design philosophy – 2026

north star

project the mess chaos types system built outcome
Path to Menzoberranzan 100+ volunteers across 6 departments. No salaries. 50+ hour scope. Indefinite runway. coordinationconstraints Contribution pipeline, lore governance system, cross-department build coordination shipping
Skrimp 11pm kitchens. Budgets that shift. Dietary restrictions nobody warned you about. A fridge full of things that don't obviously go together. constraintsuser state Constraint-first AI meal planner — starts from what you have, not what you should have live
My Auntie Postpartum fog. Weeks of sleep deprivation. Questions too big to google at 3am. user stateconstraints Resource scaffolding for overwhelmed new parents — designed for degraded cognition, not ideal cognition winner ✦
Equinox 14 strangers. 2 weeks. A puzzle game that had to feel cohesive despite 14 different people touching every system. coordinationconstraints Player controller + interaction architecture clean enough that 14 people built on top of it without breaking each other winner ✦
EndoQuest Chronic pain dismissed so often, people stop reporting it. Forms nobody finishes. A screener that had to feel like something else entirely. user stateconstraints Diagnostic RPG — combat mechanics as a medical screener, because people finish games semifinalist

01

Coordination Chaos

Too many people working in parallel. The system has to stay coherent without a single person being able to hold the whole thing in their head at once. The design question isn't "how do we communicate?" — it's "how do we make the right thing the default thing?"

PtM  ·  Equinox

02

Constraint Chaos

The resources — time, money, people, data — are genuinely insufficient for a naive solution. The system has to work with what actually exists, not what ideally would. Constraint-first design isn't a consolation prize; it's the only kind that survives contact with the real world.

Skrimp  ·  PtM  ·  Equinox  ·  MyAuntie

03

User State Chaos

The person using your system is already overwhelmed before they open it. They're not at their best; they may never be at their best. Design for the person who is tired, in pain, grieving, or just out of bandwidth. That's most people, most of the time.

MyAuntie  ·  EndoQuest  ·  Skrimp

the measure

Not how a system performs when everything goes right. What it does for the person who is already overwhelmed before they open it.

the insight

Incentive structures are a design material. A system rewards certain behaviors by making them easy. The question is whether those are the right behaviors.

the commitment

Leave scaffolding for whoever comes after — contributors, users, future maintainers dealing with a messier world than the one I designed for.

Real problems don’t arrive in optimal conditions. They arrive at 11pm when you’re tired, or week three of a project when half the team has dropped off, or in the middle of a pain flare you’ve learned not to mention. Most software is designed for a user in their best-case scenario — rested, focused, uninterrupted. I’m interested in the other version.

The measure of a system isn’t how it performs when everything goes right. It’s what it does for the person who is already overwhelmed before they open it.

I came to this through a specific kind of attention — the kind you develop when you care too much about things finishing. A mod that has to ship without a salary. A meal plan that has to work for a household that just got a diagnosis. A postpartum resource that has to be usable when you haven’t slept properly in three weeks. In every case, the constraint isn’t technical. It’s human.

My answer tends to involve incentive structures and friction management more than visual polish. I think about what a system rewards — what behaviour it makes easy, what it makes hard, what it quietly teaches users to expect. A good system is a set of affordances that stay legible under pressure. That’s harder than it sounds, and I think it’s the thing worth practicing.

I try to leave scaffolding for whoever comes after me — contributors, users, future maintainers who will be dealing with a messier world than the one I designed for. The work isn’t done when it ships. It’s done when it stays useful.

01

Design for Degraded Cognition

Your user's best-case state is a ceiling, not a floor. The system should work for whoever actually shows up.

02

Constraints are the Design

What a system can’t do tells you what it values. Start from real limits, not ideal conditions.

03

Incentive Structures are a Material

Every interface teaches users something. Design the lesson intentionally — make the right thing the easy thing.

04

Build for Whoever Comes Next

Leave scaffolding. The work isn’t done when it ships — it’s done when it stays useful in a messier world than the one you designed for.

press & endorsements

endorsements

Mary Wells
Mary Wells Dean of Engineering, University of Waterloo

[Henrietta and Skrimp show that] AI does not have to be scary — it can be compassionate, practical, and profoundly human. It’s a powerful reminder of how technology, when guided by compassion, can make a tangible difference in people’s lives.

LinkedIn →
Mary Wells
Krysta Traianovski Associate Director of Founder Development @ Velocity

In the age of AI it's really important that we try and focus on the value that we're giving to our potential customers, and Henrietta is a shining example of this.

RogersTV Feature →
Lisa Freeman
Lisa Freeman Skrimp user — via CTV News Kitchener

It’s pretty easy to use, very straightforward. I appreciated that the recipes weren’t making me go find 11 random ingredients I’d never use again — or things I know my kids wouldn’t even try.

CTV News →

press

Feb 3, 2026 FRVR · PtM Path to Menzoberranzan Expanding Team as Alpha Launch Looms Feb 2, 2026 PC Guide · PtM Devs of the Biggest BG3 Mod Say They Are “Off to a Great 2026” Jan 9, 2026 Education News Canada · Skrimp Waterloo student tackles grocery prices with AI-powered app Jan 8, 2026 UWaterloo News · Skrimp Waterloo student tackles grocery prices with AI-powered app Dec 2025 Waterloo Region Record · Skrimp Heroes and zeroes in 2025 — Skrimp named a hero Nov 6, 2025 TheGamer · PtM Gigantic Baldur’s Gate 3 Custom Campaign Plans To Release Tutorial Next Year Nov 6, 2025 GameReactor · PtM BG3’s Path to Menzoberranzan Mod Project Will Launch an Alpha in H1 2026 Nov 5, 2025 Kotaku · PtM If You’ve Finally Run Out Of Stuff To Do In Baldur’s Gate 3, How About A New Campaign? Nov 5, 2025 WCCFTech · PtM Baldur’s Gate 3 Path to Menzoberranzan Mod to Get First Playable Alpha By June 2026 Fall 2025 Waterloo Region Record · Skrimp “AI isn’t always scary”: UW student helps families save hundreds on groceries Sep 23, 2025 CTV News Kitchener · Skrimp “Skrimp is your personal A.I. sous chef” — Creator of Skrimp.AI Sep 22, 2025 CTV News Kitchener · Skrimp University of Waterloo student uses A.I. to save families money on grocery bills Sep 22, 2025 UWaterloo Co-op · Skrimp Student creates AI tool to save on groceries Sep 2025 CambridgeToday · Skrimp Young Cambridge entrepreneur develops AI app to cut food costs for families Sep 2025 Village Report · Skrimp Young entrepreneur develops AI app to cut food costs for families Jul 15, 2025 UWaterloo Stratford · Skrimp GBDA startup Skrimp.AI awarded Spring 2025 E-Launch Award Jun 23, 2025 Conrad School · Skrimp Meet the Spring 2025 Enterprise Co-op Pitch Winners Apr 14, 2025 TheGamer · PtM Fan-Made Baldur’s Gate 3 Expansion Path To Menzoberranzan Has Over 100 Volunteer Developers Mar 12, 2025 TheGamer · PtM “I’m So Psyched For This”: Returning To The Underdark In This Custom BG3 Campaign

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