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DESIGNING THE FUTURE

DESIGNING THE FUTURE

DESIGNING THE FUTURE

THAT PEOPLE CAN USE.

THAT PEOPLE CAN USE.

THAT PEOPLE CAN USE.

ABOUT nico

I’m a Senior Product Designer focused on turning complex, multi-stakeholder problems into products people trust and adopt. I’ve built and scaled products across Fintech, SaaS, E-commerce, Logistics, Creator Economy, AI, Proptech, Traveltech, Edtech, Gaming, Government and more.
Founder of three startups, I connect business goals with honest user needs through sharp problem framing, hands-on research, and pragmatic delivery. I partner tightly with engineering—clean handoff, fast iteration, measurable outcomes—so teams move faster without breaking trust.
I care about clarity, compliance when it matters, and results that show up in retention and Time-to-Value.

ABOUT nico

I’m a Senior Product Designer focused on turning complex, multi-stakeholder problems into products people trust and adopt. I’ve built and scaled products across Fintech, SaaS, E-commerce, Logistics, Creator Economy, AI, Proptech, Traveltech, Edtech, Gaming, Government and more.
Founder of three startups, I connect business goals with honest user needs through sharp problem framing, hands-on research, and pragmatic delivery. I partner tightly with engineering—clean handoff, fast iteration, measurable outcomes—so teams move faster without breaking trust.
I care about clarity, compliance when it matters, and results that show up in retention and Time-to-Value.

What to expect

A few deep cases with a clear problem and baseline; the steps taken; the key trade-offs behind decisions; concise before→after metrics that show impact; and reusable patterns/playbooks we keep using to sustain results.

What to expect

A few deep cases with a clear problem and baseline; the steps taken; the key trade-offs behind decisions; concise before→after metrics that show impact; and reusable patterns/playbooks we keep using to sustain results.

FEATURED CASES

FEATURED CASES

FEATURED CASES

Not a museum of mockups.

Decisions. Trade-offs. Experiments. Learning.

I DESIGN SO PEOPLE ACTUALLY USE THE PRODUCT—

AND SO THE BUSINESS FEELS IT.

NOT MAGIC, JUST PROCESS

NOT MAGIC, JUST PROCESS

NOT MAGIC, JUST PROCESS

This is the short version of how I drive impact. The full movie is in the cases—this is the trailer.

This is the short version of how I drive impact. The full movie is in the cases—this is the trailer.

//PRE

REAL NEEDS + ALIGNED OKRS
USERS, PAINS & STATED ASSUMPTIONS
RISKS AND SUCCESS CRITERIA

//Production

CRITICAL PROBLEM ≫ PRIORITY
CONTINUOUS VISIBILITY WITH PM/ENG/etc.
EARLY AND FREQUENT VALUE

//Post

MEASURE: ACTIVATION • TTV • CSAT • OKRS
LEARN: FUNNELS, SUPPORT, INTERVIEWS
ITERATE FAST; HARDEN V2/V3

WHY

WHY

WHY

IT WORKS

IT WORKS

IT WORKS

What takes the process from theory to adoption and real impact.

//1

DECISION ARCHITECTURE

SHARP PROBLEM; WRITTEN TRADE-OFFS & GUARDRAILS; SHARED EXIT CRITERIA.

//2

EVIDENCE LOOP

TRACEABLE EVIDENCE: RESEARCH → INSTRUMENTATION → A/B/HOLDOUT (SAMPLE+SIG.).

//3

SYSTEMS THAT SCALE

PATTERNS & TOKENS + FRAMEWORKS & PLAYBOOKS; REPEATABLE EVENTS & CONTRACTS—AT SPEED.

//4

TRUST BY DESIGN

CONSISTENT DESIGN, PLAIN LANGUAGE, AND OBVIOUS CONTROLS FOR LOWER COGNITIVE LOAD.

A product framework created at Simetrik. It lowers cognitive load and turns hard decisions into clear, consistent, measurable experiences.

MAKE

MAKE

MAKE

COMPLEXITY

EVOLUTION

COMPLEXITY

OBVIOUS —

OBVIOUS —

OBVIOUS —

.SYSTEMS

.SYSTEMS

.SYSTEMS

VOICE OF Nico

About Image
About Image

///HOVER_KD6

FOR LEADERS

I research to decide, not to decorate. I define the problem, hypotheses, and trade-offs with precision; evidence kills assumptions and resets priorities. I use counter-metrics to avoid scoreboard theater and an evidence calendar with clear gates—what we must learn and when we stop. Instrumentation is designed in and we run tests that explain the change, so every decision is traceable to signal, not to a slide. I include opportunity cost and what we will not build. Simple promise: less noise, defendable bets, and clarity users grasp on the first try.

FOR LEADERS

I research to decide, not to decorate. I define the problem, hypotheses, and trade-offs with precision; evidence kills assumptions and resets priorities. I use counter-metrics to avoid scoreboard theater and an evidence calendar with clear gates—what we must learn and when we stop. Instrumentation is designed in and we run tests that explain the change, so every decision is traceable to signal, not to a slide. I include opportunity cost and what we will not build. Simple promise: less noise, defendable bets, and clarity users grasp on the first try.

FOR LEADERS

I research to decide, not to decorate. I define the problem, hypotheses, and trade-offs with precision; evidence kills assumptions and resets priorities. I use counter-metrics to avoid scoreboard theater and an evidence calendar with clear gates—what we must learn and when we stop. Instrumentation is designed in and we run tests that explain the change, so every decision is traceable to signal, not to a slide. I include opportunity cost and what we will not build. Simple promise: less noise, defendable bets, and clarity users grasp on the first try.

FOR TEAMS

With teams, no one works in the dark. We anchor a single source of truth and decisions are written with their why. Engineering gets executable specs; Product has success/no-go criteria; Data knows what to measure; and Design shares a quality bar: what “done” means, naming, and how we review.

FOR TEAMS

With teams, no one works in the dark. We anchor a single source of truth and decisions are written with their why. Engineering gets executable specs; Product has success/no-go criteria; Data knows what to measure; and Design shares a quality bar: what “done” means, naming, and how we review.

FOR TEAMS

With teams, no one works in the dark. We anchor a single source of truth and decisions are written with their why. Engineering gets executable specs; Product has success/no-go criteria; Data knows what to measure; and Design shares a quality bar: what “done” means, naming, and how we review.

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CONTRIBUTIONS

CONTRIBUTIONS

WHAT I GIVE BACK TO THE CRAFT.

Frequently

Frequently

Frequently

Asked Questions

Asked Question

Asked Questions

What kinds of problems are you best at?
How do you prioritize when everything seems important?
How do you measure success without vanity metrics?
What is your quality bar for the experience?
How do you lead and grow the design team?
Accessibility & ethics—how do you approach them?
What kinds of problems are you best at?
How do you prioritize when everything seems important?
How do you measure success without vanity metrics?
What is your quality bar for the experience?
How do you lead and grow the design team?
Accessibility & ethics—how do you approach them?
What kinds of problems are you best at?
How do you prioritize when everything seems important?
How do you measure success without vanity metrics?
What is your quality bar for the experience?
How do you lead and grow the design team?
Accessibility & ethics—how do you approach them?

Let'S WORK

Let'S WORK

Let'S WORK

TOGETHER

TOGETHER

TOGETHER

KEEP IT / SIMPLE, STUPID.

WHAT GETS MEASURED IMPROVES.

I BRING DEFENDABLE DECISIONS AND EXPERIENCES USERS TRUST. WHEN YOU’RE READY, I’M READY.

nicolasgarcia

nicolasgarcia

nicolasgarcia

nicolasgarcia