Design Process

Design as a way of deciding, not a stage before building. Most of it is narrowing the problem until the interface is the obvious consequence.

  1. 01

    Measure before designing

    Find the number that actually matters and design it down. On QRmo the metric was time-to-first-publish: I measured how long setup really took, then treated every screen as a way to shorten it.

    See it in QRmo
  2. 02

    Start from the room, not the reference

    The brief lives in the place the product is used. The Slipper Clutch is a bar before it is a website, so the design started from what the room feels like on a show night and translated that, rather than borrowing a venue-site template.

    See it in The Slipper Clutch
  3. 03

    Accessibility is the brief

    Not a pass at the end. On The Grayson DTLA conformance shaped the layout, the components and the copy from the first sketch, which is why the result reads as design rather than remediation.

    See it in The Grayson DTLA
  4. 04

    Design what one person can hold

    Scope is a design material. Garaje is six front ends on one backend because the architecture was chosen to stay inside one person's head, not because six was the ambition.

    See it in Garaje
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