Experience Design Studio

Thirty years.
The question
everyone else
forgets.

We started building things that didn't exist because the things that did exist weren't working.

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Because the things that existed

Every project traces back to a real situation, and an existing solution that wasn't good enough. We didn't set out to be a studio. We set out to solve things that hadn't been solved.

Research doesn't confirm
answers. It surfaces
better questions.

The form always follows what the research demands, not what the brief assumed. Here are three examples showcasing new answers for solutions that didn't exist yet.

  • Mythos — a therapeutic video game for children

    What the research found

    Children couldn't verbalize trauma Therapy became a video game

    What it proves

    The form follows the problem. A therapy session became Mythos — not because games seemed like a good idea, but because research showed that's what the therapeutic relationship actually needed.

  • BrandForge — a brand identity platform

    What the research found

    Small businesses got templates, not brands A template became a platform

    What it proves

    When you find what's actually true, the assumed solution falls apart. The tool didn't need better templates — it needed a completely different framework. So we built one.

  • PTKids — teletherapy for children

    What the research found

    Geography decided who got care Access became the design brief

    What it proves

    The stated problem was access to physical therapy. The real problem was that the delivery model had never been questioned. PTKids started by questioning it.

Three steps. No shortcuts.

Anyone can generate an answer. This is how we make sure it's the right one.

  1. Study

    Find the Real Problem

    Before we design anything, we go inside the problem. We talk to real people to find out what's actually going wrong and why. Most studios skip this and jump straight to solutions. We don't. Because the biggest risk isn't building something badly. It's building the wrong thing entirely.

  2. Rethink

    Throw Out the Rulebook

    We don't look at what everyone else has done and copy it. AI can do that. We use what the research tells us to imagine something different — built for this specific problem, not borrowed from somewhere else.

  3. Invent

    Bring It to Life

    We build what the research demands: not a Figma file, but code, interactive prototype, blueprint, or even a game. The form follows the problem: whatever it takes, as long as it's real.

The same process, applied
to our own problems.

We asked the same question we ask every client: who is your audience, what's actually broken, and what would it take to fix it for real? The answers became two new products, built from scratch because nothing that existed was good enough.

Studio Product

BrandForge

Small businesses were getting templates, not brands.

A brand identity platform built on 30 years of design practice and twelve Jungian archetypes. It asks the question every existing tool skips: who is this business, actually? The system is built on structural rules — not aesthetic templates — so the output is specific to the business using it.

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In Development

Education

Inkk Academy

The industry told designers that AI would do the hard part.

A live design education platform teaching designers to guide AI tools with craft knowledge and ship a real, production-quality site. Two courses covering brand strategy, visual identity, typography, imagery, Figma, Photoshop, Claude Code, accessibility, SEO, and hosting. Because knowing which tools to use, and when to override them, is the professional skill the industry actually needs right now.

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Ready to start with the right question?

Tell us what you're working on.

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