Me

Recruiters

Design directors

Engeneers

The honest version

Hello, I'm Daniel. I design digital products and the systems behind them — and I care as much about how they feel as about how they work.

21 years in digital product design for home and international clients across industries — currently available for the right team.

I take pride in my craft, build strong cross-functional partnerships, and design for what people remember afterwards

not(engineer) — but I build design systems documented well enough that handoff is boring.

Curiosity. Research. Hours. Sleep. No sleep. Cmd+Z. Coffee. Doubt. Questions. Analysis. A silly idea. A good idea. Discussions. Clarity.
Not necessarily in that order.

Me

Recruiters

Design directors

Engeneers

The honest version

Hello, I’m Daniel. I design digital products and the systems behind them — and I care as much about how they feel as about how they work.

21 years in digital product design for home and international clients across industries — currently available for the right team.

I take pride in my craft, build strong cross-functional partnerships, and design for what people remember afterwards

not(engineer) — but I build design systems documented well enough that handoff is boring.

Curiosity. Research. Hours. Sleep. No sleep. Cmd+Z. Coffee.Doubt. Questions. Analysis. A silly idea. A good idea. Discussions. Clarity.
Not necessarily in that order.

Me

Recruiters

Design directors

Engeneers

The honest version

Hello, I’m Daniel. I design digital products and the systems behind them — and I care as much about how they feel as about how they work.

21 years in digital product design for home and international clients across industries — currently available for the right team.

I take pride in my craft, build strong cross-functional partnerships, and design for what people remember afterwards

not(engineer) — but I build design systems documented well enough that handoff is boring.

Curiosity. Research. Hours. Sleep. No sleep. Cmd+Z. Coffee. Doubt. Questions. Analysis. A silly idea. A good idea. Discussions. Clarity.
Not necessarily in that order.

Brands I worked for across industries and borders

Brands I worked for across industries and borders

Brands I worked for across industries and borders

A1

Airtracks

Almentor

AUBG

BNP Baribas

BTV Group

Chaos

Disney

Econt

Chaos

Disney

Econt

Happy

Kooth

NLA

TaxiMe

SOpharmacy

Ucha.se

Uniqa

UNICEF

Vercida

SOpharmacy

TaxiMe

Ucha.se

Uniqa

UNICEF

Vercida

Background

Background

Background

Despark

Despark

Senior Product Designer

Senior Product Designer

Senior Product Designer

2015 - 2026 Sofia, Bulgaria

2015 - 2026 Sofia, Bulgaria

Eleven years designing complex products in education, entertainment and insurance for international clients. I owned UX and UI end to end: research and information architecture at the start, design systems and interface through the build, and the arguments in between — with clients, product owners and engineers — that decide which version actually ships. Several engagements ran three years or more, long enough for consistency to become a discipline rather than an intention.

Melon

Melon

Senior Graphic Designer

Senior Graphic Designer

Senior Graphic Designer

2005 - 2015 Sofia, Bulgaria

2005 - 2015 Sofia, Bulgaria

I started here straight out of design school in Madrid, when websites were still posters that happened to be online. Ten years later they were responsive, apps had arrived, and the job had been redefined twice. I learned the craft, then learned to keep it useful as the ground kept moving — which turned out to be the more valuable skill.

Approach

Approach

Approach

People return to a product for how it treated them while it worked: friction they never noticed, and the small sense that someone thought about them. Everything I design is built around that exchange — clear enough to move through without thinking, and human enough that thinking about it feels good.

People return to a product for how it treated them while it worked: friction they never noticed, and the small sense that someone thought about them. Everything I design is built around that exchange — clear enough to move through without thinking, and human enough that thinking about it feels good.

People return to a product for how it treated them while it worked: friction they never noticed, and the small sense that someone thought about them. Everything I design is built around that exchange — clear enough to move through without thinking, and human enough that thinking about it feels good.

Product Design

Product Design

Product Design

I start with the path, not the surface. What people can follow, then what makes them want to — because the second has nothing to hold onto without the first. Get the order right and most design problems never show up.

I start with the path, not the surface. What people can follow, then what makes them want to — because the second has nothing to hold onto without the first. Get the order right and most design problems never show up.

User + UX Research

Research tells me what people actually do, which is rarely what anyone predicted — including them. I look for the moments of friction, because those are specific enough to act on. Market research does the same job one level up: it tells me which conventions people actually rely on and which ones everyone copies out of habit.

Research tells me what people actually do, which is rarely what anyone predicted — including them. I look for the moments of friction, because those are specific enough to act on. Market research does the same job one level up: it tells me which conventions people actually rely on and which ones everyone copies out of habit.

Wireframing + Prototyping

I test the shape before the surface. Low fidelity first, because it's easier to change a structure than to defend one — so the expensive decisions get made while they're still cheap.

I test the shape before the surface. Low fidelity first, because it's easier to change a structure than to defend one — so the expensive decisions get made while they're still cheap.

Information Visualization + UX

Good visual work answers a question people never ask out loud: what am I looking at, and does it matter. Data or interface, the job is the same — make the structure readable, and make it worth reading. One without the other is either decoration or a spreadsheet.

Good visual work answers a question people never ask out loud: what am I looking at, and does it matter. Data or interface, the job is the same — make the structure readable, and make it worth reading. One without the other is either decoration or a spreadsheet.

UI + Interaction Design

An interface is a conversation held in gestures. Timing carries part of it, feedback another — and the rest is confidence: a clear first step, a visible result, and the freedom to change your mind without cost. Those are the details people never mention and always feel.

An interface is a conversation held in gestures. Timing carries part of it, feedback another — and the rest is confidence: a clear first step, a visible result, and the freedom to change your mind without cost. Those are the details people never mention and always feel.

Design Systems

Design Systems

Design Systems

Design systems are more than components and tokens; they are shared frameworks that create consistency, support faster progress, and enable confident decision-making across products and platforms. Each system is shaped to feel purposeful, resilient, and ready to grow, balancing long-term strategic thinking with practical, hands-on execution.

Brand Unification & Digitalisation

A brand becomes digital when its decisions can survive contact with real interfaces — states, densities, dark backgrounds, small screens. I take what exists, find the parts that carry the character, and rebuild the rest as a system that holds up under those conditions. When there's nothing to start from, I build the identity and the system together, which is often the cleaner path.

A brand becomes digital when its decisions can survive contact with real interfaces — states, densities, dark backgrounds, small screens. I take what exists, find the parts that carry the character, and rebuild the rest as a system that holds up under those conditions. When there's nothing to start from, I build the identity and the system together, which is often the cleaner path.

Foundations & Components

I build from primitives upward — spacing, type, colour roles, elevation — and only then into components. The reason is practical: every decision made at the base level is a decision no one has to make again, and every component built without that base becomes its own small system that someone will have to maintain. So I treat every exception as a question about the foundation, not as a special case — which is what keeps a system one system, years in.

I build from primitives upward — spacing, type, colour roles, elevation — and only then into components. The reason is practical: every decision made at the base level is a decision no one has to make again, and every component built without that base becomes its own small system that someone will have to maintain. So I treat every exception as a question about the foundation, not as a special case — which is what keeps a system one system, years in.

Shared Language & Collaboration

The measure of good documentation is how few questions arrive after it. I define states, behaviour and constraints alongside the visual spec, and I write down why a rule exists, not just what it says — rules without reasons don't survive their first deadline.

The measure of good documentation is how few questions arrive after it. I define states, behaviour and constraints alongside the visual spec, and I write down why a rule exists, not just what it says — rules without reasons don't survive their first deadline.

Governance & Evolution

Ownership is what separates a living system from an archive. Someone has to decide what enters, what's deprecated, and what a request for a new component actually means — because most of them are existing components missing a state. I define that process alongside the system itself, so it doesn't depend on the person who built it staying.

Ownership is what separates a living system from an archive. Someone has to decide what enters, what's deprecated, and what a request for a new component actually means — because most of them are existing components missing a state. I define that process alongside the system itself, so it doesn't depend on the person who built it staying.

Books

Books

Books

The books* I keep returning to, because each one changed something about how I see the world and the profession.

The books* I keep returning to, because each one changed something about how I see the world and the profession.

*There are far more. If books are your thing too, let's talk.

Thinking, Fast and Slow

by Daniel Kahneman

Influence: The Psychology of Persuasion

by Robert B. Cialdini

Creativity, Inc.

by Ed Catmull

Alchemy

by Rory Sutherland

Grid Systems in Graphic Design

Josef Muller-Brockmann

Trademarks & Symbols of The World. Volume 1 & 2

Yasaburo Kuwayama

SYSTEMANTICS. The Systems Bible

by John Gall

Pre-Suasion

by Robert B. Cialdini

Zen and the Art of Motorcycle Maintenance

Robert Pirsig

Made to Stick

Chip Heath & Dan Heath

Black Box Thinking

Matthew Syed

The Paradox of Choice: Why More Is Less

Barry Schwartz

Blink

Malcolm Gladwell

The Art Of Dramatic Writing

Lajos Egri

The Hero and the Outlaw

Margaret Mark & Carol S. Pearson

Currently available to work.

Currently available to work.

prashtilsky.work@gmail.com

© 2026 Design and code by Daniel Prashtilsky.

prashtilsky.work@gmail.com