I'm a design leader with almost twenty years of experience in digital products. Most recently, as Head of Product Design at Catawiki, I oversaw UX and content design across the organisation and partnered with senior leadership to improve marketplace experiences. My focus is on clear strategy, strong collaboration, and practical execution that drive measurable impact.
My experience spans Booking.com, GameHouse, TravelBird and Tiqets, where I've worked across mobile, web, marketplace flows, subscription products and partner tooling. Over the past decade, my leadership roles have focused on strengthening design culture, introducing design foundations and competency frameworks, and hiring and mentoring designers as teams grew. My earlier background in computer science continues to ground my approach in structured problem solving and systems thinking.
Outside work, I'm a mum of two and the human of a very opinionated cat. I'm a coffee enthusiast, regular at CrossFit, reader and watcher of sci-fi and historical fiction, and an adventurous traveller whenever life allows.
Most recently Head of Product Design at Catawiki, with nearly twenty years of experience in digital products across companies including Booking.com, TravelBird, and Tiqets.
The four projects here span 2021 to 2025: a multi-year overhaul of how sellers list their objects, a strategic redesign of the core buying experience, Catawiki's first production AI product, and an organisational framework for design growth. Together they reflect how I think about design leadership: creating conditions for good decisions, across teams, across time, and at the intersection of design, product, and business strategy.
At the end of 2024, Catawiki made a deliberate strategic reset. A prior push into buy-it-now and fixed-price listings hadn't delivered. Those objects sold at a lower rate than auctioned ones in almost every category, and buyers were visiting and bidding less often than before. Research pointed to the reason: when buyers described what they loved about Catawiki, it wasn't the objects. It was bidding itself, the competition, the suspense, the moment of winning. Catawiki recommitted to the auction as its core experience.
The Object Detail Page, late 2024
That meant investing in three connected levers across the buyer journey:
The object detail page was where all three had to converge. It's the surface where a buyer decides whether to trust the object, seller, and platform enough to bid. By 2025 it carried years of usability debt on top of the strategic drift: unclear hierarchy, cluttered information, trust signals that weren't landing.
As Head of Design, I translated the strategy into concrete direction across the buyer journey, secured organizational buy-in, and coordinated the workstreams and designers delivering it.
My role had two dimensions.
Success was measured primarily by winning and bidding rate, with bids per user and return rate as the next layer of signal.
Buyer priorities were explicit: better auction discovery, more desirable objects, the thrill of the auction itself, and reasons to come back. Mobile was the bar every decision had to clear, since 70-75% of users bid there, even when a design that worked on desktop didn't hold up on mobile, or the reverse.
The bidding section of the page, price, timer, bid history, button, was where things worked against themselves the most. The timer looked the same whether an auction closed in five days or five minutes. Pricing was scattered. Bidders in the bid history read like placeholder data.
Here's how each of those got solved.
The timer read "Closes in 4h 39m 43s," styled identically no matter how much time was left. It gave buyers no reason to feel urgency, and no reason to come back once they'd moved on.
The fix made the timer's appearance track the auction's actual state. It grew larger and more insistent as the close approached. Colour and animation shifted in the final hour. Outbid signals made a lost lead as visible as the time running out. The same escalation logic carried through to a lock screen live activity, so the countdown stayed visible even after someone closed the app, most critically in the final four hours before close.
Before
After
Result: the timer became one of the clearest urgency signals in the redesigned experience.
Bigger, more immersive photos seemed like an obvious confidence builder. We redesigned the gallery: larger images, thumb-swipe, a progress bar. On desktop it worked as expected. On mobile it didn't. The number of bidders and bids per user both dropped, across iOS and Android, even though people engaged with the new gallery more and scrolled further into it than before.
The instinct wasn't wrong, exactly. It just wasn't converting into more bidding, and we couldn't fully explain why gallery engagement rose while bidding fell. Rather than over-invest in diagnosing the gap, we deprioritized the redesign and flagged it for a later return.
Vision for the gallery
Reverted gallery
Result: first version reverted on mobile. A clear example of testing catching what instinct alone wouldn't have.
Bid activity, how many people were bidding, how many were watching, needed to move from lower on the page, where it read as background information, up next to the buttons, where a buyer was actually deciding whether to act. But moving it wasn't what made it work.
The first version pushed hard: bold red copy on a coloured background, constant and insistent. It read as aggressive rather than exciting, and bidding dropped. The fix scaled it back to a plain count of active bids and followers, with the full bid history expanding only when someone tapped to place a bid. Less visual pressure, not more, is what made buyers trust the signal.
Result: GMV won per participant on web rose over 6%. The louder version had the opposite of its intended effect; the quieter one delivered it.
Two new pieces of the page ran on AI-generated content: a one-sentence object summary, and a generated expert bio meant to reinforce trust in the object's selection.
The summary worked from the start. Bidders rose over 1.6%, and a later iteration on the model and prompts pushed it further still.
The expert bio didn't. Digging into why revealed the generated content itself was subpar. It went through prompt improvements and changes to the underlying content logic, then relaunched successfully.
Result: one AI feature succeeded immediately, the other needed a diagnose-and-fix cycle before it did. Both shipped working.
A larger set of changes shipped alongside these four: trust signals like free shipping and no-reserve-price labels, a redesigned seller block, human seller names replacing anonymized ones, quick bid buttons, outbid notifications and CRM improvements, and a "Stay in the Game" section on Home.
The discovery workshops proved something at a scale I hadn't seen before: shared language is foundational work. Getting agreement on what "the thrill of the auction" actually meant made every later conversation about roadmap and trade-offs smoother, well beyond product and design.
Designing with AI-generated content taught me something more specific. You can't fully judge it before it ships. What a model produces at scale, across thousands of different objects, isn't fully predictable in advance. Testing, catching quality issues early, and being willing to revise after launch has to be part of the process from the start, not a sign that something went wrong.
If I did this again, I'd isolate one variable per test. The gallery redesign bundled a larger gallery, a smaller title, and new button placement into a single test. That made it harder, and slower, to tell which change was actually hurting bidding on mobile. A narrower test first, then added complexity once I knew what was doing the work, would have gotten a clearer answer faster.
By early 2025, Catawiki had a visible customer satisfaction problem. Buyers and sellers were publicly expressing frustration on Trustpilot: slow responses, unresolved cases, feeling abandoned by a platform they'd trusted. Support hadn't scaled with the business, and retention was suffering for it. The solution Catawiki needed wasn't just more agents; it was a fundamentally different approach to first-contact support.
The answer was Catawiki's first production AI experience: an AI assistant as the first point of contact for all support queries, for both buyers and sellers. It shipped in two phases, each expanding what it could actually do.
Phase one: ask a question
Phase two: select an order
The project was one of Catawiki's highest priorities for 2025 and remains ongoing.
I led this project as Head of Design, coordinating a team of three designers across content, interaction, and design systems, and representing design at the leadership table alongside CS, product, engineering, data science, policy, and trust and safety.
My role had two dimensions: keeping the customer at the centre of a room full of competing priorities, and helping define what design even means when nobody, including me, had done this kind of work before.
Alex Klein, founder of Team Human, described this shift well: traditional design is like building a waterslide, minimising friction and keeping everyone on one fixed path, the happy flow. AI-driven experiences are more like a wave pool, no clear path, and every user finds their own way through.
Waterslides: one fixed path, the happy flow
Wave pools: no fixed path
Success was measured primarily by contact deflection and human-handled contact volume, with customer satisfaction as the check that automation wasn't coming at the user's expense.
This was a technology-led project more than a design-led one. What the model could reliably do, and what engineering could safely connect it to, set the boundaries most decisions had to work within. Design's job was to make sure the user didn't feel those boundaries as friction, and to push back when a technically convenient answer would have made the experience worse.
When a model update started adding headers to responses and broke the tone of voice completely, having standardized response templates meant we could catch and correct it quickly rather than letting the design quietly unravel. The real value of standardization wasn't uniformity for its own sake: it was reducing our dependence on the behaviour of the underlying model.
With a fixed product, you test the happy flow and ship. With AI, the model's behaviour shifts with updates, and conversations go in directions you never anticipated. Part of that meant building an automated evaluation harness, benchmarked against a golden dataset, to catch drift before users did. The decision to build prompt refinement and sentiment monitoring into the team's regular rhythm, permanently, was a cultural shift as much as a process one.
A full launch would have scaled problems before we could identify them. Incremental exposure gave us room to observe, learn, and adjust at each stage before going further.
Where incoming contacts stand today
This project changed how I think about what design leadership means in an AI context. On most projects, the design team's job is to define the experience and then hand it over. Here, shipping was the beginning of the work, not the end.
What I'm most proud of is establishing a way of working that the organisation could carry forward. The structured experimentation, the prompt refinement cycles, the content standardisation approach: these weren't just solutions to this project's problems, they became patterns for how Catawiki thinks about AI product work more broadly.
The thing I'd do differently is push for design to be involved earlier in the technical scoping. There were moments where architectural decisions had already been made that constrained the experience in ways that were hard to unpick later.
Catawiki's original submission flow asked sellers to choose an auction before describing their object. Which auction is right for a diamond engagement ring? Exclusive Certified Jewellery. Fine Certified Jewellery. Gold Jewellery. Antique & Vintage Jewellery. All plausible, and a new seller had no way to know which one mattered. Most sellers guessed. Neither did the flow, really; it just asked them to pick. When experts corrected the auction choice afterwards, all the structured data the seller had submitted was lost, tied to the auction rather than the object, and had to be reworked by hand. The questions sellers faced were generic, not specific to what they were actually selling. Data quality suffered on both sides of the marketplace.
The new flow flipped the model entirely. Start with the object, not the auction. "What can we help you sell?" became the opening question, followed by cascading, object-specific questions that built structured data tied to the object itself.
Before, every jewellery auction asked the same four generic questions, Does it have a stone? What's the weight? What metal is it made of? What's the jewellery's condition? A ring and a bracelet got identical prompts, regardless of how different they actually were as objects. After, selecting "Ring" unlocked its specific object details, and depending on their values, more specific questions: if the ring has a stone that is a diamond, then, only then, a cascading set of diamond details (colour, cut, carat, clarity). The object itself decided which questions appeared, not the auction it happened to sit in.
The results:
That shift from generic, auction-level fields to rich, object-specific ones is the foundation everything else in this case study builds on.
I joined Catawiki in May 2021 as Lead Product Designer, responsible for the seller experience across the board. OBS quickly became the centre of that work, growing from a hands-on design effort into leading three multidisciplinary teams through to full launch in 2023. A year and a half in, I stepped into management, becoming Group Design Manager, and stayed at the helm through the incremental migration that followed: piece by piece, always testing, always releasing. It's the most structurally significant project I've worked on at Catawiki.
My role changed as the project did. I joined Catawiki in May 2021 as Lead Product Designer, responsible for the seller experience across the board. OBS, the infrastructure overhaul already underway, became the centre of that work: one of the largest projects Catawiki had undertaken in a decade, with no design vision yet for what sellers would actually experience. I worked as the main designer on the seller experience, collaborating with another designer who focused on the expert side of the flow.
In November 2022, I stepped into management, becoming Group Design Manager and continuing to lead the initiative while coordinating three multidisciplinary product teams within the Supply vertical. I directly managed three product designers and coordinated a design systems designer and a UX writer.
Pro sellers were a tiny fraction of the seller base but drove nearly half of all submissions. Rather than building separate experiences, I designed a single submission UI that adapted to returning sellers, saving them real time and effort:
The same journey served beginners and experts, just at different points along the same path.
The first major release changed how object selection worked:
from "which auction would you like to sell in?" to "what can we help you sell?"
Users could select objects, instead of auctions
That release was, at its core, a new search engine, letting sellers search and select their object out of roughly 3,500 possible object types, instead of picking an auction. Behind that selection sat a mapping layer: whatever object a seller chose was mapped to the relevant auction, or auctions, and each auction still carried its own details, what we called lot specifics. That mapping was temporary. In time it would disappear entirely, as lot specifics moved from being tied to the auction to being tied to the object type itself, the core shift the new flow was built around. But this first release, with the mapping in place and business metrics holding steady, proved the new object tree was solid enough to build on.
Submission rate and sell rate stayed the primary business metrics, but they tended to stay flat during transitions, giving us little signal on how the experience itself was landing. I introduced Customer Effort Score to fill that gap, running a survey widget inside each variant of every A/B test. After roughly 1,500 responses per variant, results were segmented by new versus existing sellers and pro versus private sellers, giving us clear visibility into who was being affected, and how, alongside the business numbers.
A couple of years before OBS, the submission flow had already been redesigned once, with private sellers in mind: more steps, more structure. When it launched, around 800 of Catawiki's heaviest sellers hated it enough to threaten leaving the platform. Catawiki let them stay on the original flow, the "old-old" one, while everyone else moved to the redesigned version. By the time OBS started, there were two live flows to migrate, not one, and these were exactly the sellers who'd want reassurance first.
While backend engineers were occupied elsewhere, I noticed some frontend capacity sitting free. Overseeing the whole Supply vertical made it easier to spot that kind of gap, so I used it to get moving on the old-old flow. We tested it against the new interface in isolation, UI changes only, no infrastructure yet, to keep the variable clean. The results held steady on the business side, and CES went up for this particularly picky, but very vocal, group of sellers. That gave us the confidence to move on to the second flow, the private-seller redesign, this time testing UI and infrastructure changes together.
Once the new submission UI and the new object-tied details were already in place, we hit a big bump in the road: title generation broke down. A lamp in a Lighting auction was simply called "lamp." We paused, rolled back, and dug in, auditing title templates for the most affected object types and rewriting question sets, before re-releasing. A taxonomist who'd joined the company a few months earlier turned out to be instrumental here, her work on the underlying structure was what cleared the path to a full release.
The initial release
After fixing the title templates
All metrics recovered, and the Customer Effort Score for pro sellers climbed to around 70% once the fix landed.
What I'm most proud of is the scale of what this flow serves: around 200,000 sellers, across vastly different levels of tech-savviness, and an enormous diversity of object types. Submitting a car, a Rolex, a limited-edition Lego set, a designer armchair, the experience is the same. What changes is the questions asked and the photos requested, not the UI itself. Getting that balance right, across three years and a complete infrastructure overhaul, is the thing I'd point to first.
Two things I'd do differently: involve internal experts much earlier, and push for working prototypes sooner across the board. Experts struggled to engage with static mockups, but the moment we put working prototypes in front of them the feedback was immediate and rich.
When I joined Catawiki's design team, the competency framework wasn't working. It didn't reflect how the team had matured, wasn't useful for hiring or promotions, and created constant misalignment between managers and designers. People didn't know what good looked like at each level, and growth conversations felt arbitrary as a result.
The problems this caused were concrete: performance ambiguity, career frustration, and inefficient hiring. I led the complete redesign of the framework in early 2025, creating a unified structure covering product designers, design systems designers, and content designers, built around five core competencies and five proficiency levels.
I owned this end-to-end, from gap analysis and framework design through to stakeholder alignment and team rollout.
I worked with HR partners, hiring managers, and senior individual contributors across the design team to make sure the framework worked for everyone it would affect. My process started with understanding where things weren't working: conversations with designers and managers surfaced where the existing framework was causing ambiguity or frustration. I then benchmarked against industry standards and Catawiki's engineering competency framework, which gave me both a quality bar and a structural reference point for consistency across the company.
From there I defined a core set of competencies with clear proficiency levels, created discipline-specific descriptions where the expectations for designers and writers genuinely diverged, and aligned the whole thing with HR's company-wide competency structure. I validated with individual contributors and managers before finalizing, then rolled it out with team presentations.
The shift was from "what you do" to "how well you do it." Each level describes a degree of mastery, not a checklist, giving people a clear target and growth conversations something concrete to point to.
The combination of skills, abilities, and behaviours needed to perform in a role.
The degree of mastery expected in a specific level, for a given competency.
Each competency could have had ten subcategories, but that would have killed the usefulness. I landed on five: Design Vision, Business Acumen, Craft Execution, Stakeholder Management, and Leadership, clarity over covering every edge case. Some of these aren't unique to design either: Business Acumen is also expected of product managers and engineers, just expressed differently. Same competency, same structure, different content depending on the discipline.
Stakeholder Management Company-wide Definition
The ability to effectively engage and manage relationships with internal and external stakeholders to build sustainable networks and drive (profitable, sustainable) growth. It includes understanding stakeholder needs, managing expectations and collaborating with stakeholders in complex environments to align processes and reporting.
Stakeholder Management UX-specific Definition
The ability to effectively engage, align, and collaborate with cross-functional teams to drive UX success.
In order to effectively manage stakeholders, you:
Writers and designers needed different content, not different structures. Same five competencies, same proficiency model for both, respecting that craft execution looks different for a writer than a designer.
Craft Execution For Product Designers
The ability to create high-quality, scalable, and user-centred designs that enhance usability, accessibility, and efficiency.
In order to execute UX at a high level, you:
Craft Execution For Content Designers
The ability to create clear, concise, and effective UX content that improves usability, accessibility, and the overall user experience.
In order to execute UX writing at a high level, you:
Rather than a separate track, I added targeted notes under each competency for how expectations shift for that role, simple, without ignoring their different scope. Two examples:
Design Vision For Design Systems Designers
Your vision focuses on creating a scalable, consistent, and efficient design system that aligns with the company's UX strategy.
Stakeholder Management For Design Systems Designers
Stakeholder management involves working closely with designers, engineers, and product teams to ensure design system adoption, alignment, and continuous improvement.
| Competency | Associate UX Designer | UX Designer | Senior UX Designer | Lead UX Designer | Principal UX Designer | Senior Principal UX Designer |
|---|---|---|---|---|---|---|
| Design Vision | 1 | 2 | 3 | 4 | 5 | 5 |
| Business Acumen | 1 | 2 | 3 | 4 | 5 | 5 |
| Craft Execution | 2 | 3 | 3 | 4 | 4 | 5 |
| Stakeholder Management | 1 | 2 | 3 | 3 | 4 | 5 |
| Design Leadership | 1 | 1 | 2 | 3 | 4 | 5 |
The hardest part of this project was resisting the urge to make it comprehensive. Every time I added a nuance, I was making it less useful. The discipline of simplicity, choosing clarity over coverage, is something I'd apply more consciously from the start on any future framework work.