MMXXVI
Maker
About D&B
Dexter Barrett.
UX / UI Designer · New York
I'm a product designer with a love for systems thinking and narrative craft. I work across research, interaction, interface and physical form — and I ship the things I make.
My work lives at the intersection of rigorous research, elegant interaction, and thoughtful visual language. I'm drawn to projects where accessibility and refinement are not in tension — where the most rigorous design is the most beautiful one.
I've taken projects from sketch to shipped MVP alone — writing the code, running the tests, cutting the deploy — because the fastest way to know if a design works is to hand a real thing to a real person.
A specimen.
The annual is set in Fraunces, a variable typeface with axes for weight, optical size, softness, and a quiet "wonk." Move the sliders.
Practice, by discipline.
I. Research
- User interviews & field researchsince '23
- Journey mapping & synthesissince '23
- Usability testingsince '24
- Competitive & landscape analysissince '23
II. Interaction & Interface
- Prototyping (Figma, ProtoPie)since '23
- Motion designsince '24
- Information architecturesince '24
- Design systemssince '24
- Accessibility (WCAG)since '23
- Visual & typographic designsince '23
III. Physical Product
- Wearable interaction designsince '24
- Haptic system designsince '24
- Industrial form-factor conceptingsince '24
- Sketch → 3D → mockup workflowsince '24
IV. Shipping
- HTML / CSS · hand-setsince '23
- React / Next.jssince '25
- Solo MVP launchessince '24
- Static & PWA deploys (Vercel)since '24
A few things I believe, written down so you can disagree.
Design is the act of making decisions easier for someone else. Every screen is a small kindness or a small inconvenience; very little of it is neutral. I try to err on the side of kindness, and to be specific about who I am being kind to.
Accessibility is not a feature — it's a posture. Designing for the edge of human experience tends to produce work that is better at the center, too. The ramp in front of the building helps the cane-user, the parent with the stroller, and the kid with the skateboard. Universal design is just thoughtful design, told from a different angle.
Restraint is the floor, not the ceiling. There is room — always — for one detail that surprises the reader. A drop cap. A footnote that opens like a door. A weight axis that swings on hover. The whole point is to feel a little more awake afterward.
And distance from the ship kills good design. I've built the ring, the glove, the glasses, and the little sites they'd live on — not because I love writing code, but because a real thing in someone's hand tells you the truth faster than any Figma file. I'll take shipped & honest over polished & hypothetical, every time.