Process

What I add first isn't a Figma file. It's a sharper problem statement.

Two frames on this page. Where I add value, in the language teams already track. And how I think about the work, in the language I actually use.

Alfonso Barreiro

Where the hours go

One project. Five moves.

Rough proportions across a real engagement. Figma is the shortest of them.

twelve of one hundred

01

Framing

02

Research

03

Decisions

04

Ship

05

Figma

01Framing28h
???!

Sharpen the question. Cut the wrong-brief weeks.

02Research22h

Interviews. Clustering. The pattern surfaces.

03Decisions20h

Trade-offs named in the language the org tracks.

04Ship18h

Handoff, QA, iteration. The work ships.

05Figma12h
F

Finally, the pixels. Twelve of one hundred.

28h
22h
20h
18h
12h
0h100h
01 · FigmaFinally, the pixels. Twelve of one hundred.

Move across the ribbon to explore each move

One project. One hundred hours. Five moves.

Alfonso Barreiro

Where I add value

The shorter version of how the work pays back.

I frame the problem before Figma opens.

Most design hours go to the wrong question. I push for a sharp problem statement at the start so the team doesn't spend three weeks building a beautiful answer to the wrong brief. The case studies show the artifact; the savings happen earlier.

I tie design decisions to business outcomes.

Revenue, retention, ship dates, ML-signal integrity. Every callout you see in the case studies names a trade-off in those terms. Stakeholders stop arguing about taste when the cost is named in the language they already track.

I talk fluently with PMs, engineers, and stakeholders.

Eighteen years across marketing, operations, and product mean I can hold a technical review, a stakeholder briefing, and a research synthesis without translation cost. Less translation, fewer meetings, fewer surprises.

I run AI-augmented research and synthesis.

Claude for clustering 200-plus community posts. AI-assisted competitive audits. AI-augmented production workflows that cut a creative team's timelines twenty percent at VARA without dropping quality. The model is the second pair of hands, not the designer.

The work that shipsis the work after the decisionsare clear.
Alfonso Barreiro

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.

The best design decisions are also the cleanest business calls.

When a trade-off is named in the language the org already tracks, stakeholder debates resolve fast. Most arguments about taste are really arguments about cost that nobody named.

Translation cost between disciplines is real.

Designers, PMs, and engineers each carry a dialect. The team that doesn't need a translator between them ships faster. Eighteen years across marketing, operations, and product mean I can hold all three conversations without the relay.

Eighteen years across all three · no relay needed

Alfonso Barreiro

If any of this reads like the seat you're trying to fill, the case studies show it running in the artifact. The contact page is the shortest way to start.

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