A shortcut here. A screen added there. Something designed for launch that somehow survived three years of product development.
None of it was a mistake at the time. Each decision made sense against the problem in front of it. But they accumulate, and eventually the interface stops describing what the product is and starts describing how it got here.
Users adapt. They find the workaround, take the long route, stop expecting the obvious thing to work. They rarely complain, because it isn’t broken. It’s just heavier than it needs to be.
That’s the part we work on.
What we do
Product design
Screens, states, and the structure underneath them. Most of the work happens before anything looks like a design: deciding what belongs on the same screen, what a user is actually trying to finish, and which of today’s patterns exist only because of a decision made two years ago. We work in Figma, hand over components and states rather than static mockups, and stay through the build. A design that survives only in the file isn’t finished.
Brand identity
Name, type, colour, and the way a product talks about itself. For software, identity has to hold up inside a real interface, at small sizes, in error states, on a screen nobody art-directed. So we design it there rather than beside it. You get the marks, the type system, and a short guide the team can actually apply without calling us.
Design consulting
Shorter engagements for teams who already have a designer, or are working out whether they need one. Reviews of an existing product, audits before a rebuild, scoping a piece of work before anyone commits budget to it. Useful when the open question is what to build, not yet how it should look.
How we work
Small teams. Short loops. Regular review, so disagreements arrive early and cheap.
We build our own software too. It keeps us honest about how long things take.