Through CBL (Challenge Based Learning), I learned to look at one problem from many different angles instead of jumping straight to a feature list. Discussing the same problem with people who see it differently, designers, planners, and engineers, consistently led to more effective solutions than working it out alone, and I shipped several apps to the App Store this way.
From there I moved toward XR. I built visionOS and ARKit projects, put objects into space, and made them respond to hands. But the more spatial apps I made, the more one gap stood out. Everything I built could be seen and heard, and almost nothing could be felt. A virtual object you can pick up but not feel is still a picture. That gap pulled me into HCI, because if I wanted interfaces that genuinely connect with people, I had to understand how people perceive and not only how devices render.
So I went to study it properly. My research is on on-body haptic interfaces: instrumenting sensors and calibrating them into real physical units, collecting and analyzing the signals, classifying them in real time, and rendering the result back as touch. Recently that meant using IMU data to work out where on the body a device is worn so it can adapt its feedback, and learning techniques that can bring texture into the real world.
I like working in both directions at once. Research keeps me honest about whether an interaction actually works for a person, and development means I can build the apparatus, ship the thing, and measure it myself instead of stopping at a diagram. My strength is sticking with a problem, through the calibration curve that doesn't fit and the prototype that needs rebuilding, until it holds up.