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CellBrush
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Pixels,engineered.

A design & engineeringpractice for interface builders

Installable components, built with craft and care, one pixel grid at a time.

A short point of view from us on what actually changed in how we build interfaces and how the parts that matter didn't change at all. But first, here's some work:

A hundred-year-old idea, still the standard.

Where the discipline comes from

In 1903 a group of Viennese artists and craftspeople founded the Wiener Werkstätte and put every discipline under one roof: furniture, type, posters, whole buildings, all of it held to the same standard.

Their idea was simple to the point of stubbornness: the things people use every day deserve as much care as the things that hang in a gallery. So they kept the makers close and refused to let anything half-finished out the door.

We work much the same way. One team, one set of eyes, and nothing left to run on its own.

AI is good at everything except the last 10 percent.

What changed

The tools are very good now, and everyone has the same ones. A first draft, ten variations, working code: what used to take a week takes an afternoon.

Which is why volume stopped being the hard part. Point a model at a blank page and it hands back the average of everything it has already seen. Competent enough, and instantly forgettable.

Brilliant at

Producing a lot of work quickly, and getting a rough first version of almost anything in front of you.

Hopeless at

Knowing which of those versions is actually any good, and having the nerve to throw the rest away.

And that last ten percent is where the real work lives. It still takes 90 percent of the effort, and it's the part you have to do yourself.

Explore. Generate.
Refine. Scale.

The machine makes the options, we make the calls. In practice that works out to roughly 60 percent exploring, 20 building, 20 refining.

01Explore

We can go further than we used to, and faster: interactions and shader code, not just static layouts.

02Generate

It rarely lands first try, so we curate and keep tuning the prompt and the inputs until it does.

03Refine

We keep what's working, fix what isn't, and take it the rest of the way.

04Scale

Once something works, it becomes a system we can reuse.

The Component Context Protocol.

We make interfaces AI ready

Our first product. Every registry we ship ends up with one: a single source that holds the voice, the design and the rules, written so a person and an AI can both use it. It's what we generate from, and what we check everything against. The four parts below are how it works.

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01Component Truth

The one place that holds the voice, the design and the rules we build everything from.

02Skills

A job the system has been taught to do your way, ready whenever you ask for it.

03Output

The finished work, drawn from Component Truth and on-brand the moment it arrives.

04Check

A score on every output, and what it learns goes back into the source.

Move your organisation up the levels of AI.

Passing on our learnings

This is the other half of what we do. We're a design and engineering practice working with AI every day, on our own components and our clients', and most of what we've learned is teachable. So we pass it on: pilots that prove a real use case, hands-on workshops, upskilling for your team, and the change management that makes any of it stick.

It starts with where you actually are. AI adoption has levels, a bit like self-driving cars: at one end someone is pasting prompts into a chat window, at the other a system runs whole jobs on its own. Most teams are idling in the assisted-parking phase, and we help you move up a level at a time, so the tools compound instead of gathering dust after the demo.

  • L1Chats. People prompt by hand. Helpful, but nothing compounds.
  • L3Workflows. A task done the same good way every time, with a human reviewing.
  • L5Agents. Whole jobs run end to end, while people stay on the calls that matter.

We know where the line is, and we'll happily talk you out of the AI idea that's going to embarrass you in six months.

The tools are everywhere. The judgment isn't.

For our team, AI has turned into a new layer of expression. The craft isn't new, but it used to need an engineer in the loop. Now a designer can build real interactions, motion, and shader work directly, which lets us take a project somewhere more distinctive than a static screen ever could.

Get in touch

We're a small, remote team scattered across a few time zones, so the odds are decent someone's awake near you. Small by design, always happiest with a good problem to solve.

[email protected]