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Design systems & UI foundations.

Every sprint that redraws the same button is a sprint not spent on your product. We build the foundation underneath: tokens for colour, type and spacing, real components on top of them, and documentation that lives next to the code instead of rotting in a slide deck.

The problem is repetition, not aesthetics

Teams rarely ask for a design system because their screens look bad. They ask because the third developer built a fourth dropdown, each with its own focus ring, and nobody is sure which one is correct. The cost is not ugliness — it is the hours spent re-deciding what was already decided.

Tokens first, components second

A component library on top of hardcoded colours is a rewrite waiting to happen. We start with the token layer: colour, type scale, spacing, radius, and the dark theme defined as a set, not as an afterthought. Components then read from the tokens, so a brand change is a value change and not a hunt through files.

Accessible primitives, not reinvented ones

Menus, dialogs, comboboxes and date pickers are where hand-rolled components quietly fail: keyboard navigation, focus trapping, screen readers. We build on primitives that already solve that, and spend the design effort on what makes your product yours.

Documentation that cannot lie

Written documentation drifts the day someone edits a component and forgets the page. The docs we build render the actual component from the actual code, so what you read is what ships. When they disagree, the build says so.

What you own at the end

The system is yours, in your repositories, installable by your projects. No dependency on us to add a variant. The handover includes the session where your team makes the first change while we watch — because a system nobody on the team has edited is a system that stops the week we leave.

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A few details about what you're building and how I can help. I read every message and reply within a couple of working days.

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