WMH&I’s director of strategy & growth argues that design only works when it’s grounded in real strategy, not dressed up as it, and looks ahead to how the creative industry needs to adapt.
A quick look at the director of strategy and growth behind this conversation on design and strategy.
Thinking beyond visual style is basically designing the behavior and constraints of the system—what it enables, what it prevents, and how it feels over time—so the “look” becomes a consequence of strategy, not a costume. In game terms, UI and art direction land way harder when they’re anchored to player goals, feedback loops, and the moments where people actually make decisions.