
LineFly
Skip the line. Don't skip the dance. An iOS app that turns bar queues into virtual numbers: the bar opens a room, the customer joins with a code, gets pinged when it's their turn. No accounts. 4 languages.
Open case studyUX/UI Designer · Available Worldwide
I design experiences,
not just screens.
From buildings to interfaces, at human scale.
Architect by training, UX/UI Designer by craft. I work the problem before the pixel: research, IA, flows, usability testing, then design and ship the UI on a real design system. Specialised in Apple platforms, open to any device.

Designing is listening.

Skip the line. Don't skip the dance. An iOS app that turns bar queues into virtual numbers: the bar opens a room, the customer joins with a code, gets pinged when it's their turn. No accounts. 4 languages.
Open case study
Your daily poop log. A watchOS & iOS app that makes gut health awareness friendly, taboo-free and effortless. On the App Store, in 5 languages.
Open case study
Structural inspection, post-earthquake. A B2B iOS + visionOS concept: LiDAR scanning, AI defect classification in the field, then immersive 1:1 spatial review in Apple Vision Pro.
Open case studyTurn elements into gems. A visionOS experience where you combine elements from the periodic table on an interactive floating board: mix their properties, find the structural balance, and watch a gem come to life.
Open case studyI build clean websites for professionals and work on App Store creative to make their presence clearer, more readable and more convincing before the user makes the first tap.
Websites
Small, sharp websites for professionals and independent practices: clear positioning, useful structure, fast pages and a visual system that does not need constant babysitting.
SEO Creative Designer
App Store previews, visual hooks and page copy built around search intent, conversion and the real reason someone should download.
LineFly
Ploppy
S.A.F.E.
Each phase has a deliverable, but the real value is in the conversations they prompt.
Interviews, surveys, competitor analysis, field notes. Define the real problem before sketching anything.
User flows, sketches, lo-fi wireframes. Cheap exploration so the strong ideas earn their place.
Hi-fi prototypes in Figma, built on a real design system, HIG and accessibility as defaults.
Usability sessions, A/B tests, validation. The goal isn't to be right: it's to learn what to change.
Clean specs, tidy components, present in standup. Stay close through implementation, QA the build like it's mine.
UX Method
Apple Platform
Tools
Architecture, education, fieldwork and tech: each chapter added a way of seeing the next problem.
Explore the cities on the globe
I'm a UX/UI Designer based in Naples, specialised in Apple platforms but open to any device. UX and UI as one practice: I think in systems before screens, and care equally about the structure of a flow and the weight of a glyph.
A Master in Architecture at Politecnico di Torino, a year at Apple Developer Academy, exchanges in France and Mexico and a Civil Service year in Mozambique taught me two things: every problem has a structure, and every project is, first, a relationship.
Languages I work in