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Selected Work — Vol. 01

A Portfolio

Twelve years of interfaces, set in order of conviction.

Manifesto

I design interfaces the way a typesetter sets a page — every element earns its millimetre. Restraint is not a style; it is a decision made a thousand times an hour. I am suspicious of delight that asks nothing of the user, and I would rather a product be quietly legible than loudly impressive.

Lin Hua

Product Designer Interfaces, Systems, Soft Realism. Helping software teams ship products that read like they were edited, not assembled.

Practising
12yrs
Products shipped
34
Users reached
9.4M
Systems built
7

§ 01 — Trusted by

Selected clients

Linear Plaid Halcyon Field Notes Tessera Meridian

§ 02

Selected Work

Six projects — 2021 / 2026

Work shipped with teams at Linear, Plaid, and two studios you have not heard of yet — both of which are the better for it. Currently building quietly; two engagements per quarter.

§ 03

Capabilities

Where I am sharp, and where the work actually lands

01

Product Design

End-to-end ownership of a product surface — from the first uncomfortable question to the pixels a user actually touches. I design the thing, not the deck about the thing.

02

Design Systems

Tokens, primitives, and the grammar between them — built to be authored by many and read by everyone. A system earns its keep when a new designer ships correct work on day two.

03

Prototyping

Code-level prototypes that answer the real question before the meeting — interaction, motion, edge state. I would rather build it twice in code than argue about it once in a frame.

04

Research

Generative interviews, usability, and the unglamorous work of reading support tickets. I treat research as the brief, not the decoration on top of one.

§ 04

How I work

Four movements, repeated until the product is quiet enough to ship. Not a methodology — a rhythm.

  1. 01

    Listen, then name the problem

    Before any pixel: interviews, support logs, the data nobody reads. The deliverable of this phase is a single sentence the team agrees is the problem. Most projects are solved here, not later.

  2. 02

    Sketch in constraints

    Cheap options first — paper, lists, ugly frames — generated against the real limits: engineering cost, latency, the legacy nobody wants to touch. I would rather kill an idea in an hour than in a sprint.

  3. 03

    Build it twice

    A working prototype in code, put in front of five users before the design is "done." The second build is always cheaper, and it is the one that ships. Motion and edge states get designed here, not bolted on.

  4. 04

    Edit, then leave

    The last 20% is subtraction. I remove what the prototype proved we didn't need, write the spec the team can own without me, and document the system so the next designer isn't reading my mind.

§ 05

In their words

Lin is the rare designer who can hold the whole product in one hand and a single pixel in the other, and not drop either. Halcyon shipped on time because she refused to let ambiguity survive a meeting.
D. Okafor VP Product · Halcyon
“She redesigned our onboarding and our activation curve bent the same week. I have never seen a designer move that fast without making a mess.”
M. Lindqvist Founder · Hearth
“The type system she built is the reason three of our products finally look like they came from the same company. It just works.”
R. Acharya Eng Lead · Tessera

§ 06

Recognition

Awards, talks & press