1. Ask Only What Matters First: Rebuilding a Psychiatry Sign-Up

    A video psychiatry service asks for your records, card, ID and insurance before you can book. Here's my critique of the flow, and how I rebuilt it.

  2. How to Design Forms People Actually Finish

    Ask first and charge last, group the quick questions, and give every screen the right Continue. Seven lessons from a passport application and a psychiatry sign-up, each with the before and after.

  3. You Don't Need to Be a Genius to Build an Accessible UI

    A lot of teams now ship without a designer, and dark UIs show it first. How I reworked a car marketplace's filters with Claude, the prompts I used, and what you still have to test yourself.

  4. AI Agents Inherit Your Bad UX. Here's How to Fix It.

    AI agents skip your menus, but they inherit every gap underneath and drop the checks people relied on. How to design states and copy for two readers.

  5. 100 Things I Learned From Designing Tech Products for 12 Years

    What 12 years of designing products taught me about users, human behaviour, words, startups, clients and AI.

  6. We Were Wrong About Workflow Builders

    Most people want the result, not the workflow. What three years designing Lantern’s AI workflow builder taught me about templates, chat and trust.

  7. How to Design AI Answers People Can Trust

    Lead with a one-sentence answer, prove it with the chart, name the source, and show that the AI checked. Lessons from designing an AI finance canvas.

  8. 5 Examples of How Priming Influences Behaviour

    Research, expectations, and why the brain hates uncertainty

  9. 10 Powerful User Nudges Illustrated

    And why we are so irrational sometimes

  10. How to Influence Choice Through Default Options

    Choice architecture and how to design better defaults

  11. Norms Decide User Behaviour

    And how to use them to design better solutions

  12. Understanding Human Irrationality

    And how to help people make better decisions

  13. Why Consistent Writing Makes You a Better Designer

    How writing made me a better designer, leader and thinker

  14. Giving Life to Your Product Ideas

    Why teams struggle to go from exploring ideas to building them

  15. Principles That Influence Human Behaviour

    And how they shape what we do without us noticing

  16. The Problem With Average Solutions

    And why there might not be one

  17. Designing Perceptions Instead of Solutions, Part 2

    Why a change of perception can work better than logic

  18. Sacrificing Emotional Experience for Efficiency

    London’s Black Taxi Cab, Electric Vehicles and LEGO

  19. Principles For Designing Better Products

    “It Doesn’t Have to Be Crazy at Work” by J. Fried and DDH

  20. Gamification: Punished by Rewards

    The pitfalls of extrinsic motivation — Part 5

  21. The quest for simplicity

    Complexity is not the opposite of simplicity

  22. Gamification: Motivation Model

    The broken way of carrot and stick

  23. Product Design: Expectations vs Reality, Part 2

    Mistakes we make on a daily basis — Part 2

  24. Living the Life of a User

    Useless user personas and taking responsibility

  25. Why Your Nike Redesign is Bad

    A letter to myself

  26. 7 Principles That Influence Our Behaviour

    Understanding human behaviour

  27. Gamification: Rewarding Users With Points

    Part 3

  28. Gamification: The Importance of Failure

    Part 2

  29. Gamification: Understanding The Basics

    Part 1

  30. The Business of Removing Negatives from a Product

    Rationally choosing the irrational

  31. The Problem With Online Reviews

    The good, the bad and the ugly

  32. The Importance of Feedback from a Product

    Sometimes it may save a life, kill, disturb, annoy or inform

  33. Designing Better Choices for Your Users

    The power of a nudge in design

  34. Why More Data is Not The Answer

    Why so many companies make bad decisions, even with access to unprecedented amounts of data?

  35. Why Great Products Do Only One Thing

    And why one feature is better than two or three

  36. Designing Perceptions Instead of Solutions, Part 1

    Why a solution to a problem in the 21st century may not be the answer

  37. The Issue Behind Any Design Process

    Agile, Waterfall, Scrum, Sprints, Cycles, Whatever

  38. Product Design: Expectations vs Reality, Part 1

    Mistakes we make on a daily basis — Part 1

  39. Stop Asking Users What They Want

    Observe, listen, and have courage to take a leap

  40. Top Questions To Ask Before Designing Anything

    And what other things to take into account

  41. What’s The Thinking Model of Your Users?

    Why it is more important than the UI itself

  42. 5 Things To Do Differently About Your Product’s UX

    What else can we do better?

  43. 7 Basic Design Principles We Forget About

    Some of them will always apply!

  44. Copywriting is Interface Design

    The importance of copy in design of digital products

  45. Going Offline to Design Better Solutions

    Disconnecting will make you a better designer and thinker

  46. 10 Small Design Mistakes We Still Make

    Don’t Make Me Think by Steve Krug

  47. Product Discovery — What You Must Know

    What to take into account and how not to screw up the details.

  48. The Problem With Product Roadmaps

    And how to make them better

  49. How Not to Design a Product Like Everyone Else’s

    Why all the products on the market look the same?

  50. 7 Stages of User’s Action in Design

    Or why do we need to know about the human mind when designing products?

  51. 22 Things I Learned From Designing for Startups

    This is the second part from “What I learned from working with startups” and make sure to check first part for the Business lessons.

  52. Stress moment design

    Why great products hold up when everything goes wrong at once