You can call me Soni.
I'm originally from Sonora, in northern Mexico. When I moved to Mexico City for university, my accent gave me away instantly, so people started calling me Sonora. It shortened over the years: Sonorita, Sonorin, now just Soni. Even my husband doesn't call me Ana anymore.
I'm a Product Designer based in Mexico City, working at the intersection of user experience and business logic. My favorite problems aren't "how should this screen look." They're "what's actually true about this system, and how do we make that legible to the people who have to use it, build it, and make decisions from it.” I like owning those problems end-to-end, from the first messy conversation with Ops to the spec engineering builds from.
My path here wasn't the usual one. I trained as an Industrial Designer, then spent eight years designing content, social, and digital work for real brands (like Nickelodeon and Nick Jr.) under real client deadlines, all while cofounding a couple of ceramics businesses on the side, which taught me more about running a business, leading a small team, and actually sticking to a roadmap than any classroom ever did. That mix left me with an instinct product design courses don't always teach: how to make a good decision when the requirements are incomplete, three stakeholders each define "done" differently, and there's no perfect answer, only the least-bad one available right now.
At GroWrk, a device lifecycle management platform, I work across pricing, order operations, and internal tooling, usually translating chaotic, cross-team ambiguity into specs that engineering can build from and leadership can trust. That approach has helped launch new business models at GroWrk and surface pricing gaps that spreadsheets alone were never going to catch.
How do I work
I translate across teams, not just across screens.
A lot of my work starts before a wireframe exists: sitting with Ops, Engineering, and customer-facing teams to figure out what's actually happening operationally, then shaping that into a coherent design problem.
I treat documentation as a design deliverable.
Decisions I can't explain aren't decisions I can defend. I write structured specs and decision docs as a matter of course, not because someone asked, but because it's how design work survives contact with engineering, leadership, and time.
I think in systems, not one-off solutions.
When a project touches taxonomy, data structure, or multi-market logic, I dig into the why behind the categories before I touch layout. A screen that's easy to use but built on a shaky data model just moves the problem downstream.
I also care about the humans doing the work. I set up a feedback culture at GroWrk and mentor other designers there, because the best product decisions come from teams that trust each other enough to disagree honestly.
Outside of work, I read more than is probably reasonable (yes, I have a bookstagram), and share my apartment with four dogs who have never once respected a deadline.
Take a look at my resume or get in touch.
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