Staff/lead software engineer, specializing in iOS and Mac, but curious about everything.
Making Figma work well on mobile devices.
Engineer on UIKit, the UI framework that millions of iPhone, iPad, Apple Watch, Apple TV, and Mac Catalyst apps are built on. It also powers the system UI for iOS, iPadOS, watchOS, tvOS, and CarPlay.
Lead engineer (aka DRI, "Directly Responsible Individual") for Dark Mode in iOS 13. This design refresh affected not just apps, but nearly all UI in iOS and iPadOS. Built prototypes, developed the real implementation, and designed the API. Worked with hundreds of people across the whole organization. Presented it to the world at WWDC 2019.
Also responsible for:
Developer conference talks: Implementing Dark Mode on iOS, Introducing Drag and Drop, Getting Started with Multitasking on iPad in iOS 9, Making Apps Adaptive, and Build for iPad.
Lead engineer on the Twitter Cards canvas team.
Cards were a way of attaching dynamic interactive content to tweets, based on a custom markup language, with renderers integrated in the iOS, Android, and Web Twitter clients. Cards could:
I started by implementing the cards renderer for iOS, then also took responsibility for the markup language compiler in the backend, written in Scala.
Coordinated with the teams running the cards backend and publishing tools, and assisted internal and third-party teams using and creating cards. Helped set our feature roadmap and quarterly goals, planned new features, and wrote architecture documents for engineers and execs.
Developed a new iOS / Mac remote access product, Air Login. On the Mac, implemented a system-level coordination daemon, per-user screen capture agent, and controller UI, all communicating via XPC. On iOS, prototyped the client app.
For iWork on iPad: Designed and implemented a Core Animation-based graphics and interaction framework. On a tight schedule, we built a revolutionary touch-based UI, pushing the limits of an untried OS and hardware, and shipped all three apps on time with the first iPad. Led a team of three engineers.
For iWork and iWeb on Mac: Lead engineer for our graphics framework, built on OpenGL and Quartz. Designed and implemented new features, from high-level UI to low-level details, across the whole suite. While we were primarily responsible for graphics and interaction, I also had a hand in text layout and rendering, document storage, import/export, performance, and HTML widgets.