—About

From Java plugins
to complete products.

My name is Bartosz Szymański. I study computer science and I design and build websites, web applications and custom systems. Below — where I come from and why I work the way I do.

Story

I do not just want to write a feature. I want to know why it exists and how it should work as part of the whole — from screen to server.

  1. 01 · Java

    Minecraft server plugins.

    It started with code that had to run on a live server, with players doing things nobody anticipated. State, permissions, data and commands — a single feature was always part of a larger system.

  2. 02 · Systems

    Programming as systems thinking.

    Computer science studies give structure to what I first learned in practice: data structures, architecture, databases and thinking about dependencies. Asking “what happens when…” became a habit.

  3. 03 · Web

    Websites and apps in the browser.

    The browser turned out to be the fastest route from an idea to a working tool. PHP, JavaScript, SQL and Linux servers — from a form to a VPS deployment.

  4. 04 · Interface

    Design as part of engineering.

    Working code is not enough if people do not know where to click. I started designing interfaces with the same attention as logic: hierarchy, states, responsiveness and motion.

  5. 05 · Product

    The whole — from the first view to the server.

    Today I connect these layers in real projects such as NaprawProjektor and Endframe. I care about how design, technology and the way people actually use a product fit together.

01Design × development

Design and code
moving as one.

Most problems in web projects appear at the seam: the mock-up does not anticipate states, and the code loses the design intent. I work on both sides of that line, so decisions are not lost in a hand-off between people.

The lens beside this text shows it literally: beneath every interface surface there is structure — components, logic and data. I design the view knowing how it will be built, and build it so it keeps the design’s quality: on phones, in form errors and with longer content.

Conceptual visual of an interface separated into layers: view, components, logic and data.
Conceptual illustration. Move the pointer — the lens reveals the structure beneath the interface.

One product, seven layers.

Scroll to take the application apart. I can design and build each of these layers — or join where your team needs support.

  1. 01

    Structure

    Site map, content priorities and user journeys. Before the first screen exists, it is clear what matters most and where each view should lead.

    structure map
  2. 02

    Interface

    Layout, hierarchy and typography. I design views so people immediately know where they are and what to do next — on a phone as well as on a monitor.

    screen design
  3. 03

    Components

    Buttons, fields, cards and tables as one system. Consistency comes from rules written into the code, not from copying screens by hand.

    component library
  4. 04

    Interactions

    Loading, errors, empty states and motion. What happens between clicks decides whether a product feels solid.

    states and behaviour
  5. 05

    Logic

    Rules, statuses, permissions and server-side validation. The back end does exactly what the process requires — without workarounds.

    business rules
  6. 06

    Data

    A SQL data model and integrations with email, calendars or external APIs. Information goes where it is needed and nobody has to retype it.

    database and integrations
  7. 07

    Infrastructure

    Server, domain, SSL certificate and release. The product has to keep working at its final address, also when a campaign brings more traffic than usual.

    server and release

04From wireframe to product

Decisions you only see
in the finished whole.

A good interface is not born in full colour. As you scroll, one screen passes through successive design decisions — and you will see why each of them matters.

  1. 01Structure

    First we agree what is on the screen and in what order.

    A wireframe has no colour or decoration — on purpose. We discuss whether people instantly find the next booking and know how to add a new one. A change at this stage costs minutes; in code it costs days.

  2. 02Spacing and rhythm

    Space groups information before anyone reads a word.

    The same elements with considered spacing form readable blocks: header, summary, list. A tight layout fits more but tires; a loose one needs scrolling. I look for the measure that fits how often someone uses the screen.

  3. 03Hierarchy

    One primary action. Everything else is quiet.

    When every button looks the same, they all compete for attention. Emphasising “New booking” and quietening the secondary actions means nobody has to wonder what to do next.

  4. 04Finished interface

    Typography, contrast and states — on phones and desktops.

    Only now does the full visual layer arrive. The structure stays the same, which is why earlier decisions save rework in code. The same component system later supports light and dark themes without rewriting views.

05Components

Details that
add up to a whole.

Frontend is a system of repeatable parts. When each one is refined, new views are built faster and look consistent.

States, not just looks
Every button and field has rest, hover, press, loading, error and success. I design them together rather than adding them afterwards.
Validation that helps
The message says what to fix — “the domain is missing, e.g. @company.com” — instead of just “invalid address”. A form does not shout before you finish typing.
Accessibility from the start
Visible focus, keyboard and screen-reader support, contrast checked in both themes. It is part of quality, not an extra.

02How it shapes projects

Four habits
I bring to the work.

  1. 01

    Process first, screens second

    Before I draw the first view, I want to understand how the work happens today: who does what, where information gets lost and what frustrates people most. The interface should organise that process, not decorate the mess.

  2. 02

    Systems thinking

    Minecraft plugins taught me that every feature affects others: game state, permissions, player data. Web applications are the same — so from the start I ask what happens when data is incomplete, a user makes a mistake or an external service does not respond.

  3. 03

    Design with the build in mind

    Because I write the code myself, I do not design things that cannot sensibly be built. Every component has states, responsive rules and a place in the system — which shortens the path from design to a working version.

  4. 04

    Verified in the browser

    A design is finished only when it works on a real phone, with real content and on a slower connection. I test forms, errors and keyboard use, not just the happy path.

03Tools

Technologies
I use every day.

I pick tools for the problem, not the other way round. Where lean code is enough, I do not add a framework.

HTML / CSS
Semantic structure, responsive layouts, interface motion.
JavaScript
Interactions, forms, browser-side logic — including the labs on this site.
PHP
Application logic, panels and CRM (NaprawProjektor), this website.
SQL
Data models, relations and queries in systems with a back end.
Java
Where it began: Minecraft server plugins.
Linux / Git
VPS deployment, server configuration, version history.

04Beyond code

Why
space?

Astronomy is a personal interest, hence the motifs on this site: the black hole, the gravitational lens, the waves. It is also a good metaphor for product work — structure has to be pulled out of a chaos of requirements and ideas, and everything in a good interface should naturally pull towards what matters most.

→Next step

Have a project that
needs structure?

Write a few sentences about the goal and the current situation. I reply personally — usually with questions that help define a sensible first release.

ContactI reply personally

Let’s talk.

Have an idea, a website to rebuild or a process that needs its own tool? I don’t need a finished specification — a few sentences about what you want to achieve are enough.

  1. 01

    You write. One short form — a few sentences are enough.

  2. 02

    I reply personally. Usually with questions that help clarify the scope.

  3. 03

    We agree a direction. A short call, then a scope proposal and estimate.

Form delivery is not connected on this server yet. Messages only arrive by email: kontakt@bartoszszymanski.pl.

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