What we do

Interface

Screens, states and the motion between them. We design the parts people touch and hand over a system the team can keep building on without asking permission.

  • Tokens, components and the written rules that keep them honest — delivered as code, not a slide deck about code.

  • Clickable builds at real fidelity, so the argument happens over something concrete instead of a static frame.

  • Focus order, contrast and reduced-motion behaviour designed in from the first screen rather than audited at the end.

  • Annotated source, a component catalog and a short recording of the reasoning, so the decisions outlive the project.

Motion

Timing, easing and restraint. We treat animation as a way to explain what changed, not as decoration bolted on once the layout is finished.

  • The small stuff — what a control does under a pointer, under a finger, and for someone who has asked for less movement.

  • Route and state changes that keep the reader oriented, with a clear origin and destination for everything that moves.

  • Compositor-friendly properties, measured on a mid-range phone rather than on the machine that authored it.