Marcus Chen — UX Engineer & Interface Designer
Portfolio · 2018–2025

Interfaces that feel inevitable. Built by hand, shipped on time.

I'm Marcus — a UX engineer who designs and ships production interfaces. I work at the seam between Figma and the codebase, where most products quietly fall apart. Seven years, forty-two shipped surfaces, zero redesigns needed after launch.

Case studies, not screenshots.

Four projects where the interface was the product. Each one shipped, measured, and still in production.

04 / 42 shown
Case 01 — Design System 2024

Helix — a type-driven component library for data-dense UIs

Built and shipped a 140-component design system for a Series B analytics company. Replaced six fragmented UIs with one typed, themeable foundation. Cut build time for new features by 60%.

design-system react tokens
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Case 02 — Product UI 2023

Aperture — a keyboard-first command surface for editors

Designed and implemented a command palette that replaced five navigation menus for a 200-person editorial team. Reduced average task completion from 14 clicks to 3 keystrokes. Adopted org-wide in six weeks.

command-palette interaction a11y
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Case 03 — Data Viz 2023

Tide — real-time observability dashboards for infra teams

Shipped a streaming dashboard framework that renders 10k+ data points at 60fps without virtualization tricks. The interaction model — scrub-to-inspect — became the team's default debugging surface.

dataviz performance canvas
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Case 04 — Mobile 2022

Margin — a reading app that respects typographic rhythm

Designed and built a long-form reading app with a custom layout engine for measure-controlled typography. 4.8 stars across 12k reviews. Featured by Apple for "exceptional attention to type detail."

mobile typography swift
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A process that survives contact with the codebase.

No handoff theater. I design in the medium I ship in, and every artifact is production-grade.

01 Audit & map I start by reading the codebase and talking to the people who use the product every day. No Figma files until I understand the constraints — technical, political, temporal. Week 1–2
02 Prototype in code Instead of static mockups, I build interactive prototypes in the actual stack. Stakeholders click through real behavior, not rectangles. Feedback is specific because the artifact is honest. Week 2–4
03 Ship incrementally I merge behind feature flags, daily. No big-bang launches. The team sees the interface grow in staging, flags issues early, and the design evolves against real data, not assumptions. Week 4–8
04 Measure & refine After launch I instrument the surfaces I built — completion rates, error paths, time-to-task. Two weeks of watching real usage, then a focused refinement pass. Then I hand over documentation and leave. Week 8–10
Shipped 42surfaces Production interfaces delivered across seven teams
Adoption 3.2M users Combined monthly active across shipped products
Performance 98avg Lighthouse Median score across all delivered surfaces
Retention 0redesigns Post-launch redesigns needed — every interface held

Notes from the seam between design and code.

Essays on interaction engineering, design systems, and the craft of shipping interfaces that last.

18 essays · RSS available

Have a surface that needs to feel inevitable?

I take on one or two projects per quarter — usually design systems, complex interaction surfaces, or products that have outgrown their first UI. If that sounds like your problem, send me a note.

marcus@chenux.dev
Elsewhere
GitHub @marcuschen
Figma Community @mchen
Read.cv /marcuschen
Bluesky @marcus.bsky

Response time: usually within 48 hours. For longer briefs, a one-page summary of the problem and timeline is enough to start.

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