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Ecommerce

Movement-first commerce: shopping by activity, not SKU

E-commerce

Most stores are organised the way the warehouse is. Organising around what people actually do changes how they browse, compare and choose.

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Designing for the thumb: mobile navigation that holds up

UX

Most phone use is one-handed. Navigation that respects the reach of a thumb feels effortless; navigation that ignores it feels like work.

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Choosing a typeface for an editorial brand

Typography

A typeface sets the tone before a single word is read. Here is how I narrow the choice for brands that want to feel considered rather than loud.

A brand is a set of decisions, not a logo

Branding

The logo is the most visible part of a brand and the least important. What people remember is how every touchpoint behaves.

Whitespace is not empty

Design

Space is the cheapest material a designer has and the one clients most often ask to fill. Used well, it does more work than any graphic.

Motion with a reason: transitions that explain

Motion

Good interface motion is not decoration. It shows where something came from, where it went, and what changed.

When 3D earns its place on a product page

3D

Interactive 3D can show what photos cannot. It can also add weight, delay and distraction. The test is whether it answers a real question.

Product listing pages: filters people actually use

UX

A listing page with forty filters looks thorough and helps nobody. The useful ones are fewer, specific to the category, and visible when they matter.

The quiet product page

E-commerce

Badges, timers and pop-ups promise urgency and deliver noise. A calmer product page lets the product and the decision come first.

Monospace in interfaces: when it works

Typography

Monospace type once meant code. Used with care in navigation, labels and data, it gives an interface a precise, documentary character.

Designing dark mode is designing a second palette

UI

Inverting colours does not make a dark theme. Good dark mode is its own palette, with its own contrast, depth and accent decisions.

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Grids that breathe: building a layout system from one column

Design

Most layout problems are grid problems. Start from a single readable column and build outwards, and the rest of the system follows.

Naming, voice and the first ten words

Branding

People decide how a brand sounds within its first sentence. Getting the name, the voice and the opening line right does more than a rebrand.

Writing interface copy that people don't notice

UX

The best interface copy disappears. People read it, act on it and move on, without ever thinking about the words.

Timing micro-interactions

Motion

Small animations live or die on timing. A few milliseconds separate feedback that feels instant from feedback that feels slow.

Rendering products for the web without the weight

3D

A beautiful 3D model is useless if it takes ten seconds to appear. Optimising for the web is part of the craft, not an afterthought.

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