(about)

ELENA PEZZETTA

Dom Pérignon vineyards from the sky

(information)

(information)

I'm a senior product designer based in Copenhagen, with six years across complex B2B products and brand systems. I've worked embedded with industrial engineers at Aize, led discovery and concept work at Ignite, and built both the company-facing and worker-facing experience at COMOD from scratch. I work best when I'm close to the problem talking to users before touching Figma, and staying in the build cycle long enough to see what actually ships.

My background spans product and brand, which I've found useful: brand work sharpens how you think about coherence and trust; product work keeps you honest about whether something actually functions.

Outside of work I spend time on hikes, go to exhibitions, work out, and build things with AI tools I didn't know existed six months ago.

I craft thoughtful design solutions that inspire and connect people and organizations, driving positive change. Rooted in curiosity and driven by clarity, my work spans digital experiences, visual identities, and strategy. I collaborate closely with clients to shape ideas into purposeful, enduring design — whether launching something new or refining the familiar. Every project is an opportunity to create with intention, guided by a commitment to detail, relevance, and resonance.

I care about systems as much as screens. A well-structured component or a clear information architecture does more lasting work than a polished visual layer on top of something that doesn't quite work. That said, I think craft matters how something looks shapes whether people trust it, and trust is hard to recover once it's gone. I also think a lot about who gets left out when we design only for the ideal user accessibility and inclusion aren't compliance checkboxes to me, they're the part where design either holds up or doesn't.

I care about systems as much as screens. A well-structured component or a clear information architecture does more lasting work than a polished visual layer on top of something that doesn't quite work. That said, I think craft matters — how something looks shapes whether people trust it, and trust is hard to recover once it's gone. I also think a lot about who gets left out when we design only for the ideal user — accessibility and inclusion aren't compliance checkboxes to me, they're the part where design either holds up or doesn't.

Lately I've been pushing further into AI-augmented practice: building functional prototypes with Cursor, synthesizing research faster with Claude, and shipping components directly from a Figma design system to a live codebase. It's changed how quickly I can go from an instinct to something testable.

Lately I've been pushing further into AI-augmented practice: building functional prototypes with Cursor, synthesizing research faster with Claude, and shipping components directly from a Figma design system to a live codebase. It's changed how quickly I can go from an instinct to something testable.

(Approach)

(Approach)

01

Research

I start by understanding the domain before the interface — what people are actually trying to do, where things break, what vocabulary they use. That means talking to users, mapping existing flows, and sitting with the problem before proposing anything.

01

Research

I start by understanding the domain before the interface — what people are actually trying to do, where things break, what vocabulary they use. That means talking to users, mapping existing flows, and sitting with the problem before proposing anything.

01

Research

I start by understanding the domain before the interface — what people are actually trying to do, where things break, what vocabulary they use. That means talking to users, mapping existing flows, and sitting with the problem before proposing anything.

02

Experimentation

With a clear problem in place, I explore directions — from rough sketches to interactive prototypes. I test early, challenge assumptions, and stay close to what actually works rather than what looks good in isolation.

02

Experimentation

With a clear problem in place, I explore directions — from rough sketches to interactive prototypes. I test early, challenge assumptions, and stay close to what actually works rather than what looks good in isolation.

02

Experimentation

With a clear problem in place, I explore directions — from rough sketches to interactive prototypes. I test early, challenge assumptions, and stay close to what actually works rather than what looks good in isolation.

A computer screen with a sound wave on it

03

Implementation

I translate validated concepts into detailed UI with full state coverage — components, edge cases, handoff specs. I stay close to engineering through build, not just at the moment of handoff.

A computer screen with a sound wave on it

03

Implementation

I translate validated concepts into detailed UI with full state coverage — components, edge cases, handoff specs. I stay close to engineering through build, not just at the moment of handoff.

A computer screen with a sound wave on it

03

Implementation

I translate validated concepts into detailed UI with full state coverage — components, edge cases, handoff specs. I stay close to engineering through build, not just at the moment of handoff.

(by the numbers)

(by the numbers)

Projects with an extensive portfolio of diverse clients and industries.

18

Projects with an extensive portfolio of diverse clients and industries.

18

Countries. My work reflects the global reach and localized expertise.

08

Countries. My work reflects the global reach and localized expertise.

08

Awards that reflect my ongoing commitment to quality and innovation, and recognize my contributions within the industry.

7

Awards that reflect my ongoing commitment to quality and innovation, and recognize my contributions within the industry.

7

(Recognition)

(Recognition)

2025

2014

Milano Digital Week

Milano Digital Week

Winning project

wining project

Sclerosi multipla

Sclerosi multipla

Devs for Health in HIV

Devs for Health in HIV

Winning project

winning project

fHIVe

fHIVe

2000

Save The Children

Save The Children

Winning photographer

winning photographY

In her eye

In her eye

Scatti Attivi

Scatti Attivi

Finalist photographer

winning photographY

Fast & Slow

Fast & Slow

Serendipia

CSSDA

Winning photographer

winning photographY

Alright

Alright

2024

2000

Fuori dal Comune

Fuori dal Comune

Winning photographer

winning photographY

Kinetic Form

Kinetic Form

Il coraggio delle donne

Il coraggio delle donne

Winning photographer

winning photographY

Polestar

Polestar

2023

The future is an invisible playground.

The future is an invisible playground.

The future is an invisible playground.