HAAM&

About · Summer season ’26

I try to understand.

That is the starting point for interaction design for me. Before structure, screens, or systems, I try to understand the people, the tension, the context, and what is actually getting in the way.

What is interaction design?

It is the design of how things meet people.

Interaction design is not only about interface. It is about shaping how a system behaves, how a person understands what to do next, and how an experience feels in motion. When it works, complexity becomes clearer, decisions become easier, and the product feels more natural to use.

Who am I?

Kris Haamer. Designer, researcher, builder.

I run HAAM& as an independent interaction design practice. My work sits between product thinking, research, design systems, and implementation. I like messy problems, clear language, and products that feel thoughtful instead of generic.

Design convictions

Good design is opinionated.

A product should have a spine. HAAM& is not neutral about speed, clarity, accessibility, or the way a system should behave when people rely on it.

01 Speed

Be obsessed with speed.

A good product doesn't make you wait. Saving a few seconds from the experience is crucial because every delay breaks trust, focus, and momentum.

02 Product

UX is the product.

Use whatever tools are needed to make the product great: research, writing, interface design, code, automation, analytics, accessibility, operations, and support.

03 Clarity

Clarity beats decoration.

Visual taste matters, but the interface has to explain itself first. People should know where they are, what is possible, and what happens next.

04 Accessibility

Accessibility is quality control.

If the product excludes people, breaks on assistive technology, or depends on perfect conditions, it is unfinished. Accessibility raises the standard for everyone.

05 Systems

Design the messy middle.

Most product value lives between departments, edge cases, content, data, calendars, support, and release decisions. Good design makes that operational reality usable.

06 Taste

Make choices.

Generic products happen when nobody takes responsibility for the experience. A strong product has priorities, constraints, and a clear sense of what it refuses to become.

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