Simplicity, designed.
I’m a Lead UX Designer with 20+ years’ experience turning complex products, services and systems into experiences that feel simple.
I work from discovery through to delivery, combining user research, service design and interaction design to solve difficult problems across commercial products and public services.
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Case studies
A selection spanning playful digital products, games and complex services — showing how I use research, systems thinking and interaction design to make experiences intuitive, engaging and useful.
20+ years designing experiences people use every day
I’ve worked across startups, global brands and government services, designing everything from complex operational tools and insurance journeys to retail experiences, entertainment platforms and video games.
My experience includes John Lewis, DWP, HMCTS, PlayStation, Samsung, British Gas and Bionic — working both hands-on and in design leadership roles.
Along the way, I led UX teams at PlayStation and contributed to LittleBigPlanet PSP, winner of a BAFTA for Best Handheld Game.
Structure first, polish second.
I start by understanding the problem behind the interface: the people involved, the journeys they take, the decisions they make and the systems and constraints sitting underneath.
I use research, journey and service mapping, prototyping and testing to make that complexity visible. From there, I can simplify the experience without oversimplifying the problem.
The result should feel obvious to the user — even when what sits behind it isn’t.
About
I’m Mark, a UX designer who has spent more than two decades figuring out how complicated things can be made simpler.
My background combines UX with psychology, which has shaped the way I approach design: understand how people think and behave, understand the system around them, then find the simplest experience that satisfies both.
I’ve worked across product design, service design and interaction design, from government services and retail to PlayStation games and emerging technology.
I’m happiest working on difficult, ambiguous problems where the answer isn’t obvious at the start — bringing research, design and technology together to find it.
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