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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.

Designing from Figma to code without losing the detail

Design

Most 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-commerce

Brands 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

UX

Accessibility 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

UI

Design 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.