

I was initially brought on just for Piecework. After that shipped, they asked me to redesign everything. That meant starting with a fragmented legacy system and no existing design foundation, building something that could handle the full complexity of a custom souvenir operation, and doing it in a way that the team could actually use.
The scope was real: over a dozen interconnected modules, a two-sided piecework app, custom product creation with live preview, and a reporting system that sales reps and admin both depended on. Getting it wrong in one area had downstream effects everywhere.
Orders were the core of the business, so I started here. With 64 screens, two printable reports, and a notification email, this was the most complex section by a significant margin. The list view needed to surface what mattered fast: search, filter, date range, and a clear path to start a new order.

The list view made reps searchable and sortable by the fields that actually mattered to the team.

This was the module that started everything.
Piecework is a two-sided operation: an admin coordinating jobs and pieceworkers completing them for pay. I designed two separate web apps to handle each side, because the needs were genuinely different. The admin side needed scheduling clarity, job creation, payment tracking, and more.


I built the design system alongside the product rather than trying to front-load it. As patterns emerged across orders, reps, and piecework, I formalized them. By the time the later modules were being designed, most of the heavy lifting was done. Tables, forms, modals, status indicators, printable layouts — all documented and reusable. This kept the work consistent and made it significantly easier to move quickly through later sections without revisiting solved problems.

What shipped was a complete internal operating system for a business that had been running on workarounds for years.