HTC Mobile

From ideation to realization

Reflecting on my journey down memory lane, I can't help but smile as I reminisce about the various HTC mobile projects I have had the privilege to work on and launch over the years. From the inception of the iconic "flip-y clock", the thousands of icons created and updated, to the meticulous customization of carriers' interfaces, including the development of hundreds of keyboard layouts for diverse languages and SIP variations, each project brought its own set of challenges and triumphs. As a common challenge among all devices was the fact that every product had 2-4 different resolutions that we had to design for, scaling down some of the information, interactions, motion and in some instances areas of the ecosystem for specific markets. After all and with the help of researchers and the days spent interviewing and user-testing every area of the device, all the data and information collected was an important step in the process that helped us defining challenges we were facing with keyboard layouts, spacing, accuracy, touch screen performance and reactiveness to some motion and heavy graphics.

I recall the countless hours spent producing BMP assets for Windows Phones and the seamless transition to creating captivating PNG designs for Android devices—a true testament to the evolution and innovation within the mobile industry. Each project, each launch, was a unique chapter in my career that has left an indelible mark on my professional journey.

Roll

UX / Visual / Motion / Iconography / On Screen Keyboard Guru / 3D / Art Direction

HTC Touch - ELF


The HTC Touch Elf, also known as the HTC Touch (P3450), was a Windows Mobile smartphone released in 2007. As part of HTC’s Touch series, it aimed to bring touch-based navigation to the forefront—well before the iPhone reshaped the industry. This was my entry point into the digital playground, at a time when even PNGs weren’t supported. But every constraint, when fully understood, becomes an opportunity to push creative boundaries and explore alternative solutions.

I had also the opportunity to design a few covers for “Tattoo” HTC device which it was the big brother of HTC Touch “ELF”

HTC Touch Diamond


From the inception of the iconic "flip-clock," to the creation and refinement of thousands of icons, and the meticulous customization of carrier interfaces—including the development of hundreds of keyboard layouts for diverse languages and SIP variations—the HTC Touch Diamond marked the continuation of my most intense and fast-paced learning curve. What began as a focus on pure visual design quickly expanded into a deep, hands-on experience across nearly every major design discipline in tech, shaping me into a well-rounded designer.

Keyboards


Keyboards, a big area to cover that most users don’t realize all the hours that were dedicated to each key and every gap in between that without the help of the research team in different countries, the challenge would’ve taken a long time to solve. Accuracy and layout creation for different languages were two of the most important and challenging areas on the keyboard, hence the design of the 12 and 20 key along with the QWERTY, perhaps a longer approach for typing in some languages but faster in others like Japan, Taiwan and China.

I had the opportunity to lead this project for over 3 years in all areas (UX, Visual, Production) I meticulously hand-drew red lines for each individual element across a wide range of keyboard variations, from QWERTY to 12Key and 20Key layouts, and across multiple languages. This hands-on approach not only made me an expert in keyboard layouts and interactions but also honed my understanding of key sizes, hit areas, optimal key spacing, and other intricate details that contribute to a seamless user experience.

And the entire vector base iconography from 2007-2015

HTC Hero - First Android Device


Then came Android—this marked a turning point where I began to focus more on designing well-structured, organized systems. Every deliverable included detailed redlines for engineers, since we didn’t have tools like Figma or Sketch to auto-generate specs. Precision mattered, and pixel-perfect documentation was part of the craft.

At the same time, screens were evolving to higher resolutions, and for the first time, we could start integrating motion into the user experience. That unlocked a whole new level of creativity, pushing me to explore and expand beyond traditional visual design boundaries.

HTC Sense


One of the most recognizable Android skins during HTC’s peak years in the smartphone market.