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Case 01Connected devices

The first UX designer in the room.

Leadership lens

My work crossed native apps, device interaction and the tools behind the Era product family.

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Philosophy

The next generation of consequential products will embed intelligence into the spaces, objects and rituals of everyday life. Interfaces are becoming ambient, adaptive and context-aware, but capability alone won’t win.

The products people return to will be the ones that feel natural, emotionally resonant and culturally relevant — while preserving human agency and trust.

01

Why it existed

A connected product extended beyond the device: into mobile control, commerce and tools used behind the scenes.

As PAX’s first UX designer, I worked on native app experiences, gesture-based device interactions and touch-enabled desktop tools.

Session Control brought device settings into the mobile experience. The Era ecosystem also connected devices and pods with partner-facing software.

02

Why it was difficult

Four surfaces. One product experience.

Fig. 01 — Connected product touchpointsEditorial map of project scope
An editorial map places device interaction, mobile apps, ecommerce and production tools along one line. It shows the scope of the case, not a shared software architecture. DeviceWIRELESS HARDWARE AppMOBILE StoreECOMMERCE LineMANUFACTURING TOOLS

Device

Gesture-based interactions extended the experience beyond a phone screen.

App

Native iOS and Android work included Session Control.

Tools

Partner and production software formed another part of the Era ecosystem.

03

The object

PAX Era companion app showing session control for a connected device

The product is a physical object first. Everything else is how it keeps its promise.

Fig. 02PAX Era session control—software extending the physical product without competing with it.

04

What I decided

Three views into the connected work.

  1. Control in the app.

    Onboarding and device-selection studies show how the mobile experience introduced a connected product and its controls.

    Three PAX mobile onboarding and device-selection screens
    Fig. 03a — Pairing and onboarding studies
  2. PAX mobile navigation studies across light and dark themes
    Fig. 03b — Navigation system studies

    Interaction in the hand.

    My contributions included gesture-based interaction for PAX Era, Era Pro and PAX 3 alongside the app work.

  3. Tools behind the product.

    I contributed interface, interaction and sound design for touch-enabled desktop software in the Era ecosystem.

Life is a team sport. Train hard. Collaborate. Never make big decisions in a silo. People never forget a feeling — especially delight. Design is never done, only due. Surround yourself with intelligence and genius.
Capability alone never wins.
Working principle — carried from PAX into everything since

05

The evidence

PAX mobile device drawer and device-management interface studies
PAX.01 — Device management systemMobile product study
A working wall of PAX mobile flows with annotations and feedback notes
PAX.02 — Working system, made visibleFlows · critique · iteration
PAX responsive ecommerce experience shown on desktop and mobile
PAX.03 — One brand across screensResponsive ecommerce

06

Why it mattered

One product experience,many touchpoints.

PAX brought together customer-facing apps, physical interactions and the tools behind the product. My contribution crossed those boundaries as the company’s first UX designer.

07 — Why it's mine

This case documents selected work across native apps, device interaction and supporting tools. Specific customer and organizational outcomes remain outside this account until they can be sourced.

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