually it has to become grading, dimensions, materials, planting, drainage, details, specifications, coordination, and construction. A few millimeters on a drawing can become a very real problem in the field.
Digital product design has reinforced the same lesson. A polished interface means very little if users cannot understand it or if the underlying workflow fails.
For me, the difference is therefore not simply creativity. It is the ability to carry an idea from intention to execution without losing its purpose.
What makes a good design a really good design, how do you evaluate good design?
I evaluate design through several layers.
First, it must solve the right problem. A beautifully executed answer to the wrong question is still poor design.
Second, it should be understandable. People should not need to fight the design in order to use it.
Third, it should respond intelligently to context—social, environmental, cultural, technical, and economic.
Fourth, it needs enough technical resolution to survive implementation. This is especially important in landscape architecture, where materials weather, plants grow, water moves, and construction tolerances are real.
Finally, I look for longevity. A strong design should continue to make sense after the novelty disappears.
The best designs often feel almost obvious once they exist. Their simplicity can hide an enormous amount of analysis, iteration, coordination, and craft. I think that is one of the highest achievements in design: making complexity feel natural.
What is your greatest design, which aspects of that design makes you think it is great?
One project that is particularly meaningful to me is Kherson Park in Kent, Washington.
It is a relatively small civic park, but the design had an unusually ambitious purpose. The project transforms local aerospace history into an environment for play, learning, and community interaction. Space-themed elements—including a lunar lander, lunar rover, astronaut, mission control components, and digital augmented-reality experiences—turn the park into an informal STEM learning environment.
I worked on the project from the concept stage through construction documentation and construction support. During schematic design, I developed alternatives, perspectives, and spatial studies. Later, I was responsible for major portions of the 60%, 90%, and 100% construction document sets, including existing conditions, layout, sections, details, planting, and site furnishing information. I also participated in site visits during construction.
What makes the project important to me is not simply its visual character. It demonstrates how storytelling, education, play, public space, technology, and technical detailing can become one coherent experience.
The project also reinforced something fundamental in my practice: design is not complete when the concept is approved. The idea must survive documentation, coordination, fabrication, construction, and ultimately everyday use. Seeing children interact with a space that once existed only as lines and images on my screen was deeply satisfying.
How do you define design, what is design for you?
I often describe my work this way: I design systems for people—sometimes the interface is a screen, sometimes it is a landscape.
For me, design is the process of giving structure to complexity.
A landscape architect may be balancing circulation, ecology, drainage, accessibility, culture, construction, maintenance, and human behavior. A product designer may be balancing information architecture, business logic, technical constraints, user expectations, and interaction patterns.
The medium changes, but the underlying responsibility is very similar.
Design is not simply creating form. It is deciding what matters, establishing relationships between different elements, testing those decisions, and translating them into something people can actually experience.
The final artifact may be a park, a drawing set, an interface, or an AI system. But the real design is the thinking that connects human needs with all of the invisible systems behind that artifact.
How do you think designers should present their work?
I believe designers should present the thinking behind the work, not only the final image.
A polished rendering can communicate aspiration, but it does not necessarily explain the quality of the design. I am usually more interested in seeing what the designer discovered, what constraints existed, what alternatives were considered, why certain decisions were made, and how the project evolved.
This is especially important in my own portfolio because much of the work is collaborative and technically complex. I like showing diagrams, sections, process studies, construction drawings, details, prototypes, and built results alongside the final visual story.
Presentation itself is also a design problem. The designer has to decide what information is essential and create a hierarchy that allows someone unfamiliar with the project to understand it quickly.
A strong presentation should make the logic of the project visible. It should not simply say, “Look what I made.” It should help the audience understand, “Here is the problem, here is how I thought about it, and here is why this solution exists.”
How does design help create a better society?
Design shapes access.
It influences who feels welcome in a public space, who can understand a digital service, how easily someone can move through a city, whether a child becomes curious about science, or whether complicated information becomes usable.
My public-space projects made this responsibility very tangible. Parks and civic landscapes are shared environments. Designers are making decisions that affect people with different ages, abilities, cultural backgrounds, and economic circumstances. Community engagement therefore becomes part of the design process, not simply a requirement around it.
The same principle applies to technology. As AI systems become more powerful, designers have a responsibility to make those systems understandable and accessible instead of allowing complexity to create another barrier.
I do not believe design alone solves social problems. But design determines how many systems in society are experienced. When done carefully, it can reduce friction, create dignity, encourage participation, and make opportunities more accessible.
That is a meaningful form of impact.
Where do you think the design field is headed next?
I think the boundaries between design disciplines will continue to dissolve.
AI is dramatically reducing the time required to generate images, interfaces, models, concepts, and variations. As production becomes easier, I believe the value of the designer will move increasingly toward judgment.
The important questions will become: Which problem should we solve? Which possibility is worth pursuing? What should we remove? What are the unintended consequences? And how do we turn an idea into something that works in the real world?
I also think designers will need to become more comfortable operating across systems. A future project might simultaneously involve spatial design, software, data, physical fabrication, behavioral research, and environmental performance.
This is one reason my own multidisciplinary path has become increasingly important to me. Landscape architecture taught me permanence, materiality, public responsibility, and technical discipline. Product design taught me rapid iteration, user research, and measurable feedback. AI is now changing the speed and scale at which both can happen.
Technology may produce more possibilities, but designers will still be responsible for deciding which possibilities deserve to become reality.
When you have a new design project, where do you start?
I start by trying to understand the problem before trying to design the solution.
My process can generally be summarized as:
Understand → Frame → Explore → Prototype → Resolve → Learn
First, I gather evidence. In a landscape project this might involve site observation, circulation, ecology, infrastructure, stakeholders, precedents, and technical constraints. In a digital product, it might involve user interviews, workflow observation, product data, and technical systems.
Then I frame the problem and establish a small number of design principles. These principles become a filter for later decisions.
Only then do I explore solutions. I prefer generating multiple possibilities early because it is inexpensive to make mistakes at that stage.
As the project develops, I gradually increase fidelity. Concepts become plans, sections, prototypes, technical details, construction documents, or production-ready specifications.
The final step is learning from implementation. Construction observation and usability testing are surprisingly similar: both reveal the gap between what the designer imagined and what actually happens.
That gap is one of the best places to learn.
What is the role of technology when you design?
I see technology as a design material and an amplifier, not as the purpose of design itself.
Different technologies allow me to think at different levels of fidelity. Sketching is still useful for thinking quickly. CAD helps establish precision and technical coordination. 3D modeling helps test spatial relationships. Visualization helps communicate atmosphere. Prototyping tools allow digital interactions to be tested before engineering. AI now makes it possible to explore and evaluate possibilities at extraordinary speed.
But faster generation does not automatically produce better design.
Technology can expand the number of answers available to us, but the designer still has to determine which question is worth answering.
Kherson Park is a useful example because technology exists at several layers: traditional landscape construction, custom play elements, lighting, fabrication, and an augmented-reality experience all contribute to the project. None of those technologies is meaningful by itself. Their value comes from how they work together to create curiosity and learning.
I therefore try to use technology where it strengthens human experience rather than allowing technology to become the experience.
Who is your ideal design partner? Do you believe in co-design?
Absolutely. Most meaningful design is collaborative.
Landscape architecture taught me this very early because no significant public project is created by one person. A park may involve community members, landscape architects, architects, civil engineers, structural engineers, ecologists, lighting designers, artists, fabricators, contractors, municipal staff, and many others.
Digital products are equally collaborative, involving users, product managers, researchers, engineers, data scientists, and business stakeholders.
My ideal design partners are people with strong expertise but low ego. I enjoy working with people who can defend their perspective rigorously while remaining willing to change their minds when better evidence appears.
I do not see collaboration as reaching the average of everyone's opinions. Good co-design requires structure. Someone still has to synthesize different perspectives, establish priorities, and maintain coherence.
For me, the designer often plays exactly that role: creating a framework in which many forms of expertise can contribute to one clear experience.