Service
UI/UX and product design
Interfaces people understand at first glance: research, flows, prototypes and design systems, designed by someone who also builds them.
Good design is mostly decisions: what to show, what to leave out, and what happens when something goes wrong. Because I build what I design, the designs are realistic, and the details survive all the way to production.
What I do
Product and UX design
User flows, information architecture and the hard states: empty, loading, errors.
Interface design
Clean, distinctive interfaces with typography and motion that fit your brand.
Prototypes
Clickable prototypes in Figma or in real code, to test ideas before committing.
Design systems
Components and tokens your developers reuse, so the product stays consistent as it grows.
Accessibility
Readable contrast, keyboard use and clear language for every user.
How it works
Understand
Your users, your goals and your constraints.
Explore
Flows and directions, compared side by side.
Design
Final screens and a prototype.
Build or hand off
I build it, or hand off clean files ready to build.
Related work
Product — liveAléorestoAléoresto is a restaurant roulette for wherever you are. One tap picks somewhere open right now, as far as you feel like walking, biking or driving, and routes you there. No account, no endless scrolling.
Product — liveTooolboxTooolbox is my hand-picked directory of 662+ tools for web design and development, with three ways to browse them, an AI that drafts every new entry, and the blog where I think out loud. It runs on Next.js and Sanity and installs like an app.
Questions
Do you only design, or also build?
Both. You can hire me for design alone, but most clients like that the same person carries it into production.
Which tools do you use?
Figma for design, and real prototypes in code when the interactions matter.