I make change stick.
Everything else is a reorg.
Most organizations have more potential than they use. Not because they lack talent or ideas, but because outdated structures, unnecessary complexity and short-term thinking get in the way. Usually with a recurring meeting series of their own.
I question what no longer makes sense, rethink how things work and turn ideas into change that lasts. Not with another fancy framework. Nobody ever hung a canvas on the wall and changed a company. But with the right methods, clear direction and people who are empowered to make things happen.
Structures don't change anything.
People do, if you let them.
High expectations.
I believe people do their best work when they're trusted to own it. I set clear expectations, recognize individual strengths, and give people the space to grow.
I don't follow processes just because they exist. I question what we're trying to achieve, challenge what holds us back, and choose what actually moves us forward.
I'd rather test an idea than spend months debating it.
Make a move, learn what works, and improve along the way.
Where does quality get lost in your organization?
I build the conditions that make it.
I built a central UX competence center: roles, standards, workflows, and UX/UI pairs embedded in product teams. Not more management. Better conditions.
I drive change across disciplines and around the globe: I break silos, connect expertise and set things on fire. In a good way.
More useful AI.
I made AI part of the natural toolchain: learning formats, advanced trainings, agents and automation. Quality and responsibility stay with people. Not because it's trendy. Because it works.
I set direction, priorities and metrics, so design can show its contribution and leadership can decide on facts.
I dropped out of business studies. Now I redesign businesses. Draw your own conclusions.
The software my teams build is made for work. It should still feel like fun.
Good business software shouldn't feel like hard work. Nobody has ever said "I can't wait to log into the system." I'd like to change that, not by designing every screen myself, but by giving teams the standards, skills and room to do it. So complexity gets cut, workflows get simpler, and tools become genuinely useful for the people on both sides of the screen.
UX is not just a feeling.
I make it measurable.
One scale to compare products, set priorities and prove what design contributes. And it shows how a product gets better. In every product I'm responsible for.
Designers don't throw finished work over the fence. Developers join the low-fi concepts early: closer to the user, closer to what's feasible. A model I developed myself, presented at c't webdev 2022.
Want to change something?
Let's talk.