Hi, I'm Mitch Ivan

I design products that make sense — before they look impressive

I enjoy turning confusing experiences into ones that feel simple, intuitive, and effortless.

Selected work

Design stories, not just screens

Day job, client work, and side quests — each told the way it happened: the problem, the constraints, the dead ends, and what shipped.

Client work · Logistics Every driver,
on one map.
● 3 en routeFleet · 14 vehicles

Swoove

2023

A fleet & delivery management platform — live driver tracking, dispatch dashboards, vehicle onboarding, and support tooling across web and mobile.

View work
About me

Origin Story

I got into design because I kept noticing how frustrating badly designed apps, game menus, and experiences were. It started as a hobby and eventually became something I loved.

If someone has to stop and think, the design has already slowed them down

My design philosophy is simple: clarity is kindness. I'd rather ship a boring screen everyone understands than a clever one that needs a tutorial.

Skills

UX researchInformation architectureInteraction designPrototypingDesign systemsUsability testingUX writing

Favorite tools

FigmaNotionClaudeCodex

Fun facts

  • I make cosmetic mods for video games as a hobby
  • Currently learning Polish. Cześć!
  • I enjoy simplifying complicated things
How I work

The process, minus the poster version

Six stages, rarely in a straight line — here's the short version.

01

Discover

Listen first — interviews, support tickets, field visits. The actual problem, not the assumed one.

02

Define

Sharpen research into a problem statement the whole team can repeat from memory.

03

Ideate

Quantity first, judgment later — the good idea usually shows up around number eleven.

04

Prototype

Fidelity matched to the question, always with realistic data. Fake balances hide real problems.

05

Test

Five users beat ten stakeholder opinions. Find out where I'm wrong, cheaply.

06

Iterate

Shipping is a checkpoint, not a finish line. Watch the metrics, clear the paper cuts, go again.

Playground

Interaction studies

Small, focused experiments in how interfaces should feel — easing, weight, feedback. Each one practices a principle I use in real product work, and every one is live. Poking encouraged.

Study 01Easing

The perfect toggle

One overshoot, then settle. This exact spring curve is what I reach for on sheets, drawers, and switches — enough bounce to feel alive, not enough to feel slow.

Study 02Feedback

Part the dots

A field that dodges your cursor, then springs home. Good feedback acknowledges you without ever getting in the way.

Study 03Type & motion
play

Poke the letters

Each letter springs on its own transform origin. Micro-delays and per-element motion are what make interfaces feel crafted instead of animated.

Study 04Reward

Earned delight

4px of travel borrowed from arcade buttons, and a celebration on release. Delight is a budget — spend it on moments users actually earned.

Contact

Got an idea that deserves great UX?

I'm always up for talking shop — whether that's a role, a project, or a heated debate about settings screens. My inbox is friendlier than most error messages.