About Zero

We got tired of studios that deliver beauty and vanish before deploy.

:Zero has been around since 2015, and it has grown every year since. It started out of irritation, honestly: the market was full of studios selling gorgeous decks that never reached a single user, and founders paying a lot for the privilege.

GROWING EVERY YEAR SINCE 2015

These days we work like an actual product team. Discovery, strategy, UX/UI and go-to-market all come from the same people who sat with you at kickoff. Nothing gets handed off midway to a freelancer you never met.

2015

The year we started

10 yrs

Grew in every one of them

50+

Products taken start to finish

Subcontractors. Never had any.

Our manifest

Six things we don't negotiate.

Results beat deliverables

A deck nobody uses isn't design, it's a PDF. What counts here is what shipped and what changed after it shipped: users, revenue, retention.

No subcontractors

Whoever shows up at kickoff is whoever does the work. Always. Nothing gets handed off midway to someone you never met.

Deadlines are a design constraint

Sixty days isn't a marketing stunt, it's respect for your cash. Slow projects spend money quietly, and startups rarely get a second window.

Zero cuteness

We cut decoration that doesn't pay for itself. A beautiful screen that confuses people is a broken screen, and we'd rather fight about that mid-project than pretend everything is fine.

We say the hard thing early

If the idea is off, you hear it in week one. Honest friction at the start is cheaper than a polite disaster at handover.

Inside the team, not next to it

We join your rituals: daily, backlog, release. Design that lives outside the product team doesn't survive first contact with engineering.

What we do

What we do, from start to finish.

Nobody here sells a stage on its own. It's one job, and the same people carry it all the way through with you.

Discovery

User research, personas and framing the actual problem. So the first screen answers a question that really exists.

Research
Personas
Problem framing

Product Strategy

Roadmap, prioritisation and the scope cuts that save your cash. We're the team arguing to build less but better.

Roadmap
Prioritisation
Scope

UX/UI Design

Flows and interfaces end to end, desktop and mobile. Fifty screens a quarter is a normal pace here, not a feat.

Flows
Interface
Prototypes

Go-to-market

Launch content, landing pages and social strategy. Shipping is half the job; getting the first thousand people to care is the other half.

Launch
Landing pages
Social

Design Systems

Tokens, components and docs your developers actually open. For one client, a single system covered six products and cut the bill in half.

Tokens
Components
Docs

Embedded Teams

160h a month per person of a senior squad living inside your rituals. It's your team, with more people in it.

160h/month
Senior only
In your rituals

The team

Who actually shows up.

We're small and senior, and that's a choice. The names below are the ones you see at kickoff, in the daily and on the release call, from first contact to launch.

Felipe Perobeli

Product Design Head

Isabela Marques

Isabela Marques

Senior UI Designer

Giovani Bovenzo

Giovani Bovenzo

Senior UX Designer

Victor Barreto

Victor Barreto

Customer Success

Gabriel Machado

Gabriel Machado

Senior UX/UI Designer

Matheus Iglezias

Matheus Iglezias

Our Pet & Intern

GET IN TOUCH

Now tell us about yours.

Thirty minutes, a few direct questions and an honest read on what to build next. Still worth it if you don't hire us.