INDUSTRY WORKS

marcosdijuliol@gmail.com

INDUSTRY WORKS

marcosdijuliol@gmail.com

I came to product design through typography.

I came to product design through typography.

Senior Product Designer. Type is a system you only notice when it breaks. Products are the same, and that's the part I work on.

The long version

The long version

I started in art. Graffiti, letterforms, and an early obsession with how visual systems hold together. My degree was a Bachelor's in Arts with a major in Graphic Design, and the first half of it was almost entirely analogue — we spent a long time on the point as the oldest graphic resource there is, which sounds academic until you realize it's where every system starts. The second half moved into digital: composition, logotypes, type design, full brand manuals.

I loved it, and then I hit its limit. Almost everything I produced felt static. A manual sits on a shelf and communicates; it doesn't respond to anyone. I wanted the work to react. So I started designing websites at my first job, and something clicked that hadn't before — design stopped being about meeting an aesthetic standard and started having a purpose it could be measured against.

This was before UX and UI were words people used casually. Companies hired web designers to build apps, and nobody thought that was strange. When I moved to Argentina I found the discipline had a name, a method, and a market that was expanding fast. I went back to studying — courses, Sketch, then Figma — this time with a foundation in composition and systems already underneath me. The direction got very clear very quickly.

My first real UX role was at Labs, on an internal fashion commerce product. Screens, components, and feeding the design system. More importantly, it was where I learned how software actually gets built: sitting next to developers, watching a design meet a technical constraint, and finding out which of my decisions survived contact with reality.

Then the project was cancelled, and I got moved onto Salesforce. That turned out to be the most formative accident of my career. I couldn't design anything until I understood the CRM itself — its data model, its limits, what was genuinely impossible versus merely expensive. I spent four years there and led the UX team for three of them, working across discovery, kick-off and delivery for clients including Claro Brasil, Izzi México, Digital TV and Mercantil Andina. Telecommunications, insurance, media, in four countries. Every engagement started with a business I knew nothing about and a team that had been living inside it for a decade.

I joined Cactus in 2022 to build the design function for a multi-vertical POS platform, and today I lead a visual designer within it. Around 150 merchants run on it and roughly 46,000 people use it to get through a shift. The scope covers hardware POS, admin dashboards, payments, the design system holding it together, and a reporting layer that turned the platform into something merchants open to make decisions rather than to check a total. Platform work at that size gets decided with other people: engineers who know what the architecture will and won't carry, commercial teams who know what a merchant will actually pay for, and a design system that has to survive all of it. I spend real time in the venues, because a payment flow that works in Figma and a payment flow that works during a rush are not the same design.

Eight years in, the thing I'd bet on isn't a vertical. I've had to learn how a CRM data model works, how a payment actually settles, why a kitchen falls apart at nine at night, and each one made the next one faster. I work best with a developer telling me what something costs and another designer arguing with me about whether it's right; approval has never made anything I made better. AI is part of how I work now, not as a claim but as a method: design system and documentation loaded as context, Figma MCP writing straight into the file, which means I get to more versions of a hard idea before I commit to one. It hasn't changed what I consider good. It changed how much I can put in front of people before I have to.

How I think about the work

How I think about the work

Understand the business first, design second.

Understand the business first, design second.

I've never worked in an industry I already knew. Fashion, telco, insurance, hospitality, retail — each time the first job was to learn how money moves and where the operation breaks, because a design that ignores that is just a nice-looking guess. This is the part of consulting I kept.

I've never worked in an industry I already knew. Fashion, telco, insurance, hospitality, retail — each time the first job was to learn how money moves and where the operation breaks, because a design that ignores that is just a nice-looking guess. This is the part of consulting I kept.

Most problems are structural.

Most problems are structural.

When something feels wrong in an interface, the interface is usually reporting a problem rather than causing it. Redesigning the surface makes the failure prettier and just as frequent. I'd rather change the model underneath and leave the screens mostly alone.

When something feels wrong in an interface, the interface is usually reporting a problem rather than causing it. Redesigning the surface makes the failure prettier and just as frequent. I'd rather change the model underneath and leave the screens mostly alone.

The interesting states are the ones nobody demos.

The interesting states are the ones nobody demos.

Empty, denied, offline, first day, edge case. Products get judged on the happy path and lived in everywhere else. I spend a disproportionate amount of my time there, and I think it's the clearest difference between a design that survives and one that doesn't.

Empty, denied, offline, first day, edge case. Products get judged on the happy path and lived in everywhere else. I spend a disproportionate amount of my time there, and I think it's the clearest difference between a design that survives and one that doesn't.

I like being argued with.

I like being argued with.

The best decisions I've made came out of engineers telling me what it would cost and commercial teams telling me what it had to move. I work better with people who bring a constraint than with people who bring approval.

The best decisions I've made came out of engineers telling me what it would cost and commercial teams telling me what it had to move. I work better with people who bring a constraint than with people who bring approval.

What I'm looking for

What I'm looking for

An in-house senior role on a team where design has a seat in how the product is decided, not just how it looks. I'm not attached to a category — the products I've enjoyed most had nothing in common except that the underlying problem was genuinely hard.

Based in Buenos Aires, working remotely across time zones. Open to full-time roles and selected freelance projects.

An in-house senior role on a team where design has a seat in how the product is decided, not just how it looks. I'm not attached to a category — the products I've enjoyed most had nothing in common except that the underlying problem was genuinely hard.

Based in Buenos Aires, working remotely across time zones. Open to full-time roles and selected freelance projects.