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Daniel Ori

Senior Product Designer, Babban Gona
DAN-yul (/ˈdæn.jəl) · He/Him · Liverpool, UK

My origin story. Long before I knew terms like “user experience” or “interaction design,” I was already my family’s unofficial IT department. From around age 10 through my teens, a frozen phone, a missing setting, or any mysterious gadget problem usually ended up with me. I loved figuring things out almost as much as I loved playing games, and I was convinced I would build one of my own someday. So when it was time to choose a path, Computer Science felt like the plot had already written itself. Then university arrived with far more theory than the hands-on creativity I had imagined. I felt caught somewhere between the technology I loved and the making I was missing. Then I discovered Photoshop. What began as playful experiments, combining fantasy images, testing effects, and creating impossible worlds, led me to Illustrator, vector graphics, and eventually a career in graphic design. Product design came next and completed the picture: creativity, technology, and a genuine curiosity about people, all in one place. Today, I design experiences that help people move through complex work with less friction and more confidence. I’m still the person who enjoys figuring things out; the problems have simply grown beyond family phones. The video game dream has evolved too. I still think in levels, final rounds, XP, feedback loops, and sweet little victory screens. The difference is that the final score is not a leaderboard flex; it is whether a product helps someone navigate life with more clarity, confidence, and possibility. I’m still trying to help people clear that difficult final-boss level before their health bar starts flashing red, all by building solutions around what users actually need. Pun very much intended.