A builder for interactive websites combining HTML content, 3D scenes, animation, and AI — and the design challenges that came with making all of it feel like one coherent product.
Founding Product Designer
2023 - 2026
Sole product designer on PeachWeb — a no-code builder combining HTML layout, 3D scenes, scroll animation, and AI generation in a single product.
8 people. I owned all design: Figma, interaction specs, and engineering tickets. Collaborated closely with a designer-CEO who drove product vision.
Four tools' worth of mental models needed to feel like one coherent product. Every design decision on one layer had structural consequences for the others.
Scroll-based 3D motion broke whenever page layouts changed. There was no prior art for this in a no-code context — I had to invent the framing (Anchors) before designing the solution.
Restructured page hierarchy before multi-scene complexity made it irreversible. Designed a site-level freemium model that gates publishing, not creation. Scoped AI as an editable starting point, not a magic button.

Overview
PeachWeb grew out of an agency I was part of. When we transitioned into building a product, I became the sole designer on a team of 8. The CEO was a designer himself — some features came fully formed from his vision, my job was to make them shippable. Others I owned end-to-end.
I owned the full design stack with no team to delegate to or align with.
The Challenge
Four tools' worth of mental models — layout, 3D, motion, AI — needed to feel like one product. Every decision on one layer had structural consequences for the others. Less a UX problem, more a product architecture one.
A Connected System
I approached it as three connected layers:

Changes in one needed to translate clearly into the others.
Key Decisions
DECISION 01 — HERO
Inventing Anchors: when scroll-mapping broke down
Anchors defined in page structure

The same anchors mapped into motion
DECISION 02
Designing a monetization model for a non-standard SaaS

Publishing and upgrade logic depended on actual site usage, not just feature access.
Premium features were visibly marked in the builder.

Users were warned the first time a premium feature affected publishing eligibility.
DECISION 03
Restructuring the page hierarchy when it stopped making sense

Before and after: Pages moved above Layers in the panel.
DECISION 04
Designing AI as an entry point, not a shortcut

AI onboarding helped users generate a structured starting point from their content, then personalize it through guided design choices.

Prompt-based editing let users make targeted changes inside the builder without leaving the structured editing flow.
Reflection
Looking back, the most valuable skill I developed on PeachWeb was learning to distinguish between execution problems and framing problems. Most of the hardest work wasn't designing UI — it was deciding what the right question was before designing anything. The Anchors system is the clearest example: the solution looks simple in hindsight, but finding it required stepping back from "how do we fix the scroll timing" to "why is scroll the right unit of measurement at all."
Working with a designer-CEO also taught me something specific about operating in high-trust, high-ambiguity environments. The dynamic required me to be a strong executor on features he cared deeply about, while also being proactive enough to surface structural problems he wasn't looking for — like the page hierarchy issue, which he hadn't flagged as a priority. Navigating that balance without a design team to validate my thinking made me more rigorous about how I framed and documented my reasoning.
WHAT I'D DO DIFFERENTLY
Earlier and more structured user research. We were a small team moving fast, and I leaned heavily on the CEO-as-user for signal. That worked for some decisions and created blind spots for others. I'd push harder for even lightweight usage sessions with external users from the start.

