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.
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.

Product Highlands
2025
★★★
Tidebook
A sailing planner that reads the sea for you. Tides, wind and daylight on one screen you can use with wet hands.

Brand Coast
2024
★★☆
Kiln & Coast
A rebrand for a family pottery that ships mugs to 30 countries. A hand-cut wordmark, a glaze-inspired palette and packaging that survives the post.

Product Highlands
2024
★★☆
Ledgerline
A money dashboard for small cafés. Owners see today's takings, tomorrow's rota and the bills due this week before the first coffee is poured.

Brand Coast
2022
★★★
Halden Maritime Museum
Wayfinding for a 40-year-old museum spread across three old warehouses. Signs, a map, and a colour for every century.

Motion Peaks
2025
★★☆
Larkline Transit
A motion system for a city tram network: live boards, in-tram screens and an app that all move the same way.

Drawing Woods
2023
★☆☆
The Orchard Picture Book
Thirty-two illustrated pages about a girl who plants one apple tree a year. Pencil, gouache and a lot of patient green.

Motion Peaks
2023
★★☆
Brightwell Onboarding
An onboarding prototype that teaches a savings app by letting you use it, not by showing you slides.

Product Highlands
2022
★★☆
Fernhill Clinic
A booking app for a family clinic, designed for parents with one free hand and a very small patience budget.
Regions · What I do
Five regions, one island.


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.
Inventory
06 / 10






Quests finished
142
Client hearts
4.9 / 5
Stamina this month
35%
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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


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


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


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


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


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.
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.
Juno spent a day on our boat before drawing a single screen. That day is the reason the app works.
Marta Ruiz
Founder, Tidebook Labs
We went from 46 reports to 5. Our café owners stopped dreading Monday mornings. So did we.
Otis Ajayi
Head of Product, Ledgerline
The red line on the floor did what ten years of signs could not. Visitors just follow it and smile.
Priya Nair
Director, Halden Maritime Museum
Every fortnight for two years, Juno asked me one question I could not answer. Now I ask my team the same ones.
Ben Carrow
Senior designer, once a mentee
She built a clay tree so the light would match on every page. Nobody asked her to. That is the whole point.
Lena Voss
Editor, Bramble Press
The prototype came with timing values we could paste straight into code. Best handover I have ever had.
Sol Mensah
Engineering lead, Brightwell

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”.

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.