Try UXArcade

For product organizations

A shared design language for everyone shipping the product.

Bring designers, PMs, and engineers around one friction, one baseline, and one change the whole team can inspect.

One inbox, read by the people who build the work.

A pilot · four weeks

One friction, one baseline, one change you can inspect.

  1. 01
    Pick the friction

    One named problem: onboarding, critique, or a single AI workflow.

    Week 0
  2. 02
    Set the baseline

    Agree what good looks like and the evidence that would count.

    Week 1
  3. 03
    Run it on live work

    The intervention runs on real work, not exercises.

    Weeks 2–3
  4. 04
    Inspect what changed

    Look at what actually moved, against the baseline.

    Week 4

Who it's for

The first things a pilot changes, by role. Written as capabilities, never as outcomes we can't measure.

Solo designers

  • Strengthen your eyeRecognise the useful patterns already sitting in real interfaces.
  • Defend decisionsExplain the why without retreating behind taste.
  • Use AI deliberatelyGive an agent a real workflow instead of a wish.
  • Win client trustMake the evidence — and the limitations — visible.

Fresh designers

  • Learn by doingBuild instinct through short interactions, not long reading.
  • Find your vocabularyPut names to the principles you already feel.
  • Prepare for critiqueSee the issue before you see the surface polish.
  • Grow beyond toolsDevelop judgment that survives the next software change.

Product managers

  • Give useful feedbackMove the conversation from taste to rationale.
  • Catch risk earlierRecognise friction and missing states while they are cheap.
  • Align with designShare one language for the trade-off you are making.
  • Review AI outputKnow when an interface only sounds thoughtful.

Design teams

  • Onboard consistentlyGive everyone the same foundation in the same week.
  • Sharpen critiqueWarm up on a shared challenge before the real review.
  • Codify practiceTurn your process into protocols instead of folklore.
  • Protect qualityPut a standard around accelerated production.

Design engineers

  • Bridge intent and codeCarry the interaction logic through to implementation.
  • Harden interfacesFind the keyboard, loading and recovery gaps first.
  • Give agents contextMake the system legible to the tools working in it.
  • Prove the buildVerify behaviour, not the explanation of behaviour.
Not on the list?

Tell us your role and your friction

If a pilot isn't the right shape for it, we'll say so plainly.

Write to us

Straight answers

Before you write, the questions teams ask first.

What is a pilot, exactly?

Four weeks against one named friction. Week 0 picks the friction, week 1 sets the baseline and the evidence that would count, weeks 2–3 run the intervention on live work rather than exercises, and week 4 inspects what actually changed.

What does a pilot cost?

There is no published price, because the shape depends on the friction and the size of the team. Tell us what needs to improve and we’ll come back with the shape, the cost, and an honest read on whether a pilot is even the right tool for it.

Can we buy UXArcade for a whole team?

There is no seat-based team plan in the app today. If you need one, say how many people and we’ll tell you what we can do right now — rather than pointing you at a plan that doesn’t exist.

Do you do workshops, talks or consulting?

The pilot is the engagement we run. Ask about anything else and you’ll get a straight yes or no, not a proposal for work we aren’t set up to do.

Not ready to talk yet?

Try the method on yourself first.

One law, one three-minute game. If it changes how you look at an interface, imagine it across the team.