Edoardo Mucelli
Product Designer in Copenhagen.
Hi! I'm Edoardo, an interaction designer working on AI products, now as a Product Designer at Alice. I'm a practical person: I look for what works. To get there I explore, try things and prototype early.
The Journey
Three cities, three materials, a scribble between each
Along the way
Joining the dots
My path was never a straight line; the pieces joined up later. I studied cinema and helped with communication across media, storytelling above all. Between Milan and Copenhagen I freelanced in web and UX design, with some animation too, on projects with companies. Research stays a side interest.
Prototyping in any material
Code on fake data, a scene in Unity, a breadboard: the question picks the material, not the habit.
Tuning the small things
In AI products the small things decide whether people rely on the system: when it speaks, when it waits, what it shows. The part I like most.
Working with a second pair of hands
AI is in most of my working day: extra hands, not a second head.
Work
Currently
Product Designer at Alice
Alice is a Y Combinator company. Day to day I work on product decisions there, across the whole flow and experience of what we build.
Eight things I do
Finding out
I decide the one question a round must answer and who takes part, run the sessions, and close each round on a written decision: go, redesign or pause. Sessions with users settle a choice; team reviews find friction, but they are opinion, so I keep them apart. At Alice, three rounds with students in 2026: 24, 9 and 7 people.
I build the cheapest thing that can answer the question in front of me, and I decide before building what answer would make me drop the idea. Most prototypes get thrown away, on purpose: the ones that survive are the ones that changed a decision.
Making
I map every path a person can take and every touchpoint on it before any screen exists: where information sits, what is asked once and then remembered, what happens when something goes wrong. Most of that work is choosing what not to show yet.
What a piece of interface is for and how it should behave is mine, set out up front, including what would count as broken. AI agents write the code; I check it on the real product before it counts as done. This site was made the same way.
I write the rules components are built by, their options, states and spacing, and apply them across a product. An exception is fine when it is deliberate and listed, and a rule that would break more than it fixes gets dropped in the open.
I give an interface a character through how it moves: timing, easing, how it settles. I read motion the way an animator does, in keyframes and speed curves. It lives under rules it never breaks (one body, smooth on any screen, no jolt), tuned by hand until it feels alive. At Alice, the animated character of the assistant, released in 2026.
I make things other people pick up and use without asking me first: sites for small associations in Italy, CUT in Prato among them, visual identities for small cultural groups, and the files behind them, made to explain themselves. The test is whether someone can use it the day after I hand it over.
Deciding
Inside the design role I carry a share of the product: turning open questions into specifications someone can build from without asking me, and proposing the order things ship in. At Alice, product management of the AI tutor in summer 2026, then UX advice.