Contact us

Product and Design

Every article in this practice, rebuilt and re-verified through 2026.

Product and Design

The four trends underneath the trends

Trend lists rank aesthetics. The evidence points somewhere else: speed, mobile-first review order, restraint, and a design system leadership actually trusts.

Product and Design

What replaced the hyper casual playbook

The ad arbitrage model behind hyper casual games is over. What hybrid casual demands instead, and the numbers that decide a greenlight.

Product and Design

Decisions, not stickies

Most remote sprints end in a board of sticky notes. The fix is structural: a named Decider, silent voting, and a one-page decision.

Product and Design

Unit math before features

The build cost is the easy question. Contribution per transaction and cold-start liquidity decide whether an on-demand app survives.

Product and Design

The curve that keeps players playing

Difficulty curves, onboarding and post-launch tuning decide mobile game retention. What the 2026 benchmarks show, and how to design against them.

Product and Design

The SSO tax, and everything after it

SSO, scoped RBAC, exportable audit logs and tenant isolation are the baseline. Everything else is negotiated, and paperwork decides the timeline.

Product and Design

The five steps, and where they break

The five design thinking steps, what each has to produce, and the four failure modes that make the method's critics right.

Product and Design

When dark mode earns its place

What the OLED battery numbers and the readability research actually show, and how to decide whether dark mode is worth building.

Product and Design

Pick the model before the price

Hard paywalls convert more than five times better than freemium. That does not make them the right choice for most apps.

A person reads everything that arrives.

Tell us what you are trying to build. You will hear back quickly.

Contact us