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UI and UX design
Screens, flows and design systems for web and mobile software, tested with real users before they are built.
Good interface design is mostly decisions about what to leave out. We learn who uses the software and what they are trying to finish, map the flows, and test clickable prototypes with real users before anyone writes code. The final designs come with a component library, states for errors and empty screens, and accessibility designed in.
What you get
- User interviews and task analysis summarised into goals and pain points
- User flows and wireframes for every key journey
- Clickable prototypes in Figma, tested with representative users
- Visual designs for desktop and mobile, including empty, loading and error states
- A design system of components with colour, type and spacing tokens
- Designs checked against WCAG 2.2 AA contrast, focus and target-size rules
- A developer handover with specs, assets and annotated interactions
How it works
- 01
Research
We interview users, review analytics and support tickets, and watch people use the current product or a competitor.
- 02
Structure
Flows and wireframes settle what goes on each screen and in what order, before visual style is applied.
- 03
Prototype and test
Clickable prototypes are tested with real users, and we revise wherever they hesitate, misread or get stuck.
- 04
Design system
Final screens are built from reusable components and handed to developers with specs, tokens and assets.
Scope it now.
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Questions
Do you design only, or build as well?
Either. We can hand designs to your developers with full specifications, or our engineers can build them. When design and build sit in one team, the gap between design intent and the finished screens is smaller.
How many users do you test with?
For each round, a small group of people who match your real users is usually enough to reveal the biggest problems. We test, fix and test again rather than running one large study at the end.
Can you redesign without changing everything?
Yes. We can start with the flows that cause the most drop-off or support load, redesign those within your existing style, and introduce a design system gradually so developers adopt it screen by screen.