About · Edwin Rodriguez

I'm a tinkerer. I like figuring things out, like a puzzle.

Senior product designer. Most recently leading at Ruggable. Born and raised in Southern California.

The longer story

Most of what I do is take an ambiguous problem and turn it into something shipped.

I started in video games. First design role was at Electronic Arts on Medal of Honor: Airborne, then years at Trilogy Studios working across Kung Fu Panda World for DreamWorks, MTV's Virtual Lower East Side, and the Trilogy Touch interactive storybooks. Then a stretch at Marquee on Project P, and Storytime where I shipped Skit! 2.0 on iOS and Android.

The pivot to product happened at NBCUniversal, designing E! News across web, mobile, and the Emmy-nominated E! Live 360 experience for AT&T. From there I went deeper into product. The Agency for the daily-use Salesforce CRM problem. Quarterback (Ikon) for streamer tools and the Alienware Community Showdown. The last several years at Ruggable, leading design across the order experience, the PDP, the design system, and an AI-powered rug recommendation tool we built from scratch.

The thread is the same: software people actually use. Not demoware. Not a portfolio shot. The real version, with the real data, in the real flow, after research told us what was actually wrong.

I lead by doing. Sketching, prototyping in Figma for quick checks and with AI tools when a flow needs more depth, pairing with engineers and PMs from week one. After a build ships, I QA it directly: inspector open, real measurements, specific notes on what's drifted from the design and how to bring it back. Hands-on by default, coach when the team needs it. I like writing things down. I keep every draft and old mockup; old ideas spark new ones, for me or for whoever sees them next. I like the version after the third one, when the problem finally looks small.

How I work

Three principles, no slogans.

i.

Research the actual job.

I don't trust the brief. Every ticket gets a research pass: I read it, ride along on calls, watch real sessions, and sketch multiple directions before picking one. The brief is what someone thinks the problem is. The work is finding out what it actually is.

ii.

Ship the smallest real thing.

One real-data screen in production beats six pixel-perfect mocks. I prototype in Figma or with AI tools when a flow needs the depth, A/B-test when the team has the muscle, and work a step ahead so the team isn't blocked on design. Sometimes that means designing more than the moment requires, when the problem warrants it.

iii.

Leave the system better.

Every project I've led has fed back into a design system, a component, a doc, a pattern. The work outlasts the project, or it should. If I leave and the team can't keep going, I designed wrong.

Off the clock

Stuff I do when I'm not designing.

01

Video games

All sorts of games, all sorts of genres. I try them all. Just beat Crimson Desert (highly recommended if you like open-world fantasy). Resident Evil Requiem before that.

02

Drawing

Pencil and ink. Random subjects, just for fun. My son draws alongside me lately.

03

Hanging with my son

He's at the age where everything is a question. Best UX research training there is.

04

Building from directions

Furniture mostly. Lately a Mostarle desk lamp kit. There's something honest about following the directions until the thing exists.