Eclipse Checker
Check whether you'll be able to see the eclipse on 12 August '26
Platform: iOS
Status: Shipped - Discontinued
Products built on understanding
Eclipse Checker
Check whether you'll be able to see the eclipse on 12 August '26
Platform: iOS
Status: Shipped - Discontinued
Krite
Analyze your device and discover which iPhone suits you best.
Platform: iOS
Status: On development
More products coming.
We develop our own products. But meanwhile we can help you make yours even better.
Research to learn what's happening.
Design and build something great.
Measure what matters, then iterate.
Not necessarily big problems, but everyday ones too. Trying to tackle major problems through design alone is, in my view, an overestimation of design. Major problems are multidisciplinary and require a systemic perspective, while acknowledging that, in many cases, solving them may come close to being utopian.
“We shape our tools, and thereafter our tools shape us.” — John M. Culkin
The products we create have an impact on society, even when their adoption is small. That is why we should create products that make people's lives just a little bit better.
A digital product can address part of a problem, but not necessarily its underlying causes. We need to understand the social, cultural and economic context in which the problem exists, and be honest about what part we can solve and what lies beyond our reach.
Recurring payments require recurring value. Subscriptions make sense when there is recurring use, service, maintenance or cost that justifies them. Not simply because they make it possible to earn more money.
Reality is not black and white, and any product can have both positive and negative consequences. What matters is assessing that balance. Believing that the market will naturally tend to offer products with a positive impact means ignoring the incentives built into the system, as well as the fact that what works in the short term may be harmful in the long term, and vice versa. We are neither judges nor the owners of the truth, but our intention should be to improve people's lives, listen to those who use our products, and take responsibility for their consequences.
Maximizing profit should not be the reason for launching one. A project needs to make money to sustain itself, improve and keep creating. Sustainability is one thing; extracting the maximum possible value from every user is another.
Adding technology simply because it is available or fashionable does not make a product better. It should improve the delivery of value in some way, whether by reducing costs, improving the experience, solving the problem more effectively, or creating a positive impact for the user or society.
We should not use our knowledge of behavior, design or technology to get users to do something that goes against their own interests. Dark patterns are dishonest design and have no place here.
Researching a problem may also lead us to decide that a product is not worth building. We do not know everything, and there will always be uncertainty, but reducing it helps us make better decisions and build better products.
The newer a proposal is, the harder it may be to know in advance whether it will work. In some cases, the only way to learn is by launching. Research helps reduce uncertainty, not eliminate it. Making mistakes is part of the process, as long as we are willing to observe, learn and correct course.
It is not enough to ask whether we can build something, whether there is a market for it, or whether it can be profitable. We should also ask whether it is worth existing.
Located in Valencia, Spain.