* obsessed is the
right word

A product designer obsessed* with stories, and the software that keeps telling good ones badly.

available for new opportunities·natalia miranda — puerto rico
selected work
(four case studies)
i.
GlassLoop
a personal dashboard platform, built with AI

A dashboard for tracking goals, habits, and metrics — built end-to-end with Claude Code to see how far AI-assisted design can go. Drag-and-drop widgets, real-time editing, and one design language across every dashboard state.

dashboard ux · vercel · supabase · figma · claude code · design systems
full case study ↗
GlassLoop personal dashboard interface
ii.
Holos OVA
a UI/UX audit for enterprise network software

A network-monitoring appliance that was losing people at the first login. I audited every screen, reorganized the navigation, and rebuilt onboarding and error recovery. Support tickets went down; first logins started succeeding.

ui/ux audit · figma · wireframes · component library
full case study ↗
HOLOS OVA UI/UX audit preview
iii.
VR Aircraft Refueling Trainer
training refueling crews across 12 aircraft, in VR

A VR trainer and console app for a military client, covering 12 aircraft-specific refueling panels. Detailed documentation and hand-drawn storyboards cut engineering clarification time from 2.5 hours to 0.5 — and task success rose from 76% to 82% in a month.

vr design · documentation · user flows · storyboarding
full case study ↗
VR Aircraft Refueling Trainer interface
→ yes, real jet-fuel procedures
iv.
Advanced UI/UX for Games
Genshin Impact coursework, led by Ivy Sang (Blizzard)

Course project on game UX: redesigned Genshin's artifact management, character watchlists, and enhancement forge — so building a character feels less like a spreadsheet hobby and more like playing.

game ux · systems thinking · player research
full case study ↗
Genshin Impact artifact screen redesign
† comp lit degree,
finally paying off
about

I came to design through storytelling. I studied comparative literature, then got an MA in Virtual Reality — so I've spent about equal time with novels and headsets.

These days I lead UI/UX on immersive and cross-platform products. The work is technical, but most of what I actually do is translation: between users and designers, between design and engineering, between what we can build now and what we want next.

product & research
roadmapping & okrs
user research & testing
stakeholder alignment
mvp definition
design & prototyping
figma & wireframing
rapid prototyping
design systems
storyboarding · unity
education
ma virtual reality — london college of communication, 2019–2021
ba comparative literature — williams college, 2014–2018
advanced ui/ux for games — blizzard's ivy sang, 2024
© 2026 natalia mirandaset in spectral & plex mono