
Product design. Method before form.
I design digital products that work because the process behind them is sound.
I teach UI/UX because method should be passed on, not imitated.
User Research
Advanced prototyping
UI/UX teaching
Design systems and accessibility
Where I teach
Product and interface design
I design interfaces starting from real problems. The ones that come from users, context and constraints.
Not from patterns that are known to work.
Understand first, draw second. Never the other way round.
I work across research, content structure, flows, prototypes and testing.
Every choice has a reason and can be explained without acrobatics.
That is what makes a product hold up over time, grow without breaking, and survive the people who ask good questions.
Design systems
Components, tokens, documentation, handoff.
A design system is not a component library. It is the set of decisions a team no longer has to re-argue.
I teach this at university level, to students who find every hole in a system within a week.
Which is the fastest way I know to build systems that do not have holes.
It sounds obvious. It is usually where things break.
Teaching
I teach UI/UX Design at IED, IUSVE and BigRock, and wrote a UI/UX course for Coursera.
Not which tools to use, but how to think before using them.
The courses work on method, critical thinking and the ability to justify a decision.
Teaching changed how I design. You cannot explain a decision to thirty students without first understanding exactly why you made it.
And they will always find the part you had not thought through.
Six years of that is the best design review process I have had.
Decisions, not decoration
A project starts from explicit problems and constraints. Design exists to make defensible decisions, not to make them prettier.

Pierfilippo
What is not working in the product?

Company XYZ
We would like to redo the interface.

Pierfilippo
Let us start with the problem, then the design.
Method, not shortcuts
Every project begins with a clear problem and explicit constraints.
Design comes after, once there is something worth deciding.
Choices you can defend
Every design decision is traceable and argued.
If you cannot explain it, it is not a good decision.
Systems that outlast me
Projects, systems and courses share one goal: leaving behind a method that works without me.





