Products people understand, trust and use.

Hi, I'm Anton, a product designer living in Amsterdam. For 20+ years I have worked with innovators on their product-market fit. Since 2024 I have been developing software too.

From validating concepts
to building the front-end.

In 2024 I went all-in on learning to develop software and work with AI agents, so I could offer a complete service: from concept to shipped code. The five cases below give an impression of the work I did before.

Cases

My portfolio and resume are available on request.

Aligning customer experiences with business needs.

Sometimes that's a workshop. Sometimes a day a week with your team, and sometimes four days a week until a project is done.

Workshop

A couple of hours. We settle a question you keep coming back to, using what's already in the organisation.

Design partner

One day a week, or a rhythm that works for you. I work with your team and keep the customer in the room.

Interim designer

Four days a week until the project is done. I research, design and test until the problem is solved.

Work gets easier when you
use the right tools.

A big part of design is deciding what method to use when. Below are the methods I reach for, what each one is, and why you'd use it.

Understanding your customers.

Build on evidence, not enthusiasm. So I talk to customers, watch on location how they get their work done, and map the job they're really hiring your product for.

  • Understanding your customers. Mom Test method.

    Rob Fitzpatrick noticed that a lot of the feedback he got on his startup was suspiciously positive. So he created a method where even his mother would tell him when his ideas were no good.

    It works by never mentioning the idea. You talk to potential users about what they actually did, find the problems that keep coming up, and check how much those problems really cost. The goal isn't to convince anyone that an idea is good. It's to find out whether a real problem exists before anything gets built.

  • Understanding your customers. On-site observation.

    People are bad at describing their own work. Not because they hide anything, but because routine turns invisible once you do it every day. Watching it happen shows what an interview doesn't tell you. Which programs someone switches between, the spreadsheet kept on the side because the official system is too slow, the steps that are skipped when it gets busy.

  • Understanding your customers. Customer journey mapping.

    For customers, the relationship with a company isn't just a website. It starts the first time they hear about you and ends with what they tell the next person. In a customer journey map, all of that is laid out in order: what they compare you to, signing up, getting it working, the moment something breaks and when they need help.

    Sales, support and engineering each have their own interpretation of the customer experience. The customer journey map replaces those with one, and the weak spots usually turn out to be the steps that fall in between, where nobody is responsible.

  • Understanding your customers. JTBD Mapping.

    Jobs-to-be-done starts from an odd-sounding premise: people don't buy products, they hire them to get a job done. Nobody wants a drill. They want a hole in the wall, and the moment there's an easier way to get that hole, the drill loses.

    A JTBD document lists the tasks customers are trying to accomplish with your product. It shows you how important those tasks are and how well they are served today.

Structuring the product.

Designers are rarely the users of the product. So I design with stakeholders, in design thinking workshops or co-creation sessions.

  • Structuring the product. Design thinking.

    The knowledge needed to design something well can usually be found in or around the organisation. But it's not uncommon to not be heard and for the loudest opinion to win.

    Design thinking uses a couple of principles to prevent exactly that:

    • Everyone writes before anyone speaks.
    • Ideas are sketched.
    • People vote instead of discussing.
    • The group has to agree on the problem before anyone may propose a solution.
  • Structuring the product. Co-creation.

    Instead of disappearing for two weeks and returning with a design, the designer sits down with the people who know the business and they design the solution together.

  • Structuring the product. Service design.

    A product is usually one part of something larger. An order gets approved by someone, delivered by a third party, and repaired by a fourth. The customer deals with one company, but behind the counter it is several parties depending on each other, each working in their own system.

    Service design shines light on what the customer never sees. It shows why a promise that was made at the front gets broken at the back, and what it would take to keep it.

  • Structuring the product. User journey mapping.

    Designing interactive applications is not about designing screens, it's about the movement between events.

    A user journey is a design in which the steps in a process are placed one after another. This forces you to see the process as a whole and exposes the moments when the flow gets interrupted.

  • Structuring the product. Design direction.

    A design direction is a set of principles the team agrees on. Some are behavioural, such as "never make someone wait without telling them what is happening". Some are about the visual language: type, colour, spacing and tone. Once it is written down, the question stops being "do we like it" and becomes "does this match what we agreed".

  • Structuring the product. Content-driven design.

    Most web design starts with the structure of the website and the words come last. In some cases this is far from ideal. Content-driven design starts with a message. The text and design of the site are developed at the same time with the goal of getting the message across as effectively as possible.

Testing what might fail.

With AI-generated prototypes and in-house user testing, you keep the process moving. To solve issues before they become real problems.

  • Testing what might fail. Rapid functional prototyping.

    A clickable prototype fakes everything behind the screens. With agents writing the code, you can now build working prototypes that run on real data. This changes what a test can tell you. A click-through prototype shows whether people understand it. A working prototype shows you how it's being used. And when all the learnings are implemented, it's a smaller step towards the final product.

  • Testing what might fail. In-house user testing.

    Research labs deliver high-quality work, but you have to plan it weeks ahead and the budget is substantial. In-house testing lets you put an idea in front of people when you need it. Five people who resemble the real users. An hour each, a prototype and a few realistic tasks will surface most of the serious problems. After five interviews, the same problems start repeating.

Getting it to work.

Design tools linked to AI, agents that write the code, and a human in the loop to keep it on point. The result is working software, not just a design document.

  • Getting it to work. Design system development.

    A design system is a kit with default settings for colours, spacing and text sizes, plus the ready-made buttons, forms and tables that return on every screen. It keeps the design from becoming inconsistent every time someone designs a new screen.

  • Getting it to work. Agentic coding.

    Agentic coding is programming with the help of AI, and for me this was a game changer. I had learned how to build a front-end myself, but I was much slower than someone who did it all day. When using AI I'm roughly ten times faster than I was on my own, and that is enough to pull building back into the design process. Now, interaction, content and layout can be developed at the same time, and a second version costs an afternoon instead of days.

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