01 — SPIKE
A throwaway in three days
We prototype the riskiest interaction in working code, then decide whether it deserves to survive.
Most studios hand off a beautiful file and walk away. We stay until the thing works on a real phone in a real hand.
How we work, upside down
Every engagement starts with a working slice of software, not a mood board. Designers and engineers sit in the same loop from day one, so decisions get tested in code instead of argued in slides.
01 — SPIKE
We prototype the riskiest interaction in working code, then decide whether it deserves to survive.
02 — SYSTEM
Type, spacing, and motion become code variables first, so every screen inherits the same decisions.
03 — MEASURE
Every release ships with the events needed to tell whether the design actually worked.
04 — SHIP
We deliver repositories, component docs, and a runbook your team can operate without us.
Illustrative figures
Typical time from first sketch to a clickable, working build.
IllustrativeDesigners and engineers share one backlog, one repo, one review.
IllustrativeDecisions are recorded as prototypes and tests, not deck pages.
IllustrativeThe studio
We are a deliberately small room of product designers, front-end and back-end engineers, and one researcher who reads the support tickets. We take four projects a year so nobody is spread thin.
We work best with founders and product leads who want to see the code, not just receive it.
Find where you fitPick a problem
We rebuild the riskiest flow as real code in a week, keep the parts that hold, and give you a backlog ordered by what users actually hit.
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