Blog

Notes on development, design, and the decisions behind them.

Interface components arranged from small pieces up to full screens
4 min read

Atomic components that actually get reused (not just in theory)

Atomic design is easy to explain and often applied badly: components that are technically atomic but that nobody reuses because they were born coupled to a single screen.

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Diagram of the five stages of a UX/UI design process
6 min read

How I design an interface from scratch: my complete UX/UI process

The five stages I work through before calling an interface finished, with real numbers from the redesign I did for Argentina's largest tech retailer.

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Figma panel next to a code editor showing the same component
4 min read

From Figma to production: my process for not losing anything in translation

Designing and coding the same product changes the order of decisions. How I organize the path from a Figma file to real components, without the friction of two people passing a file back and forth.

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Library of interface components organized hierarchically
3 min read

What a design system is (and when you DON'T need one)

Building a design system for a single-screen project is spending two weeks on flexibility nobody will use. When it's worth it and when it's over-engineering with a fancier name.

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Colour palette organized into primitive and semantic token layers
4 min read

Design tokens: how what I design in Figma ends up as Tailwind config

A design token isn't a decorative best practice: it's what turns changing a colour into one line instead of a component-by-component search. How I organize them and how they cross into code.

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Interface with keyboard focus indicators and colour contrast markers
4 min read

Why accessibility can't be a phase 2

Adding accessibility later means redoing work. The three free checks I run from the very first component, and why they're cheaper in the design than in the code.

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