Design
Interfaces that earn their place.
I design interfaces and products for teams who treat design as a decision, not a coat of paint. Twenty-five years of shipping — and fluent enough in the technology to design things that can actually be built.
What a mandate looks like
Product & interface design
The core work: UI and UX for a product, a feature or a whole surface. Decision-heavy, not decoration — I design for the choice the screen helps someone make, and how it should feel to make it.
Design review
A sharp outside read on an existing product. Where the flow breaks, what's quietly costing you conversions or trust, and the shortest path to fixing it. Often the cheapest design hour you'll spend this quarter.
Design system
Structure for teams who've outgrown ad-hoc screens: components, tokens and patterns your team can build on without redrawing the basics every time — set up in Figma and ready for engineering or Softr.
How I think about it
The interesting question is rarely can it look good. It's whether the interface makes the right thing obvious and the wrong thing hard. Craft serves that, or it's decoration.
I'm a Softr Premium Gold Partner and fluent in Airtable, no-code and Claude — so I design within real constraints and can prototype the real thing. When a project needs full done-for-you delivery, that goes to my studio, Palma Design.
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