Hi! I'm Shahrom,
I'm a software architect with 6 years of full-stack experience building 0 → 1 products. I'm especially good at designing scalable and secure systems, and being the bridge between technical and non-technical teams.
Here you'll find the products I've been building over the past few years, along with my software development and design processes. A mix of full-stack web, desktop, and mobile apps across EdTech, DevTools, and research infrastructure.
Reach me directly at contact@shahromali.com or via one of the links on the side.
In continuation of my work with Materializing Design, I am building this desktop (macOS, windows, linux) tool with electronJS, React, and TypeScript to help designers analyze their design process.
I am the developer and designer of Materializer, and my objective is to build an interface that foregrounds software development history, dovetailed with its design documentation and compiled builds. I am trying to combine all of these to give a high-resolution post-hoc windows into the "design trajectory".
Materializer is productizing the Method for Design Materialization, embedding the research method into a comprehensive tool for qualitative design process analysis.
The Material Library is an interactive collection of game design projects, that weaves their design documentation, development history (git commits), and prototypes into a linear timeline form, enabling readers to analyze the design process of a video game.
I was the designer, software engineer and lead for this project. Material Library is built with NextJS, React, and TypeScript, using TailwindCSS, Better-Auth, Prisma, Resend, and NeonDB, and deployed on Vercel.
A platform for artists and designers at the Milieux Institute to showcase their work.
I was the software architect, my job was to understand and gather the requirements, define the tech-stack best suited to the existing cloud infrastructure, and I built the platform. ArtReach includes the public facing platform, user onboarding, user profile and artwork management, and an admin backoffice for content curation by the institute.
Built as a full-stack application with TypeScript, React, NextJS, Better-Auth, Tailwind, and Prisma, deployed on Vercel, using Milieux's existing DreamHost MySQL, SMTP, and S3 storage services.
SunBlock is an autonomous solar-powered server, built to explore the viability of solar-powered servers for mainstream compute. SunBlock encapsulates the solar setup (panel, battery, controller), server, and software.
SunBlock is a big project with many moving parts and I was the lead engineer responsible for the entire tech infrastructure. I set up the solar hardware, built an open-source server manager over the web, built the telemetry page for users to know the live state, and built the Minecraft mod as the end-application for SunBlock.
I aimed to build SunBlock with open-source, low-profile computation in mind, so all of our code is open-source and ready for anyone to one-shot a solar-server without having to interface with low-level electronics. SunBlock is built with Python, JavaScript, Jinja2, Nginx, Microcontrollers, WebSockets, Java, and bash.
Life on The Edge (LOTE) is an award winning educational game for biology first year undergrads. The player controls a cell and its organelles to survive microbial attacks.
I built an analytics engine for the game, developed in C# and Unity. I designed it to capture key game moments (see 2nd screenshot) as analytics events fired from the game to Unity Gaming Services (UGS)'s cloud in Snowflake.
From this data, researchers were able to analyze player behaviour and gauge their learning.
An interactive version of an academic research paper in a series of 8 prototypes. This was my Master's thesis project, exploring alternative forms of the digital academic article. Find my thesis here.
I was the designer and developer of this project built with React and JavaScript.
I deconstructed the elements of the print form of the academic paper, how it guides the reader's attention and supports the educational intent. And redesigned it as part of a "digital-native" or digital-first form of the academic article. Intentionally left crude and unpolished to allow me to see the rough edges of this new form, and invite imagination.
Reflective Surfaces was an exploration of interactive research publication formats. The premise was that academic publication about design research such as games should also be interactive, reflecting the iterative and non-linear nature of design research. Published in ACM DIS'24
I was the solo software developer responsible for designing and implementing the vision of the research team. The interactions were designed to give the reader the experience of reading through a "design process" captured in a publication. I built this with React and JavaScript, deployed on Vercel.
Zelospace was a mobile platform for university students to discover each other based on shared passions. We started at University College London (UCL) to test our product and made it work.
I was the technical lead, and a co-founder of Zelospace. I was responsible for building the mobile apps in React Native and JavaScript and launching them on the App Store and Play Store, building the backend in Django and Python, and transitioning out from a PHP/Laravel prototype, and maintaining the AWS infrastructure and security.