About

I’m Carol, a senior product designer. I work where products ask people to stay: debt renegotiation, payments, consent, and today, retention flows and design systems in fintech.

How I work

I’m curious about how people behave, think and decide in front of a screen. Most of my work starts there: listening closely, reading the data, and asking the question that changes the brief.

I’ve designed for millions of people trying to understand and renegotiate their debts at Serasa Experian, for healthcare professionals at Sensorama Design, and end to end as a freelance designer, from discovery to design systems and launches.

My position is simple. Retention built on confusion or pressure is borrowed time. The products I want to make keep people because they are trustworthy, clear and easy to use.

I work closely with product, engineering, business and legal, and I see design as the way a team turns ambiguity into something it can build.

How I usually work, by phase

Research and discovery
shared the work, 2 of 4
I don’t always start from zero. Sometimes I join a project halfway, with a direction already set.
Definition and strategy
led with full autonomy, 4 of 4
Framing the problem and deciding what to build.
Design and systems
led with full autonomy, 4 of 4
Flows, writing, interfaces and the systems behind them.
Delivery and measurement
led, with input from others, 3 of 4
I see the work through launch. After that, responsibility usually moves to product and engineering.

Where the dot comes from

Outside work, I crochet and I play video games. Both build large things out of one small square. A crochet pattern is a grid of stitches, and a game sprite is a grid of pixels. Each only works when every unit is counted and in the right place.

That is where the dot on this site comes from. Every project here has a 4×4 grid of dots that describes my part in it, one row per phase of the work. The dots are never decoration: each one carries information. The grid above is mine, and the full legend is on Unrecognized Debts.

I also love stories, in books, films, series and games. I think that shows in how I design: with empathy, structure and a sense of narrative.