Skip to content

Hi, I'm Trevor

I head up the product design team at MoonPay. I've run the gamut, from founding designer to design founder; worked big tech and small. I like making big, technical, challenging products legible (and fun).

Experience

2025 → now

MoonPay

Principal Designer → Head of Product Design

Leading the product design team responsible for ramps, the consumer app, the developer platform, partner experience, and design systems. We ship from prototype code rather than Figma files, with the design system and voice enforced as agentic skills.

2021 - 2025

Meso

Founding Designer

Founding designer and first employee. Payment infrastructure designed for crypto. Responsible for the brand, product design, and a bunch of the front-end. MoonPay acquired us in 2025.

2017 - 2021

Apple

Designer → Design Manager

Joined in 2017 through init.ai. I helped build the tools and the design team we used to make Siri - and the multi-modal design systems that brought it to life across a billion or so devices.

2015 - 2017

init.ai

Co-Founder & Head of Product Design

Conversational intelligence platform. Designed NLP training tools (and a custom markup language) for generating multi-turn conversation data. The team joined Apple in 2017.

2013 - 2016

Braintree

Senior Product Designer

Redesigned merchant onboarding, new developer integrations, payment experiences, and developer docs for Braintree's payment platform.

2011 - 2013

Early career

Education + Design + Art Direction

My degree is in photography. Design started at a small agency, then art direction at Energy BBDO; product design came later, at a photo startup called Picturelife.

How I work

  1. Back to basics

    When the team is stuck, we start here. Unclear problem? Talk to users. Not sure what to measure? Go look at the data. A big part of my job is asking the unglamorous question out loud, in a room full of people who'd rather skip it.

  2. Get weird

    A friend gave me this advice when I was too in my head: "get weird." I didn't know I'd still be carrying it a decade later. At its core: don't be afraid to get out of our process. Do the creative, weird, asymmetric thing. In practice, making room for play - for me and for my team - unlocks more than any process ever has.

  3. Changing the artifact

    Figma was the best artifact we had. It isn't anymore. The argument about whether designers should code is over - not because the answer was no, but because the reason for asking evaporated. Figma's becoming more of a whiteboard: where the thinking happens before anyone commits.

  4. ¿Por qué no los dos?

    Useful or beautiful is a false choice. Design that doesn't move the business isn't doing its job - but "it works" too often means "we'll make it look and feel good later." I don't believe in this compromise, and I don't hire people who do.

  5. Less talk, more rock

    I stole this from an old Boing Boing essay and it's been something I repeat often. Don't let talk get between you and the idea. Not an argument against alignment, kind of the opposite. Sometimes rocking gets to alignment more efficiently.

Side projects

  1. Building

    Pump Notebook

    Log workouts by texting them. On-device LLMs extract the data; nothing leaves the phone.

  2. Building

    Provenance

    Inventory and traceability for gemstone dealers and jewelers. Building it with my wife (she's the expert).

  3. Building

    Aural

    UI primitives with sound. Plays with the idea of bringing sound design as a primary layer for design systems.

  4. Building

    Synths and pedals

    I've always wanted to build my own instruments but don't have the skills to be a luthier.

Get in touch

Always up for a conversation. Let's grab a coffee or something and chat about design systems.

Currently

Head of Product Design @ MoonPay

Trevor McNaughton // 2026