Navigation
WorkAboutGet in touch

© 2026 Alfonso Barreiro

About

Most design problems aren't visual problems.

They're decisions someone hasn't made yet.

A designer's hand sketching lettering in a notebook on a warm wooden desk, wristwatch visible, DSLR and laptop in the frame.

Photo · Brad Neathery · Unsplash

What pulled me into design

For a long time I thought building meant writing the code. The design part was something you did after, to make it presentable.

The shift didn't happen from one moment. It happened from watching people use the things I built and seeing the gap between what I meant and what they saw. The link they couldn't find. The button they didn't know was a button. The form they abandoned halfway through, not because the data was hard but because the next step wasn't clear.

That gap is what pulled me into design. Not the visual part. The decisions underneath.

I tried a few directions before this one. Front-end engineering, which is where most career-path code people end up. Visual design, which I love but wasn't enough on its own. Eventually I landed where the work I actually wanted to do lives. Somewhere between research, decision-making, and the screens you ship.

UX/UI isn't really the right name for it. The real work is upstream of both.

How I think about the work

A few things I've come to believe.

Design is decision-making.

Everything visible on a screen is a record of choices someone made, and could have made differently. If you can't explain what you didn't build and why, you didn't really design it. You just shipped it.

Problem framing comes before pixels.

Most designs fail at the question, not the execution. What problem, for whom, under what constraints, and what would success actually mean. If those four answers aren't clear, the prettiest interface in the world won't save the work.

Prototypes are probes, not proof.

You build them to find out, not to convince. If you can't name in one sentence what the prototype is trying to teach you, you're producing, not prototyping.

Silence is never neutral.

When users do something and the interface doesn't respond, they don't think the system is processing. They think it's broken. Every action needs a reply.

Hierarchy beats decoration.

If everything on the page competes equally for attention, nothing wins. Most of what looks like visual taste is actually weight, contrast, and restraint.

On the shelf

Two books on the desk right now: Designing with Intention and Refactoring UI. The first is about how to think about design. The second is about how to make a screen actually look right. I'm trying to read them as one lens, not two separate books.

I also keep a vault of notes bigger than I'll ever finish. That's fine. I'd rather have too much material than too little.

Alpha Beta Design

On the side, I run a small studio called Alpha Beta Design. It's a portable design system and a set of microsite templates I use for client work. The portfolio site you're on is built on it. Wayfarer and Men's Sole Revival are too.

Find me in Portland

If any of this resonates, or if you have a problem you want a second pair of eyes on, the easiest way to reach me is over coffee. I keep a calendar open.

Coffee in PortlandSend a messageLinkedIn