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HIRO FUKUSHIMA
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POSITIONING

ROLE:
Staff Product Designer Design Systems Enterprise Workflow
DOMAIN:
Product Platforms Multi-Surface Applications Scaling Organizations
FOCUS:
Platform UX Workflow Software Design Systems

Owns end-to-end UX and scales design systems across multi-product suites in environments building design maturity.

WHAT I OWNED (LAST ROLE)

Owned:

  • Product UX across suite
  • Design system
  • visual language alignment with hardware

Instituted:

  • Research
  • Usability testing
  • Iterative prototyping

Extended:

  • Brand guidelines
  • Marketing collateral
  • Trade show systems

Built:

  • Tokens
  • Component library
  • Pattern documentation
  • Governance

Shipped:

  • CellarioOS UX and UI
  • Feature design
  • Interaction logic
  • CellarioScheduler redesign

DESIGN SYSTEMS CAPABILITY

Layer
Scope
Foundation
Tokens, components, typography, color, spacing
Patterns
Workflow patterns, navigation, states, error prevention
Governance
Contribution rules, review, versioning, adoption tracking
Quality
Spec format, handoff, design QA checkpoints

LEADERSHIP & COLLABORATION

Operating Mode:

  • High ownership
  • High documentation
  • Low meeting overhead

Partners:

  • Product
  • Engineering
  • Hardware
  • QA
  • Marketing
  • Sales

Team Model:

  • Distributed teams across time zones
  • Alignment mechanisms
  • Review cadence
  • Governance

Decision Style:

  1. Constraints
  2. System Rules
  3. UI

CREDENTIALS & LOGISTICS

Work authorization:
U.S. Permanent Resident No sponsorship required
Location:
Andover, Massachusetts, United States of America
Work preference:
Remote preferred In-person for key meetings and client work
Languages:
English German Korean Japanese

FEATURED WORK

IMPACT SNAPSHOT

Design System:
3 products (tokens, components, patterns, documentation)
Revenue Proof:
7-figure contract supported by prototype
Scope:
Owned UX, brand, and marketing as sole designer
Leadership:
Built and ran 50+ person agency across 3 continents
Delivery:
200+ projects directed (motion, AR/VR, interactive)
Scale Proof:
AR broadcast reached 4M+ viewers
App Result:
Companion app ranked #1 in German App Store
Awards:
2 Red Dot, 2 iF

DOMAIN FIT

I Build:

  • Workflow Tools
  • Scheduling Systems
  • Platform Suites
  • Admin Systems
  • Data-Heavy UIs
  • Hardware-Software Integration

I Thrive Under:

  • High-Constraint Environments
  • Ambiguity with Real Stakes
  • Cross-Functional Dependency
  • Long-Term System Maintenance
Output Type:
All
Case Studies
Experiments
Selected Work
Discipline:
All
3D & Interactive
Brand Identity
Film & Video
Graphic Design
Motion Design
Product Design
CellarioOS: Product Design

CellarioOS: Product Design

Product Design Case Studies
HighRes' Brand Identity

HighRes' Brand Identity

Brand Identity Case Studies
Kinetic Typography

Kinetic Typography

Motion Design Selected Work
Augmented Reality TV

Augmented Reality TV

3D & Interactive Case Studies
AI Email Concierge

AI Email Concierge

Product Design Case Studies
Adidas

Adidas

3D & Interactive Selected Work
BMW Interactive Mirror

BMW Interactive Mirror

3D & Interactive Selected Work
Low Poly Animation

Low Poly Animation

Motion Design Selected Work
Errands in Cambridge

Errands in Cambridge

Film & Video Experiments
Interactive Show

Interactive Show

3D & Interactive Selected Work
Music App

Music App

Product Design Experiments
Smart Watch

Smart Watch

Film & Video Selected Work
Smart Wall

Smart Wall

Film & Video Selected Work
Pop-Up Book Animation

Pop-Up Book Animation

Motion Design Selected Work
Motorcycle Website

Motorcycle Website

Product Design Experiments
North Battleford

North Battleford

Motion Design Selected Work
Montana Infographic

Montana Infographic

Graphic Design Selected Work
Earth

Earth

Graphic Design Selected Work
Oktoberfest Facts

Oktoberfest Facts

Graphic Design Selected Work
INAGAWA Flyer

INAGAWA Flyer

Graphic Design Selected Work
Pison Flyer

Pison Flyer

Graphic Design Selected Work
Logo Laqua

Logo Laqua

Brand Identity Selected Work
Logo Lilith

Logo Lilith

Brand Identity Selected Work
Logo Securim

Logo Securim

Brand Identity Selected Work
Logo Onvicon

Logo Onvicon

Brand Identity Selected Work

HighRes Biosolutions

Senior Product Designer
Beverly, MA, U.S.A.
Nov 2020 – Aug 2025
Owned all software UX, design systems, brand, and marketing
Built and maintained design system across three software products
Delivered concept prototype that supported a seven-figure contract retained throughout tenure
Introduced user research and usability testing practices

Pison Technology

Senior Product Designer
Boston, MA, U.S.A.
Dec 2017 – Aug 2020
Led UX and UI for EMG-based smartwatch from concept through product launch
Designed gesture-controlled drone interface for Department of Defense
Developed brand identity and visual systems

MotionSquad Studio

Creative Director
Lviv, Ukraine
Feb 2016 – Jul 2019
Creative Director for world's first AR television broadcast; companion app ranked #1 in German App Store
Directed 200+ projects across motion graphics, AR/VR, and interactive media
Managed distributed teams across multiple time zones

INAGAWA

Founder & Creative Director
Munich, Germany
Oct 2014 – Jul 2019
Founded and scaled design agency to 50+ employees and contractors across Europe, Asia, and North America
Led VisualSquad (data visualization for Kantar) and MotionSquad (motion graphics, AR/VR)
Exited prior to U.S. relocation

stereolize.

UX/UI Designer
Munich, Germany
Sep 2013 – Aug 2014
Designed interactive installations for Fortune 500 executive showrooms
Created gesture-based navigation systems for stage and showroom experiences

Spies und Schwarz

Art Director
Munich, Germany
Apr 2012 – May 2013
Led visual design for corporate events and trade show activations
Produced branding assets for international film festivals

Freelance

Designer & Photographer
Munich, Germany
2005 – 2012
Advertising campaigns and editorial fashion photography
Work published in Vogue

INTERNATIONAL CLIENT ENGAGEMENTS

DISTRIBUTED TEAMS & COLLABORATORS

Filter By:
All
Profile
Design Approach

HIRO FUKUSHIMA

Hiro Fukushima

BACKGROUND

I am a Japanese designer, raised in South Korea, who grew up in Munich, Germany, and resides in Boston, Massachusetts, U.S.A.

LANGUAGES

English
German
Japanese
Korean

PROFESSION

DESIGNER

FOCUS AREAS

Products Hardware-Software Enterprise UX Workflow Software Design Systems

ABOUT

Design work centers on systems.
Visual design functions as one execution layer within a broader effort to model behavior, including workflows, states, constraints, and patterns that support long term reliability and use.
Work is situated in environments with real constraints and high ambiguity.
Typical contexts include hardware-coupled products, operational software, and engineering-heavy teams developing software maturity, where design discipline has observable operational impact.

COGNITIVE STYLE

Abstract reasoning, pattern generalization, and systems-level causality.
Preference for frameworks and models over isolated interventions.
Builds design functions rather than inheriting them.
Motivation is not title-driven, but centered on creating systems that are efficient, resilient, and aligned with business reality.

AREAS OF INTEREST

Domain:

Enterprise workflow software, platform UX, and adjacent regulated domains.

Environment:

Engineering-heavy, hardware-coupled product ecosystem with a multi-product suite and a need for design systems and shared patterns at scale.

Responsibilities:

Own UX architecture
Lead end-to-end workflow design.
Build and govern the design system.
Partner with engineering on implementation fidelity.
Translate customer reality into reusable product patterns.

WORK AUTHORIZATION

U.S. Permanent Resident
No sponsorship required

WORK PREFERENCES

Remote preferred
In-person for important meetings and client work

TOOLS

Pen & Paper
Sketching Ideation
Figma
UI/UX Prototyping
Adobe Photoshop
Image Editing Compositing
Adobe Lightroom
Photo Editing
Adobe Illustrator
Vector Illustration
Adobe InDesign
Print Layout
After Effects
Motion Graphics VFX
Adobe Premiere Pro
Video Editing
Adobe Audition
Audio Editing
SolidWorks
CAD Engineering
Blender
3D Modeling Rendering
Microsoft Word
Documentation
Microsoft PowerPoint
Presentations
Microsoft Excel
Data Spreadsheets

EDUCATION

Macromedia University of Applied Sciences

Communication Design
Bachelor of Arts
Munich, Germany
2011

CORE PATTERN

Works within complex, unfamiliar environments with full ownership.
Given a problem and autonomy, establishes structure and systems intended to hold under real conditions rather than isolated use cases.
Approaches new domains through pattern recognition, translating internal logic into design systems that serve product, engineering, and business functions.

DESIGN PROCESS

Details
1. Understand the System
Identify users, objectives, constraints, incentives, and failure modes. Define what the system must do, what it cannot do, and where it degrades under pressure.
2. Model Structure & Behavior
Define objects, states, relationships, and transitions. Establish interaction models and information architecture that reflect system reality rather than ideals.
3. Design Interaction & Workflows
Translate system models into workflows, decision points, and interaction behavior. Emphasis is placed on predictability, error recovery, and operational legibility.
4. Establish Visual & Interaction Language
Apply visual craft as a functional layer. Hierarchy, typography, spacing, and composition are used to reduce cognitive load and support use.
5. Formalize into Reusable Patterns
Abstract validated solutions into components, patterns, and rules. Produce design systems and documentation that support consistent implementation.
6. Govern & Scale
Treat design decisions as contracts. Once established, patterns are expected to hold across edge cases, future scope, and teams without continual redesign.

DESIGN VALUE

User evaluation precedes technical evaluation. Visual form and structural consistency are the first signals a system presents. These signals shape tolerance for technical limitations and influence how functionality is interpreted.
Across consumer and enterprise products, systems that appear intentional are treated as more reliable, even when they are not the most feature rich. Systems with weak visual structure are perceived as fragile, regardless of functional breadth.
Apple is often referenced not for early adoption of technology, but for constraint. Many products historically trailed competitors in features. Differentiation was achieved through visual discipline, hierarchy, and focus. User judgment formed at the level of design before technical capability was considered.
This pattern applies broadly. Users assess systems based on legibility, stability, and perceived control. Design establishes this assessment prior to performance metrics or technical analysis.

SKILLS

Context
UX/UI Design
Enterprise SaaS Lab Automation Desktop Web Mobile
Design Systems
Architecture Documentation Components Governance Cross-Product Standards
Prototyping
Interactive Wireframes Validation User Testing
User Research
Interviews Lab Shadowing Usability Testing Customer Feedback
Information Architecture
Navigation Workflows Data-Heavy Interfaces
Enterprise UX
Biotech Pharma Lab Automation Hardware-Software Integration
Wearable & Gesture Interfaces
EMG Input Haptics Sensor-Based Interaction DoD Applications
AR/VR Design
Immersive UX Spatial Interfaces Broadcast Integration Interactive Installations
Brand Identity
Logo Color Systems Typography Guidelines Multi-Platform Application
Graphic Design
Print Collateral Digital Graphics Layout Icon Illustration
Visual Design
Quality Enforcement Cross-Team Alignment Brand-Product Integration
Motion Design
UI Animation VFX Title Sequences Broadcast Graphics
Data Visualization
Research Communication Dashboards Complex Data Presentation
Photography
Product Event Lighting Post-Processing
Videography
Production Editing Color Grading Audio
Print & Exhibition
Large Format Booth Design Trade Show Graphics Signage
Design Leadership
Team Building Talent Development Remote Team Management Mentorship
Product Strategy
Requirements Definition Stakeholder Alignment Roadmap Input

LEVELS OF DESIGN

Details

Operates across multiple levels of design:

1. Visual Craft
Typography, layout, hierarchy, color, spacing, iconography, composition.
2. Interaction Behavior
States, transitions, affordances, feedback, error prevention, micro interactions, motion as function.
3. Information Architecture
Conceptual models, taxonomy, navigation, content structure, progressive disclosure.
4. Workflow & System Logic
Task flows, permissions, edge cases, system status, exception handling, operational safety, cognitive load management.
5. Design Systems & Platform Governance
Reusable components, tokens, pattern libraries, contribution models, consistency across products and teams.
6. Product & Service Orchestration
End-to-end journeys, cross-functional handoffs, tooling, documentation, enablement, alignment across software, hardware, and operations.
7. Socio-Technical Design
Decision rights, incentives, process design, organizational behavior, and structural sources of failure.

PRINCIPLES

Know the craft you delegate:

Effective delegation requires direct understanding of the work being delegated. Standards, constraints, and execution realities must be understood at the operational level in order to distinguish between work that must be owned and work that should be entrusted to specialized expertise.
When work falls outside that boundary, responsibility is assigned to specialists and allowed to proceed without interference.

Presence under load:

During periods of sustained pressure, leadership is expressed through presence rather than intervention. Stability is maintained by remaining available, managing constraints, and removing friction rather than performing heroics or displacing responsibility.
Under load, the role is to stabilize the system: unblock decisions, protect focus, manage logistics, and remain accountable alongside the team.

Planned error:

Execution under uncertainty produces mistakes. These are accounted for as part of delivery rather than treated as loss.
Time and resources are allocated for correction and adjustment in the same way they are allocated for training or tooling.

Areas of Interest

Areas of Interest content will go here.