Open for two new projects this autumn

Interfaces you want to reach out and touch.

I'm a product designer in Utrecht building calm, tactile digital surfaces for health, finance and small studios — where a shadow does the job a border used to.

Flat, forgettable
Soft, held

Recent collaborators

Verdant Health Nord Finance Aster Studio Kinfolk Market Halcyon Travel Loam Coffee

Selected work

Six projects from the last three years, spanning health tracking, banking, travel and brand systems.

Daily rhythm, redesigned

Verdant Health

Rebuilt the daily tracking flow around soft, single-tap cards — cutting missed logs by a third in the first month.

Onboarding without the paperwork feel

Nord Finance

Replaced a nine-step form with a raised, conversational sequence that halved account setup time.

A design system for a five-person studio

Aster Studio

One shadow scale, twelve components — enough structure to move fast without losing the studio's handmade feel.

Making a marketplace feel like a shelf

Kinfolk Market

Product cards that press in when tapped, borrowed from the feel of picking something up in a shop.

A booking flow with fewer decisions per screen

Halcyon Travel

Split a dense five-field search into a raised, sequential picker — trip completion rose 21% on mobile.

A subscription checkout that doesn't feel like a trap

Loam Coffee

Rebuilt plan-switching and pausing as an obvious, always-visible control instead of a buried settings page.

How I work

Three things I return to on every project, whatever the brief.

a

Shadow as hierarchy

Depth tells people what's interactive before they've read a word. I'd rather raise a button than label it "tap here."

b

Motion that answers you

A card presses in when you touch it, settles when you let go. Nothing moves on its own — every animation is a reply.

c

One material, everywhere

Same surface, same light source, across the whole product. Consistency is what makes softness feel intentional and not accidental.

What a project looks like

Four stages, roughly three to five months depending on scope.

1

Discovery

Two weeks with your data, your support tickets, and your team to find where the product is actually losing people.

2

Shape

Rough flows and grey-box screens, reviewed with your team every few days rather than presented once at the end.

3

Build

Full visual and interaction design, handed to engineering in workable batches instead of one large file drop.

4

Handoff

A short internal guide so your team can keep extending the system after I've moved to the next project.

Toolkit

What I actually design and prototype with, day to day.

Figma Framer Principle Design tokens Design systems Motion design Accessibility audits Workshop facilitation Notion Arc

I started out designing print for a small publisher in Nijmegen, which is probably why I still think in terms of weight, light and paper before I think in pixels.

For the past eight years I've worked as an independent product designer, usually joining a team for three to six months to take one part of a product from rough idea to shipped release. I like problems with real constraints — a support team that's drowning, a form nobody finishes, a dashboard nobody opens twice.

Outside client work, I run a small monthly write-up called Soft Notes, on tactile interface details other people usually skip.

8
Years independent
40+
Products shipped
3
Design systems built
2018 — present
Independent product designer
Utrecht, working with teams across the EU
2015 — 2018
Designer, Bureau Nijmegen
Editorial and print design for regional publishers
2011 — 2015
BA Graphic Design
Willem de Kooning Academy, Rotterdam

What people say

Two notes from recent collaborators.

"Talia was the first designer on our team who could explain why a shadow was two pixels too dark. That precision is the whole reason the redesign held up a year later."
Rik Bergman — Head of Product, Nord Finance
"She joined for what was meant to be a six-week audit and ended up rebuilding our entire component library — we're still using it two redesigns later."
Sanne de Wit — Founder, Kinfolk Market

Soft Notes

A monthly write-up on tactile interface details — recent entries.

Why two shadows read as one surface

The light-and-dark pairing isn't decoration — it's what tells your eye a card and its background share the same material.

Read the note

Press states are underrated

Most teams design a hover state and stop. The moment right after a tap is where trust in an interface is actually built.

Read the note

Designing for one light source

Picking a single, consistent angle for every shadow in a product is a small decision that quietly holds the whole thing together.

Read the note

Common questions

A few things people usually ask before we start.

What's your process for a new project?+

Usually discovery, shape, build and handoff over three to five months — outlined above. Smaller engagements compress the first two stages into a single week.

Do you work with in-house teams, or solo?+

Both. Most projects have me embedded alongside your product and engineering team; some are a solo audit with a handoff document at the end.

What tools do you design and prototype in?+

Figma for interface work and design systems, Framer or Principle when a flow needs to be felt rather than described.

Are you open for smaller, one-off audits?+

Yes — a one-to-two week review of a specific flow, with a written report and a short set of prioritized fixes.

Have a project that needs a softer touch?

I take on two or three engagements at a time, usually starting a month or so out. Tell me what you're building.

talia@taliavoss.design