One product studio.
A triple hit.
We do product well.
Forging new frontiers.
Triple Pepper takes promising ideas, pushes them into new territory, and turns them into experiences built for people to love.
Triple Pepper is one senior hand from idea to launch, with no handoff loss between strategy, design and build, and a trusted network to scale into a team when the work calls for it. The rarest skill on an AI product is knowing what it must not do, and that restraint is what makes the work trustworthy. Behind the studio sit 50+ shipped products, £118M in funding rounds supported, and work used in over 60 countries.

Led by Juan Coleman. Twenty years designing products where getting it wrong has consequences: energy trading at Pexapark, surgical AR at Proximie, connected hardware at Blueair through to its acquisition by Unilever. Regulated, technical, physical. Design that holds up in an operating theatre holds up anywhere. More about Juan
Case study
A privacy-first planner for family life. Every club, camp and course for ages 3 to 18, matched to your child. Helsinki · Espoo · Vantaa. Quiet go-live, autumn 2026.
Shipped & live
A phone game that turns a walk in a public garden into an ecological record. Crowd-sourced species data, gathered by the people walking past. mycenaegardens.uk/spotter
Coming soon
Friendly local walks & runs near you, and people nearby to join. No shame, no streaks, no pressure.
Case study
A family estate agency in Kefalonia, replatformed. Zero-backend site, custom admin, AI in the workflow, run day to day by one non-technical owner. Live.
Alpha
Spot wildfires and get early-warning signals across southern Europe, from satellite fire detections and weather patterns.
Shipped & live
Six centuries of history, a volunteer committee, and a website built to be handed over. Given free, from inside the committee. mycenaegardens.uk
Every product starts with people. Research, listening and a sharp definition of the real problem. We decide what winning looks like before anything gets built.
We work fast and iterate hard. Dozens of passes, tight selects, controlled craft. Volume in service of one deliberate, considered product.
Into real hands early. We watch people use the thing, not talk about it, and keep what survives contact. Opinions are cheap; behaviour is evidence.
Build and launch. The last ten percent is where the studio earns its name, and nothing ships on a default.
Launch is the start of the data, not the end of the work. We measure what people actually do in the wild and let the numbers argue with our assumptions.
Then we act on it. Sharpen what works, cut what does not, go again. Products are grown, not finished.