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Luis Ponce de León  ·  Portland, OR

Open to new work

Product designer for 15+ years.

Depth in UX Strategy Motion Graphics Rich Media Design Systems Product Design

Award-winning and published. I lead medium-to-large UX programs for web and mobile, build the teams that ship them, and have taught the craft at SCAD, Portland State and the Art Institute.

  • 0Years in digital design
  • 0Selected case studies
  • 0Industries shipped in
  • 0Schools taught at

Selected work

Fifteen projects,
one throughline.

Enterprise software, healthcare, construction and travel. The constant is taking something fragmented and making it feel like one thing.

Development, AI & craft

I design it.Then I build it.

Most designers hand off a file. I hand off something that already runs — and increasingly, something a user can click on the same day the idea shows up.

Front-end

  • HTML5
  • CSS3
  • JavaScript

I've written front-end code for as long as I've designed interfaces, and it changes what I hand engineering. I know what a layout costs before I propose it, I can prototype in the real medium instead of faking it in a design tool, and when I spec an interaction I've usually already built it once. This site is the example — hand-written HTML, CSS and JavaScript, no framework, no build step beyond a small generator.

AI-assisted design & development

  • Claude Code
  • Claude Design
  • Figma Make

AI coding tools moved the finish line. With Claude Code I go from a decision to a working, testable artifact in the time a static prototype used to take. Claude Design and Figma Make close the same gap from the design side — generating real, editable interfaces instead of pictures of them.

What this actually changes is the quality of the conversation. When the thing in front of a stakeholder is running rather than rendered, the feedback stops being about the mockup and starts being about the product.

Motion & storytelling

  • After Effects
  • Premiere
  • Video editing
  • Motion graphics

My MFA is in video, and I still edit and animate. It shows up less as showreels than as a way of thinking: an interface has pacing, emphasis and a sequence of reveals whether or not anyone designed them deliberately.

Craft and storytelling are the two ingredients I lean on hardest. Craft is what makes a product feel considered rather than assembled — the timing of a transition, the restraint in a palette, the detail nobody consciously notices. Storytelling is what makes it land — leading with the problem, sequencing the argument, knowing what to cut. Together they turn a functional experience into an engaging and genuinely delightful one, and they are the whole basis of how I communicate work to a team.

Design philosophy

Two lists I actually check work against.

Rams asks whether a thing deserves to exist and whether it is honest about what it is. Nielsen asks whether the person using it can tell what is going on. Good product design has to answer both, so I hold work up to each of them.

Rams' ten principles for good design

Dieter Rams

The standard I hold the object to.

  1. 01Good design is innovative
  2. 02Good design makes a product useful
  3. 03Good design is aesthetic
  4. 04Good design makes a product understandable
  5. 05Good design is unobtrusive
  6. 06Good design is honest
  7. 07Good design is long-lasting
  8. 08Good design is thorough down to the last detail
  9. 09Good design is environmentally friendly
  10. 10Good design is as little design as possible
Read the original

Ten usability heuristics for interface design

Jakob Nielsen, Nielsen Norman Group

The standard I hold the interaction to.

  1. 01Visibility of system status
  2. 02Match between the system and the real world
  3. 03User control and freedom
  4. 04Consistency and standards
  5. 05Error prevention
  6. 06Recognition rather than recall
  7. 07Flexibility and efficiency of use
  8. 08Aesthetic and minimalist design
  9. 09Help users recognise, diagnose and recover from errors
  10. 10Help and documentation
Read the original

The tenth on each list is the one that costs the most discipline. As little design as possible and aesthetic and minimalist design are both instructions to remove things — and removing is always the harder argument to win in a roadmap meeting.

About

Fifteen years of
making it legible.

Illustrated portrait of Luis Ponce de León

I'm an award-winning, published UX/UI designer with more than fifteen years in digital design — and I've spent most of them on the hard, unglamorous end of the field: dense enterprise software, regulated healthcare, and tools people are required to use rather than choose to.

I've worked at Razorfish, Viewpoint Construction Software, WebMD, Vacasa and Seismic, for clients including IBM, Intel, WIRED, the American Red Cross, BlueCross BlueShield and GE. I lead medium-to-large UX projects across web and mobile, run research and testing programs, and mentor the designers around me.

My MFA is in video, which is why motion and rich media keep showing up in my product work — not as decoration, but as the fastest way to explain a system to the person using it. I write my own HTML, CSS and JavaScript, so what I hand engineering is something I already know can be built.

Design & prototyping

Figma · Claude Design · Axure · UXpin · Omnigraffle · Keynote · Visio · Craft

Motion & rich media

After Effects · Premiere · Photoshop · Illustrator · InDesign

AI in the workflow

Claude · ChatGPT · FigJam

Front-end

HTML5 · CSS3 · JavaScript

Practice

Design thinking · Information architecture · User research · Usability testing · Heuristic evaluation · Competitive analysis

Delivery

Agile · Kanban · Lean UX · Jira · TFS · Trello · Asana

MFAVideoSavannah College of Art and Design
BFACommunicationsAmerican University, Washington DC
TeachingUX/UI and VideoSCAD · Portland State University · The Art Institute
Based inPortland, OregonWorking with teams anywhere

Contact

Got something tangled? Let's untangle it.

luisponcedesign@gmail.com