UX / UI Designer · Investigate. Decide. Ship.
Alfonso
Barreiro
The gap between what a product does and what users actually need is where the design work lives. I frame it, map the trade-offs, and ship the simplest thing that closes it — sometimes by cutting features, not adding them.
Long-press to pin, pause, or remove. One surface, reversible.
About
Design is a
decision problem.
I came to design through research, not pixels. Half of every project happens before I open Figma — interviews, competitive scans, pattern analysis. The interface is the last decision, not the first.
My work spans consumer apps, content platforms, and e-commerce. The systems underneath matter as much as the interface — interaction patterns, information architecture, accessibility, handoff details. The hardest call is knowing what not to build. I've cut working features mid-project because they contradicted the brief. The case studies are honest about those moments.
Research & Discovery
Design & Systems
Delivery & Craft
How I work
The problem comes first. Figma comes last. Research shapes the brief. The brief shapes the structure. The structure shapes the interface. The decisions that matter most happen before the first frame.









