THN Design
Trent Nguyen · Portfolio
Incorrect password
All capabilities Capability · 09

Interfaces that hold up once real content hits them.

Visual and interaction design that survives contact with real data, long labels, empty states, and the fortieth edge case, not just the first clean comp.

Outcome
Consistent, production-ready UI
Phase
Design
Audience
Product & Engineering
Cadence
2–8 weeks
UI Design · Craft that holds up in production
Design the whole system, not just the screenshot
Visual design, interaction detail, and design systems built to stay consistent long after the first review.
Overview

The first comp is easy. The two-hundredth screen is the job.

Anyone can make one screen look good. The actual craft is in the decisions that hold up across an entire product: a type scale that still works on a dense data table, a color system that reads correctly for someone with impaired vision, a component that behaves the same way whether it's showing a two-word label or a three-line one. I design at the system level first, so individual screens stay consistent instead of drifting.

I also treat UI design as inseparable from the research and IA that precede it. A well-crafted interface built on the wrong structure is still the wrong product, just a better-looking one.

Activities & Deliverables

What I design.

  • Design systems & component libraries: Reusable, documented components with clear states (default, hover, error, empty, loading) so consistency doesn't depend on memory.
  • High-fidelity UI: Pixel-level visual design across web and mobile, tuned to brand while staying grounded in usability, not just aesthetics.
  • Interaction & micro-interaction design: The small details, transitions, feedback states, hover behavior, that make an interface feel considered rather than assembled.
  • Responsive & adaptive layout: Systems that hold together across breakpoints instead of a desktop design awkwardly scaled down.
  • Accessibility-aware visual design: Color contrast, focus states, and type hierarchy built to WCAG standards from the start, not patched in after an audit.
  • Design QA & engineering handoff: Redlines, specs, and close collaboration through implementation so what ships matches what was designed.
Design Systems

A design system is a decision made once, not a screen re-decided every time.

Every product eventually hits the same wall: enough screens exist that nobody can hold the whole thing in their head anymore, and small inconsistencies start compounding into real friction, for users and for the team shipping the work. A design system is how I get ahead of that. Tokens for color, type, and spacing; components with every state defined, not just the happy path; and documentation that tells engineering not just what a component looks like, but when and why to use it.

The two examples below show that same discipline at different scales. The Toyota system extends an established, high-stakes brand into a full digital design language, covering color, typography, device-responsive sizing, and inclusive component patterns, so a truck configurator and a marketing page still feel like the same product. The second is a token-first system built from the ground up: semantic color and background tokens, a defined type scale, and core components like tabs, buttons, toggles, and a calendar, structured so a team can build new screens without re-litigating what a "primary button" looks like every time.

Toyota icon library pages showing a red and black icon set at 64 pixels and grouped by category, including vehicle, location, and commerce icons
The Toyota icon library: a single, categorized icon set (vehicles, location, commerce, and more) built at a consistent pixel grid so icons read the same whether they're on a red panel or a white one.
  • Token architecture: Building color, spacing, and type as semantic tokens (Text/Secondary, Background/Elevated) rather than hardcoded values, so theming and dark mode are a configuration, not a redesign.
  • Component state coverage: Every component defined across its real states, default, hover, focus, error, disabled, empty, so engineering never has to invent a state the design never specified.
  • Device-centric scaling: Type and layout rules that adapt deliberately across mobile, tablet, and desktop instead of one fixed design stretched or shrunk to fit.
  • Documentation people actually use: Guidance on when and why to use a pattern, not just what it looks like, so the system holds up as new contributors join.
  • Iconography systems: A single icon set built on a consistent grid and stroke weight, then organized by category so anyone on the team can find the right icon instead of drawing a new one.
Branding

UI design is where a brand either holds up or falls apart.

A brand guideline is a promise. The interface is where that promise gets tested, thousands of times, across every screen, state, and device. I treat visual identity as a system to extend into product, not a style reference to sprinkle on top after the layout is done. That means translating a brand's color, type, and voice into something that also has to handle a data table, an error state, and a form nobody enjoys filling out.

  • Design language extension: Taking an existing brand identity and building the product-specific rules (component styling, spacing, elevation, iconography) it never had to define for print or marketing.
  • Visual identity for digital products: When there's no brand system yet, establishing one grounded in the product's actual audience and use cases, not just a mood board.
  • Brand consistency at scale: Keeping a consistent look and voice across a growing set of screens, teams, and contributors, so the product doesn't fragment as it grows.
  • Tone in interface copy: Making sure microcopy, error messages, and empty states sound like the brand, not like generic software.
Design Process

How the work actually moves.

UI design done well isn't a single "design phase" between research and engineering, it's a loop that keeps testing itself against reality. My process usually runs in five stages, though the boundaries blur in practice:

  • 1. Align on direction. Before any screens, I confirm the visual direction, brand constraints, and the handful of key moments the design has to get right. Getting this wrong early is expensive to unwind later.
  • 2. Explore at low fidelity. Rough layouts and structure first, so decisions about hierarchy and flow don't get tangled up with debates about color and type.
  • 3. Design the system, not just the screens. Components, states, and patterns get defined once and reused, rather than each screen reinventing its own version of a button or a card.
  • 4. Pressure-test with real content and edge cases. Long names, empty states, error conditions, and loading states get designed deliberately instead of discovered in QA.
  • 5. Stay in the loop through build. I review implementation against the design system throughout development, not just at final handoff, since that's when small drifts either get caught or become permanent.
When to bring me in

UI design earns its keep when…

  • The product's visual language has drifted, or never had one to begin with
  • Screens are being designed one at a time instead of as a coherent system
  • Engineering is filling in visual gaps the design never specified
  • A product needs to look and feel credible to the audience it's trying to earn trust with
Where I've applied this

UI design in practice.

The visual system behind Infiniti VRS and the role-based dashboards in ClearWellness both depended on the same discipline: a consistent design language flexible enough to serve very different screens and audiences without losing coherence.

Let's Connect

Need research-backed UX leadership on your next engagement?

Whether you're rethinking a flagship product or trying to make sense of complex user behavior, I'd love to talk.

Email me