Accessibility has to change the product
Contrast, touch size, clarity, pacing, and copy all affect whether something is truly usable. Those decisions belong at the start of the process.
About
I build iOS apps for seniors who need larger text, pet professionals running their business from a phone, new puppy owners trying to stay on top of routines, and people managing chronic illness who need tools that respect limited energy.
Those audiences are different, but the product question is the same: what changes when you take the real limitation seriously from the start?

How this happened
DokuDoku came from noticing how many puzzle apps assume younger eyes, tiny touch targets, and little patience for visual strain. BarkOnTrack and PuppyOnTrack grew out of paying attention to people whose day-to-day work and routines were being squeezed into software that never really fit.
SpoonDo came from a different kind of mismatch: productivity tools that quietly assume the same energy every day. That assumption breaks down quickly for a lot of people.
The studio exists to take those mismatches seriously and turn them into clearer products.
What matters in the work
Contrast, touch size, clarity, pacing, and copy all affect whether something is truly usable. Those decisions belong at the start of the process.
Each app here is built around a specific audience instead of pretending one tool can be ideal for everyone.
The goal is to remove friction, not introduce one more barrier for people who already have enough of them.