I turn complicated workflows into experiences people can actually use.

I listen first, decide by trade-off, and treat accessibility as a primary constraint.

Austin, TX
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My recent work: clinical trial recruitment, contract review for legal teams, internal tools for nurses and call center agents. These users are busy. When a tool gets in their way, real work suffers.

Looking for earlier work? View graphic design archive →

Four principles that show up in every project.

01

Listen for the third version of the problem.

The best brief I've ever gotten was someone describing the same complaint three different ways. The third version was the real problem. Most of my early process is finding it.

02

Start simple.

When I sketch three directions, I ship the simplest one that solves the actual job. Complexity gets added later, only if testing proves it's needed.

03

Accessibility is a primary constraint.

Working with patients in clinical trials and nurses with limited screen real estate shaped how I think about the difference between an interface that works for the average user and one that works for everyone.

04

AI is part of my toolkit.

Claude and Cowork sit alongside Figma in my daily process. Useful when the task is well-defined; not a substitute for talking to actual users.

From print to product, with the same eye for detail.

I started in graphic design — branding, print, interior, web. I moved to product because the problems felt bigger, but the principles were the same: clarity over decoration, hierarchy that does real work, and restraint as a design tool.

Now I work in cross-functional remote teams on software people use every day at work. Accessibility is built in from the start.

Read more about me
Aniett Freyre — product designer portrait

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