UI/UX design that makes software easier to use
Product design grounded in how people actually work — research, information architecture, interface design, and a system your engineers can build from.
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- User research
- Information architecture
- Wireframes and prototypes
- Best when
- Users find the product confusing, or every screen looks different.
- Not a fit when
- The interface is fine and the problem is elsewhere.
- First thing you get
- Research findings and a prototype you can put in front of real users.
What is UI/UX design?
UX (user experience) design shapes how a product works for the people using it: research, flows and information architecture. UI (user interface) design is how it looks and responds on screen. Together they decide whether software is easy or confusing. We start from what users do most often, make that path fast, then deliver an engineer-ready design system.
Most software that is unpleasant to use is not ugly. It is confusing — too many options presented at once, unclear consequences, and the common task buried three levels below something nobody does.
Our design work starts with what people are trying to accomplish and how often, then makes the frequent path fast and the rare path findable. Visual polish comes after that, not instead of it.
We deliver a design system rather than a set of screens, because a system is what keeps the twentieth screen consistent with the first without a designer in the loop for every one.
What this includes
- 01
User research
Understanding the people who will use it and what they are actually trying to do.
- 02
Information architecture
Structure and navigation that match how users think, not how your database is organised.
- 03
Wireframes and prototypes
Interactive prototypes to test flows before anything expensive gets built.
- 04
Interface design
Visual design that carries your brand and holds up across every screen state.
- 05
Design systems
Components, tokens, and rules engineers can build from directly.
- 06
Responsive and accessible
Designs that work at every screen size and meet accessibility standards.
Situations we see most often
Users find your product confusing
Support load and training requirements that better structure would remove.
Every screen looks different
An application built feature by feature with no shared system holding it together.
You are designing something new
Getting the flows right before committing engineering time to building them.
Your product looks dated
Functionally sound software that no longer looks like something people want to buy.
What to know before you start
What happens in user research?
We talk to and watch the people who use the product: what they are trying to get done, how often, where they hesitate, and what workarounds they have invented. Analytics and support tickets show where problems are; research shows why.
The output is a clear picture of the frequent tasks and the rare ones, which decides what the design must make fast and what it only needs to make findable.
What is a design system, and why does it matter?
A design system is a shared set of components, styles and rules, such as buttons, forms, tables, colours and spacing, defined once and used everywhere. It is why every screen looks and behaves consistently, and why new screens can be built quickly without fresh design work each time.
We deliver it as Figma components and as design tokens your engineers can use directly, documented so the system survives the next ten features.
How do you test a design before it is built?
With clickable prototypes put in front of real users doing real tasks. Watching five or six people try to complete the important tasks reveals most of the serious problems, at a point where fixing them costs a design change rather than an engineering one.
We iterate on the prototype until the frequent paths are fast and obvious, then hand over a design that has already been checked.
How does design hand over to engineering?
Through a design system engineers can build from directly: components in Figma matched by design tokens for colours, type and spacing, with specifications for every state, including empty, loading, error and disabled.
We stay involved during the build to answer questions and review what is implemented, because the details that make an interface feel right are often lost in translation without that check.
How do you approach a redesign of an existing product?
By finding out what currently works before changing anything. Users have learned the product, and a redesign that discards familiar patterns they depend on is a downgrade however good it looks.
We keep what works, fix what research shows is confusing, and roll changes out in stages where possible, so users are not asked to relearn everything at once.
What drives the cost of UI/UX design?
Design effort follows the size of the product and how much is unknown about its users. These factors move it most.
| Factor | Effect | Why it matters |
|---|---|---|
| Number of screens and flows | High | Every distinct workflow needs designing in its normal, empty, error and loading states. |
| Research depth | High | Interviewing and observing several user groups takes longer than working from existing knowledge. |
| Design system scope | Medium | A full component library with tokens and documentation is more work, and speeds up everything after. |
| Platforms | Medium | Designing for web, Android and iOS needs adaptations to each platform's conventions. |
| Prototyping and testing rounds | Medium | Each round of user testing and iteration adds time, and removes risk from the build. |
| Accessibility | Low | Designing for contrast, keyboard use and screen readers from the start costs little; retrofitting costs more. |
What a typical engagement looks like
- 011–3 weeks
Discover
Process map
- 022–4 weeks
Design
Interactive prototype
- 03two-week cycles
Build
Working software each cycle
- 04ongoing
Ship & support
Automated pipeline
What we build it with
- Design
- FigmaDesign tokensPrototyping
- Handoff
- Component specsTailwind tokensStorybook
Questions we get asked
01Can you design without also building it?
Yes. We deliver design systems and specifications your own engineers can implement. In practice designs land better when the same team builds them, but it is not a condition.
02Do you do design for existing products?
Yes — redesigns are common. We start by understanding what currently works, because a redesign that discards familiar patterns users depend on is a downgrade regardless of how it looks.
03How long does design take?
For a focused product, typically three to six weeks from research through to a system engineers can build from. It runs in parallel with technical setup rather than blocking it.
04What do we receive at the end of design?
Research findings, tested prototypes, final screens for every state, and a design system as Figma components plus design tokens and specifications your engineers can build from.
05Is design accessible by default?
Yes. Contrast, readable type, keyboard navigation and screen-reader structure are part of the design from the start, checked against WCAG guidelines.
06Do you design mobile apps as well as web?
Yes. Mobile designs follow each platform's conventions, Android's Material Design and Apple's Human Interface Guidelines, rather than forcing one layout onto both.
07Can you work with our existing brand guidelines?
Yes. We build the design system on your brand's colours, type and voice, and extend it where the guidelines do not yet cover product interfaces.
Adjacent capabilities
Tell us what you are building.
Share the problem and we will come back with an approach, a rough shape of the work, and what it would take to deliver it.