home.mdx
geo-aeo.mdx
positioning.md
seo.md
gtm-engineering.md
copywriting.md
ux-design.md
audit.md
templates.md
UX SPRINT · 2 CLIENTS / MONTH

Your product works. People leave anyway.

People have an instinctive resistance to products that feel AI-built. They cannot always say why. They just leave. Strategy, ruthless subtraction, and a delight layer that earns the habit.

// good copy is wasted on a bad layout. we fix both. same sprint.

Strategy before pixels
Ruthless subtraction
Visual system
Delight layer
↯ no AI-generated layouts↯ no feature accumulation↯ no five founders designed this↯ no pretty but unused↯ no copy buried in bad layout↯ no Figma that never gets built↯ no gamification as gimmick↯ no onboarding that loses people↯ no subtraction skipped↯ no AI-generated layouts↯ no feature accumulation↯ no five founders designed this↯ no pretty but unused↯ no copy buried in bad layout↯ no Figma that never gets built↯ no gamification as gimmick↯ no onboarding that loses people↯ no subtraction skipped
Head 03 / 06

UX: the head that makes everything else stick.

Good positioning finds the buyer. Good copy lands the message. Good GTM fills the pipeline. If the product experience does not earn the habit, all three just accelerate churn. UX is where acquisition becomes retention.

Hydra head representing UX design, strategy-first product design for B2B SaaS03Head 3 / 6 · strategy first

The wound

UX & Design

“People have an instinctive resistance to products that feel AI-built.”

The pain

Five founders in a room, no design system, features added without subtracting anything, a Figma that never matched the build. The product technically works. Nobody comes back.

The cut

Strategy first. Cut what is not necessary, even if it is pretty. Build the visual system. Layer in the delight that earns the habit. Design and implement in the same sprint.

Does your product have a UX problem?

01

Users complete onboarding and never come back. The product works. The experience doesn't.

02

You added a feature. Nobody found it. It lives in a menu nobody opens.

03

Five people designed this product. You can tell.

04

The Figma looked perfect. The build doesn't match. The feeling doesn't match the Figma either.

05

Your NPS is 6. Users say it's fine. Fine means forgettable.

06

Everything feels AI-generated because it was designed by prompts, not decisions.

07

Your copy is good. The layout buries it. Nobody reads past the fold.

08

Users ask support questions that the UI should have answered before they needed to ask.

Three or more. UX problem. Fixable in two weeks.

Full UX auditDesign systemOnboarding flowUser journey mapComponent libraryFigma + implementationGamification layerCopy-layout alignment
The discipline

Four steps. Strategy before any pixel.

UX takes strategy first. Positioning, ICP, tone — these are design decisions. Everything in Figma and everything in code exists to serve those decisions. Delight is the last layer, not the first instinct.

UX design method
  1. 01

    Strategy first

    align

    No pixel moves before positioning is clear. Who is this for, what do they feel when they arrive, what do they do first, what do we want them to feel when they leave. Branding, ICP, tone. These are design decisions made before Figma opens.

  2. 02

    Ruthless subtraction

    cut

    Good UX keeps everything necessary and removes everything that is not. Even if it is pretty. Especially if it is pretty. Every screen gets audited: what earns its place, what confuses, what was built for the demo and never for the user.

  3. 03

    Visual system

    build

    Colors, typography, spacing, component patterns, dark and light modes. A design system is not a Figma kit. It is a shared language between designers and developers that means the build matches the intent. We define it and implement it in the same sprint.

  4. 04

    Delight layer

    feel

    People are in for fun any time. The product that earns a habit is the one with a moment of delight: a satisfying onboarding beat, a micro-interaction that rewards completion, a progress bar that makes the next step feel close. Gamification as product logic, not as gimmick.

Strategy firstRuthless subtractionDesign systemsFigma + implementationOnboarding flowsGamification layerComponent librariesCopy-layout alignmentStrategy firstRuthless subtractionDesign systemsFigma + implementationOnboarding flowsGamification layerComponent librariesCopy-layout alignment
MANIFESTO.txt
$ cat why_ux_fails.md

People have an instinctive resistance to products that feel AI-built.

They cannot tell you why. They just leave.

The reflex is always to add. The discipline is to cut.

Good UX means keeping everything necessary and letting go of things that are BS, even if they are pretty. Especially if they are pretty.

What we believe.
  • Pretty but unused featuresDiscoverable, necessary, nothing more
  • Five founders designed thisOne system, every decision aligned
  • Gamification as gimmickGamification as product logic
  • AI-generated layoutsHuman UX that feels handcrafted
  • Good copy buried in bad layoutCopy and layout as one system
  • Onboarding that explainsOnboarding that makes users feel smart
// TL;DR: UX is not decoration. It is the product logic that decides whether a user comes back tomorrow. Strategy before pixels. Subtraction before addition. Delight as the reason they stay.
the-model.txt
HuntingHydra
// who's designing

Figma and code. Same brain. Same week.

Design and implementation in one sprint. No handoff to a developer who interprets the spec differently. No account manager, no junior draft. The Figma and the build share a head.

The kit
FigmaTypeScriptNext.jsTailwindCursorFramer MotionStatsigHotjarClaude + GPT
WHY_IT_WORKS.md

Design that stays in Figma
is not design.
It is a sketch. We ship the thing.

The gap between the design and the build is where UX dies. We close it by doing both. Figma, implementation, and copy live inside the same sprint. The system works because nobody had to translate it.

  • 01We design and build in the same sprint. The Figma and the implementation live in the same head. No translation loss.
  • 02Strategy before pixels. Positioning, ICP, and tone are decided before any component gets designed. The system reflects the product intent.
  • 03Copy and UX are the same problem. A line that reads well needs a layout that gives it space. We handle both.
  • 04Gamification is not cosmetic. It is the reason users come back tomorrow. We build the mechanic that earns the habit.
  • 05We audit for subtraction, not addition. The reflex is always to add. The discipline is to cut. We cut first and ask what is missing after.
PRICING.json

UX sprint. Fixed.

Two weeks. Fixed scope. Design system and core flows implemented by the end of sprint.

SINGLE SPRINTUX audit + design system
$10k
/ sprint, all-in

Full audit, ruthless subtraction, design system built and implemented. The foundation everything else runs on.

Start the hunt →
MOST HUNTEDUX + Copy
$20k
/ sprint, all-in

Copy and layout built as one system. Words that land need space that serves them. Two weeks, same sprint, both fixed.

Start the hunt →
FULL CUTFull studio
$30k
/ sprint, all-in

Positioning, copy, UX, SEO, GEO, GTM. Every head. Every weapon. One two-week sprint.

Start the hunt →
// ADD-ONS
UX retainer
// monthly iteration, new flows, component expansion, onboarding optimisation
$2k–$4k / mo
Conversion audit
// full-funnel teardown: where UX is losing you activation and why
$3k one-time
FAQ.txt

Questions before you summon.

Users cannot always articulate it, but they feel it: inconsistent spacing, copy that sounds machine-written, interactions that have no friction but no delight either. The product technically works but feels like nobody cared. That feeling drives churn more than bugs do.

A beautiful design for the wrong ICP is a beautiful mistake. Positioning decides who the product is for and what they should feel. Every design decision from that point serves that answer. Without it, you get a Figma that looks impressive and converts nobody.

Every product accumulates features nobody uses, screens nobody finishes, and tooltips that prove the UI was confusing. Subtraction means auditing every element: does it earn its place, or does it exist because someone fought for it in a meeting? We cut before we add.

Both. In the same sprint. The Figma and the implementation share a brain, so what gets designed gets built as designed. No handoff to a developer who interprets the spec differently.

Good copy buried in a bad layout converts nothing. The headline needs space. The CTA needs weight. The scroll needs to pace the argument. Copy and layout are the same problem and we treat them as one.

Not points and badges. The mechanic that earns a habit: a progress indicator that makes the next step feel close, an onboarding beat that rewards the first win, a notification that arrives at exactly the right moment. Fun is not optional in B2B. It is the reason people come back.

Yes. Existing brand tokens, component patterns, and voice guidelines are inputs, not obstacles. What we change is the structure, the hierarchy, and the moments that are not working. We extend systems, not replace them.

Audit, system, core flows, implementation. Yes, two weeks. The speed is possible because there is no handoff queue. Same sprint as everything else we do. Scope gets fixed before the sprint starts.

SUMMON_HUNTER.exe

Start the hunt.

Pick the head. Describe the wound. One email back tells you if this is the right fit.

Which head? (pick all that apply)

After the sprint

The system is set. Users start staying.

Good positioning, copy, SEO, and GTM all bring people in. UX is the only one that keeps them. Fix the experience and everything upstream compounds harder.

Six-headed hydra sleeping peacefully after the UX sprint