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Design
direction.

Product design Strategy Leading teams 20 years

I've spent twenty years leading design and product teams. Early-stage companies looking for their first real shape, and enterprise systems where the hard part was getting everyone pointed the same way.

My job has rarely been making things look good, though God knows I care. It's making a complicated situation legible enough that a team can act with conviction. Three threads run through all of it: leadership, culture, and craft. And underneath them now, a working method rebuilt around AI.

Agustin working through wireframes on a laptop with a colleague, whiteboards covered in flows behind them and a guitar in the corner
The job, most days: two people and a whiteboard full of unmade decisions.

Most teams don't have
a design problem.
They have a
translation problem.

01 / Leadership

Set the direction.

Here's what they actually pay me for. Not the mockups. Walking into a room where everyone is politely agreeing about the wrong problem, and asking the question that stops the meeting. Design's defensible value has never been the artifact. It's translation: between what people need, what engineering can build, and what the business can sustain, done in a way that produces decisions instead of debates.

Production keeps getting cheaper and faster, and AI accelerates it again. What stays scarce is judgment. Knowing which problem matters, how to frame it for the room, and when to push past the comfortable answer toward the true one. That's the part that compounds, and it's what I train teams to get good at.

You've seen the meeting where everyone nods and nothing gets decided. Organizations rarely stall on bad ideas. They stall when alignment breaks down, and bad alignment is rarely about conflict. It's the critical conversations that never happened. The assumptions nobody challenged, the tradeoffs that got deferred, the problems that looked solved but weren't. I help teams catch that earlier. Not by adding process, but by creating moments of real clarity: a shared view of what's true, what's uncertain, and what a good decision looks like.

The translation
What people need What engineering can build What the business can sustain
The deliverable A decision the team can act on

Diagnose first

Most of us are trained to solve, and solving feels great. The harder skill is understanding the real problem first. The stated problem is almost never the whole problem. Anyone can prescribe. The work is the diagnosis.

Courage is precision

Consensus is not the same as clarity. The real answer usually requires someone to say the thing that makes the room go quiet. Courage in organizational work mostly looks like being specific about what's true when everyone else is being vague.

Stay in the question

Organizations reward motion, and motion looks like answers. The most valuable thing I bring into a problem space is the willingness to sit with it longer than feels productive. The question usually has more in it than the answer does.

The artifact is not
the deliverable.
The decision is
the deliverable.

The research finding, the prototype, the service blueprint. These are means. The end is a shared understanding clear enough that the right people can act. When design fails to create that, it isn't usually a craft failure. It's a translation failure, and it's the gap I've spent twenty years learning how to close.

02 / Culture

Grow the people.

I've spent as much energy on people as on pixels. Mentoring designers, building the rituals and trust that let a team take real creative risk, and keeping us close to the people we're designing for. Research and insight aren't a phase that happens once. They're a habit, and the teams that stay curious about their users make far fewer expensive corrections later.

When I write career models, I write them as profiles, not checklists. Nobody grows evenly, and pretending otherwise flattens exactly the strengths worth building on. A designer should be able to see themselves in the model, spiky edges and all, and still know precisely what reaching further looks like. The one competency I hold as a floor rather than a profile is fluency with AI. Strength elsewhere can't average that gap away anymore.

I'll name my own biggest risk, since I know it better than anyone: doing the work for people instead of with them. It's faster my way, and it teaches nobody anything. So I run working sessions instead of sending finished files, and I show my process on purpose. Remote work hides how things get made unless you make the making visible. I'd rather stay six months ahead on the unstable tools myself, take the burns, and hand the team the version that works.

Culture is the quiet infrastructure under every good outcome. Get it right and the work gets braver on its own.

03 / Craft

Make the thing.

I never stopped being a maker, and I don't trust design leaders who did. Graphic design, illustration, identity, type: the hands-on craft that taught me what good looks like long before any brief. It keeps me honest as a leader. I can still sit at the table and make the thing, not just have opinions about it.

AI can generate a hundred variations in the time it used to take to make one. That's not the threat people think it is. The question has never been how fast you can produce. It's whether you know which one is worth keeping. Craft, now, is taste. It's judgment. It's knowing what good looks like before the brief, before the deadline, before the stakeholder presentation. That doesn't go away. If anything, it becomes the only thing that's fully yours.

The polish in my work comes from sequence, not heroics. Decide first: the requirements, the constraints, the one question the artifact has to answer. Then render, letting the system carry those decisions. Then prove it. Verify the contrast, check the edges, put it in front of someone. Clarity leads and fidelity follows. When that order flips, you get beautiful answers to the wrong question.

Clarity leads. Fidelity follows.
01 Decide Requirements, constraints, the one question the artifact must answer.
02 Render The system carries the decisions. The machine inherits your choices.
03 Prove Verify contrast, check the edges, put it in front of someone.

Photography, music, and writing aren't hobbies bolted onto the job. They're how I train the skills the job actually demands: noticing what's in front of you, listening to several signals at once, and thinking until you have something worth saying. Creative cross-training isn't a lifestyle choice. It's a leadership practice.

04 / Process

Decide with signal.

The way I run product work now: small teams working in parallel, coordinated by shared signals instead of handoffs. Every piece of work answers to three questions at once. Do people want this? Can we build it? Should we? When one of those goes quiet, the silence is the finding.

AI sits inside all of it, and it earns its place by reducing time to insight, not just time to output. It synthesizes research at a scale one person can't, drafts the variations, and pressure-tests ideas against real constraints. The team owns the interpretation, and every gate stays falsifiable. Soft acknowledgements are not criteria; if a check can't fail, it isn't a check.

Prompting is the smallest part of this. The real skill is knowing what to delegate, and being able to judge what comes back.

Five phases. Three signals. Two gates.
01 Align & frame Establish an informed starting point
02 Diverge Viability filter: eliminate weak ideas while they're cheap
03 Converge Strengthen the best options
04 Deep validation Decision gate: go, adjust, or kill
05 MVP & live signal Ship, measure, inform the next cycle

Desirability

Do people want this? Owned by design and research, validated continuously through concept and behavioral testing, never saved up for a big reveal.

Feasibility

Can we build it? Checked against the real stack from day one. Design that ignores the codebase is fiction with good typography.

Viability

Should we build it? The question teams skip most, and the cheapest one to answer early. It filters out beautiful ideas the business can't sustain.

The proof lives in the work: Healing Track, where the method took a therapy from no product to first patient in under six months. Archa, where the reframe was worth more than the redesign. And The Photographic Journal, thirteen years of publishing, now being rebuilt from the archive up.