Start with the mess
Before opening Figma, I want to understand what we're actually trying to fix. Sometimes the problem isn't the interface. Sometimes we're solving the wrong problem entirely.
Hi, I'm Suhail
a designer who likes getting to the bottom of things .
I'm a UI/UX designer with 2+ years of experience designing digital products across different kinds of problems, teams and constraints.
What I've found I enjoy most is getting past the obvious answer — understanding what people actually need, questioning assumptions, and turning complicated problems into experiences that feel clear and intentional.
I care about the details, but I care even more about why they're there in the first place.
My path into product design wasn't exactly linear.
I started with visual design and cinematography, where I learned to think about composition, storytelling and what catches someone's attention.
Moving into UI/UX changed the question for me. It wasn't just "Does this look good?" It became "Does this make sense?"
That shift is what pulled me deeper into product design.
What I bring to the table
I bring a mix of visual thinking and product thinking to my work. I like understanding the problem before jumping into solutions, working closely with the people building the product, and paying attention to the small interactions that can make an experience feel effortless. I'm at my best when the problem isn't completely figured out yet.

When I'm not designing, I'm usually somewhere on two wheels, behind a camera, or opening a Figma file I absolutely did not need to open.
Before opening Figma, I want to understand what we're actually trying to fix. Sometimes the problem isn't the interface. Sometimes we're solving the wrong problem entirely.
Perfect conditions don't exist. There's a deadline. There's legacy code. There's a business goal. There's something engineering can't build by Friday. That's not the annoying part of design — that's the design.
I don't believe good design happens in a cave with headphones on. The best ideas usually come from arguing with engineers, asking product people annoying questions, testing assumptions, and finding out what's actually possible. Good work is a team sport.
A good experience isn't always the thing people notice. Sometimes it's the loading state that tells you what's happening. The error message that actually helps. The tiny interaction that makes something feel obvious. If nobody notices it, we probably got it right.
Timeline
Cinematographer & Visual Designer
Shooting, cutting and designing for whoever needed it. It is where I learned to think about a frame before filling it, which turns out to be most of what layout is.
Before Figma
UI/UX Designer
Where I learned UI/UX design and worked on it at the same time. The first place I was making interfaces rather than images, and the first real lesson in the difference between a screen that looks finished and a screen that works.
2024
UI/UX Designer → Lead Designer
Designing products, untangling workflows, and occasionally discovering problems nobody realised were problems yet.
2025 → Present
Still unwritten
This one is still empty. If you have something messy and interesting, that is very much my kind of thing.
20??
Still have questions? Ask Bloop — he knows a suspicious amount about me.
Good. I like those.
I’m open to full-time roles, freelance work, and interesting conversations about products that could be a little less confusing.
Still scrolling? I respect the commitment.
Comment
Suhail
Throw me the messy one. Those are the good ones.