Gert on a film set

On set, before product design took over most of my brain.

I design systems that reduce friction and feel considered in motion.

Product designer based in Estonia with a background in cinematography. Currently building Avail and running practical AI / vibe coding workshops.

Before product, I worked in cinematography.

Film taught me how attention is shaped - what people see first, how tension builds, and how timing changes understanding.

I bring that same lens into product design. Interfaces are not static screens. They are sequences, decisions, feedback loops, and moments of clarity.

On set with camera
Film set behind the scenes
On location outdoors

Experience

AvailFounding designer

Availability-first group planning system. Product direction, UX architecture, interaction logic, and collaboration with engineering.

2025-now
Digital Product Design, EKAStudent

Interaction design, product thinking, prototyping, UX research foundations, and design systems.

2025-now
CinematographyCamera / DIT

Camera work, lighting, visual storytelling, rhythm, composition, and production discipline.

2019-2025
Digital SputnikTechnical artist

Unreal Engine and technical visual workflows in virtual production environments.

2022

Proto Labor

A community for designers and builders experimenting with AI, code, and rapid prototyping.

Vibecoding workshop EKA

A practical workshop on building personal websites with AI and modern agent tools.

How I Think

Principles I return to when designing.

  1. Start with behavior

    I look for what people are trying to do, where momentum breaks, and which decisions the interface should make obvious.

  2. Design the system

    Screens matter, but product quality usually lives in the rules, defaults, states, and relationships behind them.

  3. Make complexity legible

    Good structure does not remove complexity. It gives it shape, hierarchy, and enough rhythm to be understood quickly.

  4. Prototype until it moves

    I use prototypes to test transitions, edge cases, and interaction logic before the design becomes too polished to question.

What I Do

The practical shape of my work.

  1. Product direction

    Turning ambiguous problems into structured product decisions.

  2. UX architecture

    Designing flows, states, system rules, and edge cases before visual polish.

  3. Interaction design

    Crafting behavior-driven experiences grounded in feedback, clarity, and motion.

  4. Design x engineering

    Working closely with developers to move from concept to production-ready solutions.

What I Watch

Stories about systems, pressure,
and people inside structures larger than themselves.

Mr. Robot
Devs
Scavengers Reign
Dark
Andor
Dune: Part Two

Mr. Robot

A paranoid character study where the interface itself becomes the unreliable narrator. It reshaped how I think about systems hiding the people inside them.

  • Technology
  • Power
  • Alienation