All services

UI/UX Design

UI/UX is how a product is used: the screens, the flows and the decisions a person makes before they have read a word of marketing. We design the whole path, not just a mock: the research, the structure, the interface and the system that keeps every screen speaking the same language.

  • User research
  • Wireframes
  • Interface design
  • Interaction design
  • Prototypes
  • Design systems

The basics

What is UI/UX design?

UI/UX design is the difference between a product people can use and a product people do use. UX is the path: what someone is trying to do, the order they do it in, and every decision you ask them to make along the way. UI is the surface that path is drawn on — the type, the spacing, the states, and the words on the buttons.

They are sold as one thing because they fail as one thing. A beautiful screen in the wrong place in a flow is still a dead end, and a well-reasoned flow rendered in three fonts and four blues reads as unfinished. Neither survives being done alone.

Most of the work happens before anything is drawn. We watch how the job is done today, map where people give up, and only then decide what the screens are. What you get back is a design system rather than a folder of mockups — components and rules the tenth screen can be built from without a designer in the room.

  • User experience
  • Interface design
  • Product design
  • Design systems
  • Prototyping
  • Usability

Capabilities

What we do for you

Six pieces, sold together or separately. Most engagements start at the top and stop once your team can carry the rest.

Research and discovery

Interviews, session recordings and a walk through the job as it is done today. We are looking for where people hesitate, improvise or ask a colleague — those are the screens worth redesigning, and they are rarely the ones the brief names.

Information architecture

What lives where, and what a person has to hold in their head to find it. Sitemaps, navigation and the naming, which is most of it: half the usability problems we get called about are two features wearing the same word.

Interface design

Every screen at every state — empty, loading, one row, four hundred rows, and the error nobody designed. A screen that exists only in its happy state gets improvised in code, and the improvisation is what ships.

Interaction and motion

What moves, how far, and why. Motion that explains where something came from is worth building; motion that decorates a transition is a delay you are charging the user for.

Prototypes

Clickable enough to put in front of somebody who has never seen it. A prototype exists to be wrong cheaply — every question it settles is one that would otherwise have been settled in a sprint.

Design systems

Tokens, components and the rules for combining them, handed over in the shape your engineers already build in. This is the part that decides whether the design survives the six months after we leave.

Process

How a design engagement runs

Five stages over four to ten weeks, depending on how many flows there are and how much of the current product we have to learn first.

  1. Learn the job

    We use what exists, read the support tickets, and sit with the people who do the work. Before we propose anything, we can describe their day in their words.

  2. Map the flows

    Every path through the product, drawn end to end. This is where most of the cutting happens — a nine-step flow usually has four steps that exist because of a constraint nobody has revisited.

  3. Design the system first

    Type scale, colour, spacing, the component set. Deciding these once is why screens after the third take hours instead of days, and why the twentieth still looks like the first.

  4. Draw and test

    Screens in rounds, each put in front of somebody outside the project. We are watching for the point where they stop narrating and start guessing.

  5. Hand over

    The system, the source files and a walkthrough with the people who will build it. If your engineers cannot build screen twenty-one without us, we have not finished.

Impact

Why it matters

Design shows up in numbers nobody labels as design: support volume, activation rate, and how long onboarding takes.

Fewer people give up

Most drop-off is not disinterest. It is a moment where the next step was not obvious — findable, and cheap to fix once you can see it.

Onboarding stops needing you

A product that explains itself does not need a call before someone can use it. That is a sales cost and a support cost, and both recur.

Support gets quieter

The questions a support inbox repeats are a list of design problems in priority order. Fixing the top three usually moves volume more than hiring does.

Engineering builds faster

A component set with defined states removes the largest source of build-time ambiguity: decisions made in a pull request by whoever happened to be closest.

Accessible by construction

Contrast, focus order and keyboard paths designed in rather than audited later. Retrofitting accessibility means redrawing the screens, which is the expensive version.

It still looks like itself

A system is what keeps the tenth screen in the same product as the first. Without one, every feature is a small negotiation and the drift only shows in aggregate.

Questions

Either. Most clients take the design and hand it to their own team — that is what the system is for. When we build it too, the handover step disappears and the whole thing runs three to four weeks shorter.

Selected work

Where this has already shipped.

All work

Next step

Let us look at the screens you already have.

Send the product, or a description of the one you are planning. We will come back with what we would change first and why. No deck.