SERVICE

UI/UX design

Interfaces designed against the constraints they will actually ship into.

What this actually is

In short: Design that ignores implementation produces beautiful screens that ship as something else. The useful version accounts for real data lengths, loading and error states, permissions, and what the interface does on a slow connection and a small screen.

The other half is knowing which problem to solve. Most usability failures are structural — the wrong flow, the wrong defaults, too many steps — rather than visual, and no amount of polish fixes a journey that asks for the wrong things in the wrong order.

What we do

  1. Research

    Watching people use the current thing. Cheaper than any redesign and it routinely changes what gets built.

  2. Flows and structure

    The sequence and the defaults, decided before any visual work, because that is where most usability lives.

  3. Interface design

    Screens with real content, every state designed — empty, loading, error, permission-denied, and the long name that breaks the layout.

  4. Design system

    Components and tokens engineers can build from, so the second feature looks like the first without anyone policing it.

  5. Accessibility

    Contrast, focus order, keyboard paths and semantics designed in, because retrofitting costs several times more.

The stack

What it connects to

Integration surface is the honest driver of effort — ten systems is not ten times one system.

How a project runs

Research

1–2 weeks

Where people struggle now, observed rather than assumed.

Structure

1–2 weeks

Flows, information architecture and defaults agreed before pixels.

Design

3–6 weeks

Screens with real content and every state, ready to build from.

System

2–3 weeks

Tokens, components and documentation engineers can work against.

Where teams use it

Product redesign

An interface that grew feature by feature until nobody could find anything.

New products

Getting the structure right before code makes it expensive to change.

Design systems

Multiple teams shipping interfaces that no longer look related.

Accessibility

A legal requirement or a procurement blocker, usually discovered late.

Conversion

A funnel losing people at a step nobody has watched anyone attempt.

When this is the wrong answer

If you have not watched anyone use the current product, start there. A redesign based on internal opinion frequently moves the problem rather than solving it.

A design system for one product and two engineers is overhead. It pays off with multiple teams or multiple surfaces, and not much before that.

Design cannot fix a product nobody wants. If the problem is demand, a better interface makes the rejection faster rather than rarer.

Handoff is not a document. If designers and engineers are not talking during the build, the built thing will differ from the design and neither side will know why.

Frequently asked questions

Related

Before you choose anyone

Written to be useful whether or not you hire us — including the parts that argue against hiring an agency at all.

UI/UX Design — tell us the scope

Tell us what you are building. We reply within one business day.