PDPixe Design.

Open to product design roles · New Zealand & international

Product design, traced from human need to business outcome.

I'm Ari, a UX/UI & Product Designer. I frame the problem, shape the product, craft the interface and work with engineers to ship it, with the reasoning visible at every step.

human needbusiness outcome01BehaviourWhat people do02InsightWhat it means03SystemHow it holds together04ProductWhat ships, and is measured
Fig. 1 — Design as a loop, not a line

Companies I've worked with

Selected clients & teams

01Selected work

Proof before promises.

Each study shows the problem, my role, the reasoning and, importantly, what the evidence does and does not support.

Depth over volume. Employer and client case studies will be added here as they become shareable; anything conceptual stays labelled as a concept.

02Design process

A way of working, not a straight line.

Methods are chosen by the question, the evidence available and the constraints. Findings regularly send the work back a step, and that is the process working.

  1. 01Discover

    What is actually going on?

    Start from behaviour, context and constraints. Choose research methods that fit the question and the time available, and say plainly what the evidence can and cannot support.

    • User research
    • Stakeholder interviews
    • Evidence audit
  2. 02Frame

    Which problem is worth solving?

    Turn observations into a sharp problem statement, user needs and success measures that product, engineering and business can all argue with.

    • Problem framing
    • Jobs to be done
    • Prioritisation
  3. 03Structure

    How should it hold together?

    Shape flows, navigation and content hierarchy so the product's logic is obvious before any pixel is polished.

    • User flows
    • Information architecture
    • Journey mapping
  4. 04Shape

    What does it feel like to use?

    Explore alternatives quickly, then design the states that make a product trustworthy: loading, empty, error, success, and the edge cases between.

    • Wireframes
    • Prototyping
    • Interaction design
    • Visual design
  5. 05Validate

    Does it work for people?

    Test the riskiest assumptions with the lightest method that can answer them, then let the findings change the design.

    • Usability evaluation
    • Accessibility review
    • Iteration
  6. 06Deliver

    Can it be built well?

    Design with engineers, not for them: components, tokens and documentation that survive contact with a real codebase.

    • Design systems
    • Developer handoff
    • Feasibility

Iteration is continuous: validation can reopen framing, and delivery constraints can reshape the structure.

03Capabilities

Beyond the interface.

Capabilities grouped by the part of the product they serve. Where a skill is demonstrated in a case study, it is listed there rather than rated here.

01

UX & Research

Understanding people and framing the right problem.

  • User research and discovery
  • User flows and journey mapping
  • Information architecture
  • Usability evaluation
  • Personas and behavioural insights
  • Problem framing and requirements analysis

02

Product Design

Turning direction into interfaces people can trust.

  • Product strategy and prioritisation
  • Interaction design
  • Wireframing and prototyping
  • High-fidelity interface design
  • Responsive and mobile-first design
  • Accessibility and inclusive design

03

Design Systems

Consistency that scales across a team.

  • Component libraries
  • Design tokens
  • UI consistency
  • Design documentation
  • Developer handoff

04

Technical Collaboration

Fluent enough in the build to design what ships.

  • Figma and interactive prototyping
  • Frontend and responsive design principles
  • Technical feasibility and constraints
  • Cross-functional collaboration

04About

Human and technical, by design.

Portrait of Ariena Phannaen

I'm a product designer who works across the whole arc of a product: understanding an ambiguous problem, deciding what to build and why, designing the experience, and working with engineers to get it shipped.

I care about the reasoning behind an interface as much as the interface itself. A good screen should be traceable to a user need, a business objective and a technical reality, and I try to make that chain visible to the people I work with.

I'm comfortable with technical constraints because I design with them in mind, which keeps conversations with developers practical and decisions easier to defend.

Ariena Phannaen (Ari) · UX/UI & Product Designer · New Zealand & international

  • Evidence over assertion

    I label what was researched, what was assumed and what is still unknown.

  • Clarity before polish

    Structure and language first, then craft. Beautiful on top of confusing is still confusing.

  • Design with the build in mind

    Feasibility is a design material, not a late-stage veto.

05Experience & credentials

Easy to verify.

Full history, dates and references on request.

A complete CV with employers, roles, qualifications and referees is available to anyone considering me for a role.

06Contact

Let's talk about your product.

I'm looking for product design roles where research, strategy and craft carry equal weight, in New Zealand or with international teams. If that sounds like your team, I'd like to hear about it.

ariena.phan@gmail.com
ariena.phan@gmail.com