ARTEM G.
I look into the future and design products and systems to bring this future to life. I'm a design manager and product designer for special products and companies
CURRENTLY
Design Lead at Relate
FOR STARTUPS
I create product concepts, brand identity, and the foundation of visual language
FOR DESIGN TEAMS
I consult on how to build and evolve a design culture, based on unique business values shared by the team
FOR PRODUCTS AND STUDIOS
I lead design teams and handle creative direction, motivating teams to become an irreplaceable driver for business success


ONA, HIRING PLATFORM FOR EXCEPTIONAL TALENT
COOL THINGS
Reimagined HR-brand for Mars — the biggest food conglomerate in the world. With the goal to make the brand more appealing for young talent and more accessible for older specialists
Together with Kuwait government created a better internal system for government workers to manage time and get maximum out of work and life
Created a new paradigm in self-improvement for a stealth startup to help high-performing individuals marginally faster achieve their goals without compromising on life


APP THAT TAKES OFF THE HASSLE OF ROUTINE, TO FOCUS ON THE FUN
PRINCIPLES ( 1 )
Design doesn't have to be convenient. The cult of user-friendly design makes a person weak. Life evolves in confrontation, manifesting itself, asserting the right and constantly deforming itself not for the sake of ordering a pizza on the couch with the touch of a finger.


PRINCIPLES ( 2 )
Design has to be emotional. At the root of any human interaction with a design object is emotion. By depersonalizing, standardizing experience, and cultivating human-incubators, the designer embarks on the path of degradation of the trade.




ONA, ARTIFACTS
PRINCIPLES ( 3 )
Aesthetics is a fiction. There is no such thing as aesthetics, there are only daring people who find beauty in the vile and universal longing in the beautiful.


HAPPENSTANCE, FIND PEOPLE IN YOUR NETWORK
PRINCIPLES ( 4 )
Design has to be bold. A few of us are honored to be bold in our decisions, a few of us manage to create something truly valuable, beyond modular grids and typographic pairs — to go beyond the experience created.


PRINCIPLES ( 5 )
No need to be specific. Like a constructor, design should be underspecified so that points of uncertainty can be converted into points of growth.


DYNAMIC JOURNAL THAT HELPS ACHIEVE YOUR GOALS FASTER


PRINCIPLES ( 6 )
Transparency and co-creation is a priority. You can't build common greatness in a vacuum of personal perception. Whether you work with a client or a team, it has to be together, not for.


PRINCIPLES ( 7 )
People matter. That includes not only users, but also people beside you. I enjoy working with great people first, and making great products second.






PRINCIPLES ( 8 )
Designers have to be multi-modal. Once you understand how to shape experiences, it works for a site, an app, a bus, or a city. Principles carry over, and sticking to one plane is just self-imposed limitation.


STATUS
Not looking for projects, but I love meeting new people