Juno Pell avatar

Juno Pell

Product designer, illustrator

LV

11

Full heart
Full heart
Full heart
Full heart
Half heart

4.9 from 62 client reviews

2 project slots open for November

Compass

World map

01

Brand Coast

4 dungeons

02

Product Highlands

6 dungeons

03

Motion Peaks

3 dungeons

04

Drawing Woods

5 dungeons

05

The Workshop

Home base

Juno

I design products people want to explore.

Pick a region on the map to open its case studies, or scroll down to read the log.

▼

Quest log · Start here

Three things to know before you explore.

The short version, for anyone in a hurry. The long version is spread across the island.

The short version, for anyone in a hurry. The long version is spread across the island.

Quest 01 · Who

I’m Juno, a designer who draws.

Eleven years of product design, brand work and illustration, most of it for small teams who care about details.

Quest 02 · What

Apps, brands and the drawings in between.

I design the screens, the system behind them and, when it helps, the little characters that make them friendly.

Quest 03 · For whom

Small teams with a big idea.

Studios, makers, museums and start-ups. If you can sit around one table, we will get on well.

Dungeons · Case studies

Eight dungeons cleared. Pick a door.

Each case study is a dungeon: the problem, the boss fight and the loot we brought home. Drag or scroll sideways.

Each case study is a dungeon: the problem, the boss fight and the loot we brought home. Drag or scroll sideways.

Regions · What I do

Five regions, one island.

The island map
Clouds

Every region holds its own dungeons. Brand work lives on the coast, apps up in the highlands, and the drawings grow in the woods.

01

Brand Coast

4 dungeons

Identity systems

Logos, type and the rules that hold a brand together. Most quests start here: a small studio or maker who has outgrown a logo from 2011.

02

Product Highlands

6 dungeons

Apps and dashboards

Mobile apps and web tools that people open every day. I map the flows first, then design the screens, then sit with real users until nothing surprises them.

03

Motion Peaks

3 dungeons

Motion and prototyping

Interfaces that move with a reason: onboarding that teaches by doing, transitions that show where you came from, prototypes that settle arguments.

04

Drawing Woods

5 dungeons

Illustration

Picture books, spot illustrations and product mascots, drawn in pencil first and finished in colour. The part of the island I visit every single day.

05

The Workshop

Home base

About and process

Where the quests begin. A two-desk studio above a bakery in Leith, a shelf of sketchbooks, and a process you can read in five steps.

✦ Achievements · 6 chests opened

Six things I found along the way.

Every chest on this island held something real: an award, a talk, a streak, a promise kept. Scroll to open them. Each one lands in the inventory with the story of how I got it.

Every chest on this island held something real: an award, a talk, a streak, a promise kept. Scroll to open them. Each one lands in the inventory with the story of how I got it.

Inventory

06 / 10

Golden Cup
Golden Cup
Golden Cup
Golden Cup
Golden Cup
Golden Cup

Quests finished

142

Client hearts

4.9 / 5

Stamina this month

35%

?

?

?

?

An open treasure chest glowing from inside
Golden Cup

You got

The Golden Cup!

Product of the Year at the Fieldnote Awards, for Tidebook: the sailing planner 180,000 people now use every weekend.

Fieldnote Awards

Product of the Year

An open treasure chest glowing from inside
Golden Cup

You got

The Harbour Medal!

Silver for identity at the Harbour Type Club, for the Kiln & Coast rebrand. The wordmark was cut by hand, then drawn again 41 times.

Harbour Type Club

Silver, Identity

An open treasure chest glowing from inside
Golden Cup

You got

The Speaker’s Gem!

Closing keynote at Interface North: “Maps are the best onboarding.” 1,400 people in the room, and a very long queue for questions.

Interface North

Closing keynote

An open treasure chest glowing from inside
Golden Cup

You got

The Sketchbook of 1,000 Days!

One drawing every day since March 2023. The streak is still alive, and the sketchbook shelf is on volume nine.

Daily practice

1,000 drawings

An open treasure chest glowing from inside
Golden Cup

You got

The Mentor’s Key!

Sixty-four junior designers mentored, one hour a fortnight. Twenty-three of them now lead teams of their own.

Mentoring

64 designers

An open treasure chest glowing from inside
Golden Cup

You got

The Wayfinder’s Compass!

Rebuilt the wayfinding of a 40-year-old museum. Lost-visitor calls fell from 30 a week to 9, and visits went up by a quarter.

Halden Maritime Museum

Visits up 23%

Inventory · Tools

Everything in my bag, and how well I use it.

Levels are honest. Ten means I could teach it; five means I can get you there and know who to call.

Levels are honest. Ten means I could teach it; five means I can get you there and know who to call.

Figma

Lv 10

9 years

Pencil and paper

Lv 10

20 years

Procreate

Lv 9

7 years

Framer

Lv 8

5 years

Rive

Lv 7

3 years

After Effects

Lv 7

8 years

Blender

Lv 5

3 years

Gouache

Lv 8

12 years

Lino cutting

Lv 6

6 years

User interviews

Lv 9

9 years

Journey maps

Lv 9

9 years

Design systems

Lv 9

7 years

Character sheet · Stats

The numbers behind the hearts.

Level

11

Years of practice, since my first job at a print shop in Dundee.

Quests finished

142

Projects shipped for 58 clients in 9 countries.

Hearts

4.9

Average client rating across 62 reviews. The 0.1 was a font argument.

Stamina

35%

How much of November is still free. Two project slots open.

Quest log · How I work

Every quest follows the same five steps.

A typical quest runs eight to ten weeks. The one-page plan in step one is signed before any pixels move.

Step 01 · Week 1

Map the territory

A one-page plan: the problem, the people, the hardest part and what winning looks like. You sign it before anything else happens.

Step 02 · Weeks 1–2

Scout the land

Interviews, site visits and, once, a day on a sailing boat. I go where your users are and watch before I ask.

Step 03 · Weeks 2–3

Sketch the route

Flows and pencil sketches, cheap enough to throw away. We pick one direction together, out loud.

Step 04 · Weeks 3–6

Fight the boss

The hardest part goes first. I prototype it and test it with real people until it stops being scary.

Step 05 · Weeks 6–10

Bring home the loot

Final design, a tidy handover your engineers will thank you for, and a check-in 30 days after launch.

Party · Kind words

The people I have adventured with.

Clients, collaborators and a few former mentees. Scroll sideways to meet the whole party.

Clients, collaborators and a few former mentees. Scroll sideways to meet the whole party.

Juno spent a day on our boat before drawing a single screen. That day is the reason the app works.

Portrait illustration

Marta Ruiz

Founder, Tidebook Labs

Client

We went from 46 reports to 5. Our café owners stopped dreading Monday mornings. So did we.

Portrait illustration

Otis Ajayi

Head of Product, Ledgerline

Client

The red line on the floor did what ten years of signs could not. Visitors just follow it and smile.

Portrait illustration

Priya Nair

Director, Halden Maritime Museum

Client

Every fortnight for two years, Juno asked me one question I could not answer. Now I ask my team the same ones.

Portrait illustration

Ben Carrow

Senior designer, once a mentee

Party member

She built a clay tree so the light would match on every page. Nobody asked her to. That is the whole point.

Portrait illustration

Lena Voss

Editor, Bramble Press

Client

The prototype came with timing values we could paste straight into code. Best handover I have ever had.

Portrait illustration

Sol Mensah

Engineering lead, Brightwell

Party member

An open chest, glowing

Save point · Newsletter

Save your progress.

One short letter a month: new dungeons, a page from the sketchbook and the odd side quest. No spam, and you can leave whenever you like.

1,900 players already saved. Last letter: “How I plan a quest”.

Clouds

Juno

So, what brings you to the island?

Pick an answer. Every choice ends in a real reply from me within two days, usually with a sketch.

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