Let's talk

I turn into products people can , , and .

My favorite problems start messy: an emerging technology, conflicting customer and business needs, and no obvious path forward.

I work end to end — from customer discovery and product strategy through prioritization, interaction design, prototyping, and launch. My background is in product design; my scope increasingly includes deciding what to build, why it matters, and how to ship it.

01 Selected products

Product design, decisions & outcomes

Ultralytics — discovery
01DISCOVERYPersonas, workflows and team priorities.
Ultralytics — supported vision tasks
02VISION TASKSDetect, segment, classify, pose, track, and more.
Ultralytics — product UX
Ultralytics — live systems
04LIVE SYSTEMSMonitoring models performance in real time.
Ultralytics — launch
05LAUNCHExplaining the product beyond the interface.

Discovery · Product design · Launch

Making computer vision workflows legible

Ultralytics · Senior Product Designer

02 Product principles

The rules I use when products become difficult

Expose state, structure, and consequences, not every internal detail.

People should be able to interrupt, correct, change direction, and recover.

Limitations, confidence, and failure should appear before they become surprises.

03 How I build

Direction · Proof · Delivery

The goal is a direction the team can ship.

Static screens when they are enough. Working prototypes when behavior is the question.

  1. 01

    Frame

    Find the real problem.

    Customer signals, business needs, constraints, and the real opportunity.

  2. 02

    Align

    Make the trade-offs explicit.

    Priorities, ownership, scope, and decisions the team can commit to.

  3. 03

    Prove

    Prototype the risky behavior.

    Working prototypes with real data when behavior is too important to guess.

  4. 04

    Ship

    Protect intent through launch.

    Implementation, QA, launch, and the learning loop after release.

04 Field notes

Ideas from the edge of product design, AI behavior, and shipping

01

Designing in Production

My design toolset is expanding fast. Working prototypes, real data, and implementation-ready tasks are becoming the main medium for product decisions.

02

Live-Model UX: Uncertainty, Feedback, and Control

The model is never fully certain, so the interface has to show its state honestly and keep people in control.

03

Design Systems as Product Infrastructure

A design system isn't a spec. It's living infrastructure you ship alongside the product, not maintain on the side.

04

The Creator's Advantage in the AI Revolution

Why a non-technical background might be your biggest advantage in AI right now, with a nudge for students and newcomers to jump in while the field is still forming.

05 Off-screen

Habits, not hobbies

A small shelf of things that shape how I see products.

Less a list of hobbies than a personal coordinate system — how I build, observe, and last the distance.

Raspberry Pi18650 battery3D printingPrinted part

Making things

I understand systems faster when I can build or take apart a rough version.

Pitching in motion

Some products are still being shaped on the way to the room.

On the roadRoad tripCharging stationIn the mountainsEV in landscape

Charging reality

I once drove a small EV all the way to Portugal. I'm into charging, batteries, and where our energy actually comes from.

Film cameraKodak filmPhotographing paintings

Cameras

A good frame is often a decision about what not to show.

TrainingOn the trailRace dayThe finish

Endurance

I run long distances. The exciting part is short; the finishing part is everything.

Coffee

A small ritual for slowing down and thinking clearly.

06 Contact

Vilnius, LT · EU remote / US overlap

Have a hard product problem?Bring me the messy version.

Tell me about the role, product, or problem. A few lines are enough to start.

Prefer email? werbitsky@gmail.com LinkedIn