About me
Gurudutt Badiger
Nine years designing software people didn't choose to use. Enterprise B2B, mostly — the stuff with permission models and integration layers and a user who was told about it in a meeting on Monday.
I build design systems at Infoblox. Tokens, components, the rules that quietly decide what every other designer is allowed to make. It's the least glamorous work in design and I like it more than I should.
what I can do
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
Discover My Journey in Design
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
My Stack
Five tools, and one of them is a text editor I use to write code that fixes design files. I'm not sorry about it.

Framer
For building the thing rather than describing it. Including this site.

Figma
Where the actual work happens. Components, variants, variables, and the occasional 3am realisation that we have eleven button styles.

Notion
Design system documentation, research synthesis, and a book manuscript that is going well, thank you for asking.

Adobe
Illustrator, Photoshop, After Effects. Vector, image, and motion work — the craft layer that sits underneath everything else.

Miro
Workshops, service blueprints, and the messy diagram phase where the real decisions get made.









HOW I WORK
Five stages, though only the first and last are ever in order. Most of the value comes from looping back through the middle three more times than anyone budgeted for.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.

02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.
02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.

03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
MEMORIES
off the canvas
🇬🇧 🏴 & 🎸



About me
Gurudutt Badiger
Nine years designing software people didn't choose to use. Enterprise B2B, mostly — the stuff with permission models and integration layers and a user who was told about it in a meeting on Monday.
I build design systems at Infoblox. Tokens, components, the rules that quietly decide what every other designer is allowed to make. It's the least glamorous work in design and I like it more than I should.
what I can do
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
Discover My Journey in Design
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
My Stack
Five tools, and one of them is a text editor I use to write code that fixes design files. I'm not sorry about it.

Framer
For building the thing rather than describing it. Including this site.

Figma
Where the actual work happens. Components, variants, variables, and the occasional 3am realisation that we have eleven button styles.

Notion
Design system documentation, research synthesis, and a book manuscript that is going well, thank you for asking.

Adobe
Illustrator, Photoshop, After Effects. Vector, image, and motion work — the craft layer that sits underneath everything else.

Miro
Workshops, service blueprints, and the messy diagram phase where the real decisions get made.









HOW I WORK
Five stages, though only the first and last are ever in order. Most of the value comes from looping back through the middle three more times than anyone budgeted for.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.

02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.
02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.

03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
MEMORIES
off the canvas
🇬🇧 🏴 & 🎸



About me
Gurudutt Badiger
Nine years designing software people didn't choose to use. Enterprise B2B, mostly — the stuff with permission models and integration layers and a user who was told about it in a meeting on Monday.
I build design systems at Infoblox. Tokens, components, the rules that quietly decide what every other designer is allowed to make. It's the least glamorous work in design and I like it more than I should.
what I can do
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
1. UX DESIGN
User research & interviews
Information architecture
User flows & journey mapping
Usability testing
2. UI DESIGN
Visual hierarchy
Type systems & scales
Colour & contrast
Layout grids
3. DESIGN SYSTEMS
Design tokens
Component libraries
Variants & states
Documentation
4. PRODUCT DESIGN
Discovery & problem framing
Prototyping
Accessibility (WCAG 2.2 AA)
Developer handoff
Discover My Journey in Design
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
UX Designer II
Infoblox
2025 - 2026
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Lead UX Designer
Torry Harris
2024 - 2025
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Senior UX Designer
Torry Harris
2022 - 2023
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
Product Designer
GetSetDone Digital
2017 - 2021
My Stack
Five tools, and one of them is a text editor I use to write code that fixes design files. I'm not sorry about it.

Framer
For building the thing rather than describing it. Including this site.

Figma
Where the actual work happens. Components, variants, variables, and the occasional 3am realisation that we have eleven button styles.

Notion
Design system documentation, research synthesis, and a book manuscript that is going well, thank you for asking.

Adobe
Illustrator, Photoshop, After Effects. Vector, image, and motion work — the craft layer that sits underneath everything else.

Miro
Workshops, service blueprints, and the messy diagram phase where the real decisions get made.









HOW I WORK
Five stages, though only the first and last are ever in order. Most of the value comes from looping back through the middle three more times than anyone budgeted for.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.
01.
FRAME THE PROBLEM
Before anything gets designed, I find out what's actually broken. Interviews, competitive teardowns, and enough time in the existing product to feel the friction myself. Most briefs describe a symptom — the work is finding the cause underneath it.

02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.
02.
MODEL THE SYSTEM
Enterprise products have structure before they have screens: entities, states, permissions, and how they relate. I map that first. Get the model wrong and no amount of interface polish will save it.

03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
03.
DESIGN AND TEST
Flows, then wireframes, then interface — tested with real users at each step, not just at the end. I care most about what breaks: empty states, failure states, and the edge cases that turn out not to be edges.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
04.
SYSTEMATISE
Whatever gets built has to survive the next twenty screens and the next three designers. Components, tokens, and documentation written for the people who weren't in the room when we decided.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
05.
SHIP AND MEASURE
Handoff, design QA, and instrumentation so we find out whether it worked. The design isn't finished at launch — that's when the real feedback starts.
MEMORIES
off the canvas
🇬🇧 🏴 & 🎸


