Teach by playing
The best tutorials are the ones nobody notices. I design flows that show people what to do instead of telling them, so nobody needs a manual.
Stage 01
Mara Ellison
Product Designer
I'm Mara, a product designer in Lisbon. I design software the way a good game is designed: you pick it up, you get it straight away, and you want to come back tomorrow.
I started out building interactive campaigns for museums and festivals, took a note-taking app from first sketch to launch at Fieldnote, and now lead design for a live puzzle game played by two million people a month at Kiln Games.
I work close to the code. Most ideas become a clickable prototype within a day, and I stay with a feature until it's in people's hands, watching what changes and tuning from there.
Stage 02
Three things I bring to every project, whether it's a game shop or a settings screen.
The best tutorials are the ones nobody notices. I design flows that show people what to do instead of telling them, so nobody needs a manual.
An idea isn't real until you can click it. I put rough prototypes in front of people early and let what they do decide what ships.
Keyboard support, readable contrast and motion you can switch off are part of the first sketch, not a fix at the end.
Stage 03
A few results from the work in the résumé, counted the way games count them.
2M
On the live puzzle game I design at Kiln Games.
+14%
After rebuilding onboarding and the in-game shop.
4 min
A festival ticketing flow built at Northlight Studio.
300+
My open-source kit of accessible components.
40K
Checking the Tidepool forecast before they paddle out.
48 h
Night Market, designed, drawn and coded for a game jam.
Continue?
Tell me about the game, app or idea you're working on. I read every message and reply within two working days.