Problem.
Solve it.
Make it.
Ship it.
Market it.
I'm a one-person operation building six apps in public. It starts with finding a problem worth solving — then design, code, launch, marketing, and support all run through me. Marketing isn't the chore at the end; it's a specialty I lean on as hard as the build. This page is the operating system behind it.
- Stage 01
Problem
No problem, no project.
I only build things I can actually feel — a friction I've lived, a habit I'm losing, a moment I keep wanting to mark. Most app ideas die here on purpose. If I can't describe the problem in one sentence to someone who doesn't care about apps, it isn't ready.
- Stage 02
Solve it
The shape of the solution is the shape of the app.
Before any code, I sketch the smallest thing that makes the problem go away. One screen, one verb, one moment of relief. Everything that isn't the fix gets cut. Most of the design work happens here, on paper, where it's cheap to be wrong.
- Stage 03
Make
One person, weekend sprints, real apps.
No team to coordinate. No committee to please. I build the smallest version of the solution — a coach's scheduling, a reader's streak, a slow-render photo — and resist every urge to add the thing nobody asked for.
- Stage 04
Ship
Out the door before it's perfect.
Most apps die on the bench. Mine go out early and learn in public. The first version is embarrassing on purpose — that's how you find out what people actually want versus what you imagined they wanted.
- Stage 05
Market
Marketing is the other half of the product — and it's a specialty, not an afterthought.
This is the part most builders fumble, and the part I actually love. Positioning. Landing pages that convert. App Store copy and screenshots that earn the tap. Launch threads, press emails, newsletters, lifecycle hooks. I treat marketing like another build sprint — measured, iterated, shipped — because distribution is what turns a good app into one people use.
- Stage 06
Repeat
Compounding small bets.
Each app teaches the next one. The CRM patterns from Loopr informed the streak system in Bound. The slow-render trick in Retro is sneaking into the next idea. Six apps in, and the portfolio is still just getting started.