I don't build products for fun. I build them for work. They should still feel like fun.
Structures don't change anything. People do, if you let them.
Both, always. Trust without expectations is neglect. Expectations without trust are pressure. And decisions belong where the expertise is.
The real problem first, then the solution. Polishing what has no use solves nothing.
Pilots over perfection. Risk is made manageable, not avoided.
Where does quality get lost in your organization?
I built a central UX competence center: roles, standards, workflows, and UX/UI pairs embedded in product teams.
I drive change across disciplines and around the globe: I break silos, connect expertise and set things on fire. In a good way.
I made AI part of the natural toolchain: learning formats, advanced trainings, agents and automation. Quality and responsibility stay with people.
I set direction, priorities and metrics, so design can show its contribution and leadership can decide on facts.
UX is not just a feeling. I make it measurable.
One scale to compare products, set priorities and prove what design contributes. It also shows the way to a higher maturity level: not just where a product stands, but how it gets better. Wherever I take responsibility, in every product.
Designers don't throw finished work over the fence. Developers join the low-fi concepts early: they get closer to the user, and design gains their view on feasibility before a single line of code exists. A model I developed myself, presented at c't webdev 2022.