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Product ID & creative direction

Give your product an identity that sets it apart, and prove it before you build.

An art direction held from the first mock-up to the last screen, and prototypes your users really handle — before the first line of code is written.

01.Your challenges

This may sound familiar if…

  • 01.

    A product that looks like all the others.

    Off-the-shelf components and the trends of the moment produce interchangeable interfaces. With no stance of its own, your product says nothing and is not remembered.

  • 02.

    Approved mock-ups that do not survive development.

    With no shared rules between design and engineering, every screen is renegotiated along the way. The original intent dilutes, and nobody knows what the reference is any more.

  • 03.

    Experience decisions taken without evidence.

    Decisions are made in meetings, on instinct, on frozen screens. The real trade-offs only come after launch, when fixing costs ten times more.

  • Group photo of the team gathered on benches
  • A designer and a designer working side by side
  • Two speakers presenting Prysm to an attentive room
  • Two designers in conversation on a studio sofa
  • Three team members talking in a bright room
  • Un designer montre son écran à une collègue, tous deux assis sur un canapé
  • Three team members talking, laptops on their knees

02.Our method

Our approach

  1. Two speakers presenting Prysm to an attentive room

    01/ 04

    Set out a visual territory that is yours.

    We explore several art directions, test them against your brand and your market, and keep the one that sets you apart for good.

  2. A Prysm round table, mic in hand, in front of the magazine poster

    02/ 04

    Draw the journeys that carry the promise.

    The key screens are drawn down to the detail: hierarchy, density, motion. What matters is visible at once, the rest recedes.

  3. Group photo of the team gathered on benches

    03/ 04

    Prototype to confront, not to illustrate.

    We build a prototype people can handle and put it in your users’ hands. What we learn in a week of testing is worth six months of debate.

  4. Three team members talking in a bright room

    04/ 04

    Hand over a direction the teams can hold.

    Principles, components, usage rules: the art direction is documented so it can be applied without us, screen after screen.

Related business cases

L’écran d’accueil de Brut.Radar sur un moniteur, devant une grille sombre semée de carrés rouges et les anneaux d’un radar
L’application de la station sur un téléphone, devant un skieur dans la poudreuse