Product Design
Interface design for software people open every day: the flows, the states and the unglamorous screens that decide whether the product is usable once the demo is over.
Designed for the fiftieth session, not the first.
Discovery
The job the product does, the people doing it, and the constraints nobody put in the brief.
Flows and wireframes
Decisions made cheaply, in grey boxes, before anyone has fallen in love with a colour.
Interface design
Every state: empty, loading, error, permission-denied, and the one with far too much data in it.
Design systems
Tokens and components in Figma and in code, kept in step. Cherry, our own system, runs this site.
Prototyping
Clickable enough to put in front of real users, and revised after it goes badly.
Frame
Goals, users, and the measurement that will say this worked.
Structure
Flows and wireframes, reviewed against the edge cases rather than the happy path.
Design
High fidelity, every state, on real data and in both themes.
Systematise
Screens become components, components become a library engineering can build from.
- User flows
- Wireframes
- High-fidelity screens for every state
- Interactive prototype
- Component library and tokens
- Specification for engineering