Consumer Goods
Products people pick up off a shelf.

Everyday products where the feel, the price, and the first impression decide whether they sell. Built to hit a cost without feeling cheap.
Consumer products get won or lost in a few seconds, on a shelf, in a hand, at a price. The engineering has to get out of the way so the thing just feels good and works.
We spend a lot of time on the balance between cost and quality. Taking money out of the bill of materials in places a customer never notices, and spending it where they do.
The constraints we design around
Cost versus feel
Hitting a price while the product still feels worth the money.
Time to market
Moving quickly enough to catch the window without cutting the wrong corner.
Everyday wear
Surviving drops, spills, and years of ordinary use.