Software product design director. Sixteen years, four continents, one application — for Nothing.
Sixteen years building software product design at the awkward stages — first UX team at Temenos, ground-up design system at Metrea inside defence-tech, design leadership at Virgin Media, BlackRock, Refinitiv and Orbus.
One. Hands-on now with on-device LLMs and multi-agent systems — Ollama, Hermes Agent, OpenClaw. Prototyping the AI-native loops Nothing has publicly committed to for 2026 — what Carl Pei has described as “intelligence that turns understanding into action.”
Two. Professional sound design and engineering training (VFS, 2009–10). Music production. Useful for Ear — and for Glyph, which is half audio anyway.
Three. I speak some Mandarin. Might be handy for the Shenzhen side of the business.
Nothing has a room full of people with ideas. The director's job isn't to add more — it's to channel the ones already in flight.
Five years from a sketch to global challenger across forty markets, with a hardware-software stack built from scratch. That creates the inevitable side effect of more creative energy than aligned direction. That's not a criticism. It's the cost of doing what Nothing has done at the speed Nothing has done it.
The work, then, is wrangling. Channelling that energy toward four outcomes that don't always agree: grow the company, hold competitive position, hit business targets, keep the community's trust. Each pulls in a different direction. Design is one of the few functions that touches all four.
The unifying thread is human–computer interaction across the ecosystem. Phone, watch, buds, headphones — held together by a visual language distinctive enough to matter. Get the HCI between hardware right, and the brand carries itself. Get it wrong, and even great products feel disconnected.
That's the job I want, and that's the lens I'd bring to it.
Carl has said publicly the goal is a billion OSes for a billion people, generated on demand. That's a directional statement, not a design system. The job is converting it into something shippable.
Three layers. A stable identity layer — typography, dot-matrix language, monochrome, sound design — that never adapts, because the brand needs a constant. An intent layer where surfaces are generated per user per task, replacing static apps with conversational and ambient affordances. And a trust layer that exposes what the system is doing on the user's behalf — because the failure mode of agentic OSes is opacity.
I'd push back hard on any version where personalisation erodes the brand. The visual restraint is the product.
Sixteen years across distributed design teams — USA, Singapore, Sweden, Romania, Ukraine, India. Distribution isn’t a problem to manage; it’s an advantage if you set it up right. Global culture. Specialised expertise in every timezone. Hardware-software integration at the manufacturing source.
For a setup like Nothing’s — London, Shenzhen, Bangalore — the structure I’d build:
One. A central source of truth for design — components, motion tokens, copy tone — owned by one person and governed by dedicated team members, mirrored across offices.
Two. Global standards with regional flexibility — governance respects local requirements where they genuinely differ.
Avoiding parallel design tracks saves time and resources, sustains productivity, and maintains quality and excellence.
Sit with every designer. Watch reviews. Read the last six months of crits. Use the products as a daily driver. Spend a week in Shenzhen. No reorganisation, no manifesto.
Two documents. A state-of-the-design memo to the CEO with what I found. A design principles document for the OS pivot, drafted with the team.
One visible win — a single OS surface or system component redesigned end-to-end — to prove the model and set the bar.
Built design systems and teams from zero, in environments that didn't tolerate ambiguity. Mission-critical software, regulated finance, consumer telco, infrastructure.
Owning the products is the cheapest form of user research. The current rotation, including the value tier — because CMF is part of how this company actually reaches the next billion users.
Sound design was my first formal discipline — Vancouver Film School, 2009–2010, Sound Design for Visual Media — before I moved into product design. It still runs underneath everything I do.
Practical relevance to Nothing: Ear, Ear Pro, CMF Headphones Pro, CMF Buds, plus the Glyph as an audio-visual language. Sound isn't a peripheral concern at this company — it's a primary surface. I treat it that way.
Engineering background, performance background, daily listening background — when the audio team and the product team are arguing about a haptic, I can sit in both rooms.
Every designer's taste comes from somewhere. The three that matter most for how I'd approach this role — one school, two individuals, one continuous tradition.
Shortest path is email. Same-day reply.