Daily rhythm, redesigned
Verdant HealthRebuilt the daily tracking flow around soft, single-tap cards — cutting missed logs by a third in the first month.
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.
Recent collaborators
Six projects from the last three years, spanning health tracking, banking, travel and brand systems.
Rebuilt the daily tracking flow around soft, single-tap cards — cutting missed logs by a third in the first month.
Replaced a nine-step form with a raised, conversational sequence that halved account setup time.
One shadow scale, twelve components — enough structure to move fast without losing the studio's handmade feel.
Product cards that press in when tapped, borrowed from the feel of picking something up in a shop.
Split a dense five-field search into a raised, sequential picker — trip completion rose 21% on mobile.
Rebuilt plan-switching and pausing as an obvious, always-visible control instead of a buried settings page.
Nord's account-opening form was built for compliance, not people — nine screens, no sense of progress, and a support inbox full of "is this still loading?" I redesigned it as a single raised card that reveals one decision at a time, with the shadow depth itself showing how far along you are.
Three things I return to on every project, whatever the brief.
Depth tells people what's interactive before they've read a word. I'd rather raise a button than label it "tap here."
A card presses in when you touch it, settles when you let go. Nothing moves on its own — every animation is a reply.
Same surface, same light source, across the whole product. Consistency is what makes softness feel intentional and not accidental.
Four stages, roughly three to five months depending on scope.
Two weeks with your data, your support tickets, and your team to find where the product is actually losing people.
Rough flows and grey-box screens, reviewed with your team every few days rather than presented once at the end.
Full visual and interaction design, handed to engineering in workable batches instead of one large file drop.
A short internal guide so your team can keep extending the system after I've moved to the next project.
What I actually design and prototype with, day to day.
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.
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
A monthly write-up on tactile interface details — recent entries.
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 noteMost teams design a hover state and stop. The moment right after a tap is where trust in an interface is actually built.
Read the notePicking a single, consistent angle for every shadow in a product is a small decision that quietly holds the whole thing together.
Read the noteA few things people usually ask before we start.
Usually discovery, shape, build and handoff over three to five months — outlined above. Smaller engagements compress the first two stages into a single week.
Both. Most projects have me embedded alongside your product and engineering team; some are a solo audit with a handoff document at the end.
Figma for interface work and design systems, Framer or Principle when a flow needs to be felt rather than described.
Yes — a one-to-two week review of a specific flow, with a written report and a short set of prioritized fixes.
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