UI/UX Design

Interfaces that make complex products feel obvious

Good design is not decoration applied at the end. We research how people actually use your product, then design the shortest honest path between what they want and what your business needs.

Typically the right fit when

  • Products where users drop off before the value lands
  • Teams shipping fast and accumulating interface debt
  • Businesses needing a design system, not more screens
Start with the symptom

What you are seeing, and what it usually means

Design problems rarely announce themselves as design problems. They show up as churn, as support volume, or as engineering going slowly.

Users sign up and never come back

The first session does not reach anything valuable. Onboarding is usually explaining the product rather than getting the user to one useful outcome.

Support keeps answering the same question

An interface problem being absorbed by people. Every recurring ticket theme maps to a specific screen that is not saying what it needs to.

The product feels inconsistent

Screens designed one at a time without shared tokens or components. The fix is a system, not another pass over the screens.

Traffic converts poorly

Usually a mismatch between what the page promises and what the next step asks for, rather than anything about how the page looks.

Engineering keeps rebuilding the same thing

No component library, so every feature reinvents its own buttons, forms and empty states — at the cost of both speed and coherence.

How we work

Evidence first, pixels second

Every significant decision traces back to something observed, not to a preference.

  • Decisions backed by evidence

    Every significant interface choice traces back to a user interview, a support ticket theme or a funnel measurement — not to taste.

  • Validated before it is built

    Clickable prototypes get tested with real users while changes still cost hours instead of sprints.

  • A system, not a pile of screens

    You receive tokens, components and usage rules, so the next twenty screens stay consistent without a designer reviewing each one.

  • Accessible by default

    Contrast, focus order, target sizes and keyboard paths are designed in from the start, because retrofitting them is far more expensive.

How it runs

Five phases, each ending in something reviewable

You see work at every stage. Nothing is revealed at the end.

  1. 1

    Discover

    1–2 weeks

    Stakeholder interviews, user conversations and a review of the current experience, ending in a written problem statement we both agree on.

  2. 2

    Structure

    1–2 weeks

    Information architecture, user flows and low-fidelity wireframes. We settle what goes where before deciding how it looks.

  3. 3

    Design

    2–4 weeks

    High-fidelity interface design across the core journeys, built on a token set and component library from the first screen.

  4. 4

    Validate

    1 week

    Prototype testing with representative users, then revisions driven by what they actually struggled with.

  5. 5

    Hand off

    1 week

    Annotated specifications, exported assets and a walkthrough with your engineers, so nothing is lost in translation.

Capabilities

What the engagement can include

Scoped to what your product needs — a design system engagement looks very different from a conversion review.

  • 01

    User interface design

    High-fidelity screens with a considered type scale, spacing system and interaction states.

  • 02

    UX research & audit

    Interviews, funnel review and heuristic evaluation that identify where users lose the thread.

  • 03

    Interactive prototyping

    Clickable flows realistic enough to test with users and hand straight to engineering.

  • 04

    Design systems

    Tokens, components and documented usage rules that keep a growing product coherent.

  • 05

    Brand identity

    Logo, palette, typography and application guidelines that survive contact with real layouts.

  • 06

    Usability testing

    Moderated sessions with task success rates and a prioritised list of what to fix first.

Deliverables

What you receive

Working files, not flattened exports. Your team can pick the work up and continue it.

  • Figma source files with organised layers
  • Design token set and component library
  • Interactive prototype of core flows
  • Usability test findings and priorities
  • Accessibility annotations
  • Engineering handover documentation
Tools

Where the work lives

  • Figma
  • Adobe XD
  • Framer
  • Sketch

Source files are shared from the first week, not delivered at the end. You can watch the work take shape.

Questions

Before you get in touch

Can you design for a product we have already built?

Yes — that is a common starting point. We audit the existing interface, identify the highest-cost problems, and redesign in stages you can ship incrementally rather than asking you to pause development for a big-bang relaunch.

Do you also build what you design?

We can. Design and engineering sit in the same team here, which removes the usual gap between an attractive mockup and something that is realistic to build. You are equally welcome to take the designs to your own developers.

How do you measure whether the design worked?

We agree the measures up front — task completion rate, time to first value, conversion at a specific step, support ticket volume on a given flow — and report against them after launch.

What does a design system actually include?

Colour, type, spacing and elevation tokens; a component library with every interaction state; and written rules on when to use which pattern. The point is that your team can build new screens correctly without asking us.

Is your interface working as hard as your product?

Send us a link and the one flow you are least happy with. We will tell you what we would change and why.

No obligation. We will tell you if we are not the right fit.