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
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Profile
Design Approach
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
ProductsHardware-SoftwareEnterprise UXWorkflow SoftwareDesign 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
SketchingIdeation
Figma
UI/UXPrototyping
Adobe Photoshop
Image EditingCompositing
Adobe Lightroom
Photo Editing
Adobe Illustrator
VectorIllustration
Adobe InDesign
PrintLayout
After Effects
Motion GraphicsVFX
Adobe Premiere Pro
Video Editing
Adobe Audition
Audio Editing
SolidWorks
CADEngineering
Blender
3D ModelingRendering
Microsoft Word
Documentation
Microsoft PowerPoint
Presentations
Microsoft Excel
DataSpreadsheets
EDUCATION
MacromediaUniversity 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.
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.