No theatre. Just the product.
cyber:cyber is a product design lab. We design the brand, the interface, and the code — and we build it. A few clients a year.
The proof
We don't just design for clients. We design, brand and build our own products — and ship them into the world.
The offer
You're not buying hours. You're buying the shipped result — the speed and the certainty are the offer. Fixed scope, fixed price, in weeks not quarters.
Who it's not for
Questions
The short version — what we are, what it costs, and who it's for.
Can one person do all of it?+
Brand, interface and production code used to need three people because the tools needed three specialists. They don’t any more. What hasn’t got easier is deciding what to build, and that part never parallelised anyway. Granite and Frame are both here to be inspected — the same hands made the brand, the interface and the commits.
What if I only need design?+
Then this is the wrong studio, and that isn’t a negotiating position. Handing a design over is where products lose their shape: the decisions that matter get made during the build, by whoever is holding it. Brand, interface and code — or we pass.
How fast is fast?+
A Design Block is a week. A complete build is weeks, not quarters. But speed isn’t what you’re buying — everyone is fast now. You’re buying the judgment that makes fast worth keeping.
What if you’re the bottleneck?+
A fair risk to name. It’s why scope and price are fixed before anything starts, why work lands continuously instead of in one handover at the end, and why it’s only a few clients a year. A calendar with slack in it is the only kind that holds.
Do we own what you build?+
All of it, including the parts you’d rather not read. Native code, no proprietary runtime, no licence that expires. If we stopped talking tomorrow you’d have a product someone else could pick up and extend.
Who does the actual work?+
Dan Andrews — a designer in London, a decade across brand, interface, motion and interaction, including Spotify, Epic Games and Dell, and early-stage teams before that. There’s no bench, and nobody to hand you off to. More at iamdanandrews.com.
Dan Andrews
A designer in London. A decade across brand, interface, motion and interaction — Spotify, Epic Games, Dell — and early-stage teams before and since.
The work I like most is the complicated kind: domains with their own constraints and their own vocabulary, where you have to learn the subject before you can design anything worth shipping. Brand, interface and the way a thing moves are one problem rather than four handoffs — and most of what goes wrong in a product goes wrong at the seams between them.
iamdanandrews.com ↗