I turn complicated workflows into experiences people can actually use.

Healthtech, legal-tech and AI-powered products. I listen first, decide by trade-off, and treat accessibility as a primary constraint.

Austin, TX
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My recent work: contract review for legal teams, internal tools for people working live calls, clinical trial recruitment. These users are busy. When a tool gets in their way, real work suffers.

Five projects.

Contract review for legal teams, internal tools for people working live calls, clinical trial recruitment — and an independent brand designed end to end, from identity to press. Each one leads with a decision, not a project name.

Looking for earlier work? View graphic design archive →

Four principles that show up in every project.

Discover

Cognitive walkthroughs while people are mid-task, session replays, interviews. I watch the work happen before I describe it.

Define

Journey maps, ecosystem maps, and the trade-offs written down — what we are solving, what we are deliberately not solving, and why.

Design

Sketches, flows, then high-fidelity screens with every state specified: loading, empty, error, and the cases that fall outside the script.

Test & ship

Usability sessions and prototype testing, then shipping alongside engineering and watching what changes in real use.

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 people on live calls and 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

Let's talk.