Framer Template for Product UX Designer

Selina Yang

Selina Yang

Hi, I'm a UX/UI Designer blending emotion with interaction.

Based in Vancouver

Contact Me

Personal Items Management App

Roomify is a mobile application that helps users organize, manage, and retrieve household and personal items. It bridges the gap between static storage systems and the flexible, real-time needs of modern living.

Premium UX Template for Framer

Project Name

Roomify

Duration

Feb - May 2025

Personal Items Management App

Roomify is a mobile application that helps users organize, manage, and retrieve household and personal items. It bridges the gap between static storage systems and the flexible, real-time needs of modern living.

Project Name

Roomify

Duration

Feb - May 2025

Personal Items Management App

Roomify is a mobile application that helps users organize, manage, and retrieve household and personal items. It bridges the gap between static storage systems and the flexible, real-time needs of modern living.

Premium UX Template for Framer

Project Name

Roomify

Duration

Feb - May 2025

Wearable Design

This project introduces a wearable wristband inspired by the traditional folding fan, designed to support real-time emotional expression and social personality display. Users can control how much of their personality is shared in different environments — helping them find balance between authenticity and social comfort. Paired with an app, the wristband provides insights, personalization, and AI-assisted interactions for meaningful connections.


Folding Fan-Inspired Wearable for Social Expression

Premium UX Template for Framer

Duration

Sep - Nov 2024

Wearable Design

This project introduces a wearable wristband inspired by the traditional folding fan, designed to support real-time emotional expression and social personality display. Users can control how much of their personality is shared in different environments — helping them find balance between authenticity and social comfort. Paired with an app, the wristband provides insights, personalization, and AI-assisted interactions for meaningful connections.

Project Name

Duration

Sep– Nov 2024

Wearable Design

This project introduces a wearable wristband inspired by the traditional folding fan, designed to support real-time emotional expression and social personality display. Users can control how much of their personality is shared in different environments — helping them find balance between authenticity and social comfort. Paired with an app, the wristband provides insights, personalization, and AI-assisted interactions for meaningful connections.


Folding Fan-Inspired Wearable for Social Expression

Premium UX Template for Framer

Duration

Sep - Nov 2024

Process

My design process blends creativity with structure, helping me turn abstract ideas into intuitive, human-centered experiences.


  • 01

    Empathize

    Before jumping into any solutions, I always take a moment to truly understand the people I'm designing for. I conduct interviews, observe behaviors, and try to capture the subtle emotions behind each user’s actions. It's not just about gathering data — it's about feeling their frustration, noticing what excites them, and understanding the “why” beneath the surface.

  • Define

    Once I’ve collected enough insight, I start organizing the chaos. I identify patterns, highlight core needs, and reframe the problem in a way that’s grounded but open-ended. This phase is about clarity — shaping a strong foundation that guides the rest of the design, without jumping to conclusions too early.

    02

  • Ideate

    This is where creativity takes the lead. I allow myself to explore freely — no idea is too wild in the beginning. I sketch, write, map out user flows, or even test quick interactions. I often revisit user needs to make sure my ideas are aligned. Sometimes, the best solutions come from the most unexpected directions.

    03

  • Prototype

    Ideas become tangible here. I translate concepts into visual wireframes or interactive mockups, testing how things feel, not just how they look. This part helps me explore structure, flow, and emotional response — whether through low-fidelity sketches or more refined hi-fi prototypes.

    04

  • Test

    Design is never finished without real-world feedback. I invite users (and sometimes even friends or classmates) to test the prototypes, observing how they interact and listening to their reactions. It's always eye-opening. I then refine, adjust, and sometimes go back a few steps — because good design is about listening, adapting, and improving.

    05

Process

My design process blends creativity with structure, helping me turn abstract ideas into intuitive, human-centered experiences.


01

Empathize

Before jumping into any solutions, I always take a moment to truly understand the people I'm designing for. I conduct interviews, observe behaviors, and try to capture the subtle emotions behind each user’s actions. It's not just about gathering data — it's about feeling their frustration, noticing what excites them, and understanding the “why” beneath the surface.

Ideate

This is where creativity takes the lead. I allow myself to explore freely — no idea is too wild in the beginning. I sketch, write, map out user flows, or even test quick interactions. I often revisit user needs to make sure my ideas are aligned. Sometimes, the best solutions come from the most unexpected directions.

03

Define

Once I’ve collected enough insight, I start organizing the chaos. I identify patterns, highlight core needs, and reframe the problem in a way that’s grounded but open-ended. This phase is about clarity — shaping a strong foundation that guides the rest of the design, without jumping to conclusions too early.

02

Protptype

Ideas become tangible here. I translate concepts into visual wireframes or interactive mockups, testing how things feel, not just how they look. This part helps me explore structure, flow, and emotional response — whether through low-fidelity sketches or more refined hi-fi prototypes.

04

Test

Design is never finished without real-world feedback. I invite users (and sometimes even friends or classmates) to test the prototypes, observing how they interact and listening to their reactions. It's always eye-opening. I then refine, adjust, and sometimes go back a few steps — because good design is about listening, adapting, and improving.

05

Process

My design process blends creativity with structure, helping me turn abstract ideas into intuitive, human-centered experiences.


  • 01

    Empathize

    Before jumping into any solutions, I always take a moment to truly understand the people I'm designing for. I conduct interviews, observe behaviors, and try to capture the subtle emotions behind each user’s actions. It's not just about gathering data — it's about feeling their frustration, noticing what excites them, and understanding the “why” beneath the surface.

  • Define

    Once I’ve collected enough insight, I start organizing the chaos. I identify patterns, highlight core needs, and reframe the problem in a way that’s grounded but open-ended. This phase is about clarity — shaping a strong foundation that guides the rest of the design, without jumping to conclusions too early.

    02

  • Ideate

    This is where creativity takes the lead. I allow myself to explore freely — no idea is too wild in the beginning. I sketch, write, map out user flows, or even test quick interactions. I often revisit user needs to make sure my ideas are aligned. Sometimes, the best solutions come from the most unexpected directions.

    03

  • Prototype

    Ideas become tangible here. I translate concepts into visual wireframes or interactive mockups, testing how things feel, not just how they look. This part helps me explore structure, flow, and emotional response — whether through low-fidelity sketches or more refined hi-fi prototypes.

    04

  • Test

    Design is never finished without real-world feedback. I invite users (and sometimes even friends or classmates) to test the prototypes, observing how they interact and listening to their reactions. It's always eye-opening. I then refine, adjust, and sometimes go back a few steps — because good design is about listening, adapting, and improving.

    05

Skills

Skills

UX Design

UX Design

UX Design

UI Design

UI Design

UI Design

Product Design

Product Design

Product Design

Design Systems

Design Systems

Design Systems

Workshops

Workshops

Workshops

Design Sprint

Design Sprint

Design Sprint

Interaction Design

Interaction Design

Interaction Design

User Testing

User Testing

User Testing

Usability Testing

Usability Testing

Usability Testing

UX Research

UX Research

UX Research

HTML & CSS

HTML & CSS

HTML & CSS

+ More

+ More

+ More

Contact Me

© 2025 Selina Yang. All rights reserved.

3 Free Months on Pro Annual Plan

Get 3 free months of Framer Pro Yearly Subscription when upgrading your plan with the code partner25proyearly

Sign Up Now

Get Athos Plus

Create a free website with Framer, the website builder loved by startups, designers and agencies.