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02 / Person

About

UX designer working across games, physical experiences, services and small experimental devices. I am interested in how people understand systems while moving, playing, reading or under pressure.

Emil Arkel / Stockholm

02.1

Start with behaviour

I prefer to understand what people actually do before deciding what an interface should become. Interviews, observation and usability testing are tools for reducing assumptions—not rituals to complete.

  • Interviews
  • Observation
  • Usability testing
  • Synthesis

02.2

Make the system visible

I work by turning complex flows into something that can be inspected: diagrams, prototypes, decision logs, content structures and interaction states.

  • User flows
  • Information architecture
  • Prototypes
  • Decision mapping

02.3

Test the difficult moment

The useful test is often not the happy path. I look for the point where the user is rushed, uncertain, interrupted or trying to recover from a mistake.

  • Edge cases
  • Error recovery
  • Readability
  • Interaction timing

Tools are selected by the question, not by habit.

My regular toolkit includes Figma, ProtoPie, Dovetail, GA4, Hotjar, React and structured spreadsheets. I also build physical prototypes and work with FreeCAD when the interface includes hardware.

  • Figma
  • ProtoPie
  • Dovetail
  • GA4
  • Hotjar
  • React
  • FreeCAD

Climbing, music, programming and Japanese.

These interests shape how I work: climbing reinforces calm instruction and risk awareness; music trains timing and pattern recognition; programming makes interaction constraints concrete; Japanese keeps me comfortable with being a beginner.