
Senior product designer. Method before form.
Ten years across product design, design systems and brand identity.
I teach UI/UX design at IED, IUSVE and BigRock. Based in Italy, moving to the San Francisco Bay Area.
Product design
Design systems
Brand identity
Accessibility, WCAG and EAA
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.
Brand and visual identity
Identity systems, art direction and editorial design for clients including Ducati Firenze, Talent Garden and Danzainfiera.
Most product designers cannot build a brand. Most brand designers cannot ship an interface.
I have done both for ten years, because a client who needs an interface usually needs the identity around it too.
That combination is why a product can end up looking like it came from one mind instead of three teams.
Curated into the Behance Branding and InDesign galleries.
Featured five times in the Muzli Made with Studio selection.
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.





