Vol. I
MMXXVI
— Section III —
The
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.

4+Years designing
5+Projects shipped or shipped-to-prototype
4Disciplines under one roof
1Designer · front to back
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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.

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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.