Design Blogs

Movement-first commerce: shopping by activity, not SKU
E-commerce
Designing for the thumb: mobile navigation that holds up
UX
Choosing a typeface for an editorial brand
Typography
Grids that breathe: building a layout system from one column
Design
Movement-first commerce: shopping by activity, not SKU
E-commerceMost stores are organised the way the warehouse is. Organising around what people actually do changes how they browse, compare and choose.

Designing for the thumb: mobile navigation that holds up
UXMost phone use is one-handed. Navigation that respects the reach of a thumb feels effortless; navigation that ignores it feels like work.

Choosing a typeface for an editorial brand
TypographyA 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
BrandingThe 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
DesignSpace 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
MotionGood 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
3DInteractive 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
UXA 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-commerceBadges, 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
TypographyMonospace 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
UIInverting colours does not make a dark theme. Good dark mode is its own palette, with its own contrast, depth and accent decisions.

Grids that breathe: building a layout system from one column
DesignMost 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
BrandingPeople 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
UXThe best interface copy disappears. People read it, act on it and move on, without ever thinking about the words.
Timing micro-interactions
MotionSmall 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
3DA beautiful 3D model is useless if it takes ten seconds to appear. Optimising for the web is part of the craft, not an afterthought.
Designing from Figma to code without losing the detail
DesignMost designs lose quality in handoff, not in design. A few habits in Figma make the build faithful without slowing anyone down.
Checkout as the last page of the story
E-commerceBrands spend months on their home page and accept a generic checkout. It is the moment the customer trusts you most, and it should feel like you.
Accessibility is a design skill
UXAccessibility is often treated as a compliance checklist at the end of a project. Built in from the start, it makes design better for everyone.
The case for fewer components
UIDesign systems tend to grow until nobody knows what is in them. A smaller set of well-made components is easier to use, maintain and trust.