A cohesive launch package
[ ♥ ]
Tif Flowers
Senior brand designer. Systems, web, code. @Shopify
Senior brand designer. Systems, web, code. @Shopify
Selected projects
The work I'm most proud of sits at the intersection of brand clarity and interaction quality. Here's a selection.
Skills
Skills
Skills
01
Brand systems
I build the visual logic underneath a brand. The rules that make every surface feel like it came from the same place, even when a hundred people are touching it.
Brand systems
02
Design engineering
I design in code. That means prototyping in Claude, building in React, and shipping via PR. The gap between design intent and production reality shrinks when the same person does both.
Design engineering
03
Art direction
I set the visual bar and hold it across campaigns, launches, and external partners. Type, hierarchy, colour, motion. The decisions that make something feel considered instead of assembled.
Art direction
04
Interaction & motion
I think about how things move and respond. Not as decoration, but as part of how a product communicates. Good interaction makes the brand legible in ways static design can't.
Interaction & motion
01
Brand systems
I build the visual logic underneath a brand. The rules that make every surface feel like it came from the same place, even when a hundred people are touching it.
Brand systems
02
Design engineering
I design in code. That means prototyping in Claude, building in React, and shipping via PR. The gap between design intent and production reality shrinks when the same person does both.
Design engineering
03
Art direction
I set the visual bar and hold it across campaigns, launches, and external partners. Type, hierarchy, colour, motion. The decisions that make something feel considered instead of assembled.
Art direction
04
Interaction & motion
I think about how things move and respond. Not as decoration, but as part of how a product communicates. Good interaction makes the brand legible in ways static design can't.
Interaction & motion
01
Brand systems
I build the visual logic underneath a brand. The rules that make every surface feel like it came from the same place, even when a hundred people are touching it.
Brand systems
02
Design engineering
I design in code. That means prototyping in Claude, building in React, and shipping via PR. The gap between design intent and production reality shrinks when the same person does both.
Design engineering
03
Art direction
I set the visual bar and hold it across campaigns, launches, and external partners. Type, hierarchy, colour, motion. The decisions that make something feel considered instead of assembled.
Art direction
04
Interaction & motion
I think about how things move and respond. Not as decoration, but as part of how a product communicates. Good interaction makes the brand legible in ways static design can't.
Interaction & motion


FAQs
FAQs
Every designer has strong opinions.
Here are a few of mine
We need to have an opinion. Design is a series of decisions, and the worst thing you can do is avoid making them. Safe choices (the ones that offend no one and say nothing) aren't neutral. They're just expensive noise. I'd rather defend a real decision than ship something that could have been made by anyone.
Feedback — I used to feel very attached to my work, now I welcome feedback as it often expands my original perception. It’s become one of the most valuable parts of my process, sharpening ideas and building trust.
How much more time is spent on preliminary thinking than on hands-on design. The invisible work of aligning people and framing problems often makes the visible work possible.
Empathy. Design conversations tend to gravitate toward tools, systems, and process which are all useful things. But I keep coming back to the person on the other end. Why they're there, what they're hoping for, what might make them feel understood. That's the part I find most interesting.
We need to have an opinion. Design is a series of decisions, and the worst thing you can do is avoid making them. Safe choices (the ones that offend no one and say nothing) aren't neutral. They're just expensive noise. I'd rather defend a real decision than ship something that could have been made by anyone.
Feedback — I used to feel very attached to my work, now I welcome feedback as it often expands my original perception. It’s become one of the most valuable parts of my process, sharpening ideas and building trust.
How much more time is spent on preliminary thinking than on hands-on design. The invisible work of aligning people and framing problems often makes the visible work possible.
Empathy. Design conversations tend to gravitate toward tools, systems, and process which are all useful things. But I keep coming back to the person on the other end. Why they're there, what they're hoping for, what might make them feel understood. That's the part I find most interesting.
We need to have an opinion. Design is a series of decisions, and the worst thing you can do is avoid making them. Safe choices (the ones that offend no one and say nothing) aren't neutral. They're just expensive noise. I'd rather defend a real decision than ship something that could have been made by anyone.
Feedback — I used to feel very attached to my work, now I welcome feedback as it often expands my original perception. It’s become one of the most valuable parts of my process, sharpening ideas and building trust.
How much more time is spent on preliminary thinking than on hands-on design. The invisible work of aligning people and framing problems often makes the visible work possible.
Empathy. Design conversations tend to gravitate toward tools, systems, and process which are all useful things. But I keep coming back to the person on the other end. Why they're there, what they're hoping for, what might make them feel understood. That's the part I find most interesting.
We need to have an opinion. Design is a series of decisions, and the worst thing you can do is avoid making them. Safe choices (the ones that offend no one and say nothing) aren't neutral. They're just expensive noise. I'd rather defend a real decision than ship something that could have been made by anyone.
Feedback — I used to feel very attached to my work, now I welcome feedback as it often expands my original perception. It’s become one of the most valuable parts of my process, sharpening ideas and building trust.
How much more time is spent on preliminary thinking than on hands-on design. The invisible work of aligning people and framing problems often makes the visible work possible.
Empathy. Design conversations tend to gravitate toward tools, systems, and process which are all useful things. But I keep coming back to the person on the other end. Why they're there, what they're hoping for, what might make them feel understood. That's the part I find most interesting.

