Design

UI/UX Design

Research, information architecture, interface design and design systems. Decisions we can explain and you can defend — not decoration applied at the end.

The short answer

What is ui/ux design?

UX design decides what a product should do and in what order; UI design decides how that looks and feels once it is on a screen. Doing the first badly cannot be rescued by doing the second well, which is why an attractive product can still be unusable.

We work through research, information architecture and flows before visual design, then build a design system rather than a set of screens — so the fiftieth page still looks like it belongs with the first.

Scope

What we build

Product design

End-to-end design for apps and platforms, from flows to a shipped interface.

Website design

Marketing and content sites where hierarchy and conversion carry the work.

Design systems

Tokens, components, states and documentation that keep a product coherent as it grows.

UX audits

Reviewing an existing product against real tasks and reporting what is costing you.

Redesigns

Improving an existing interface without discarding what already works.

Prototypes

Interactive prototypes for testing or investor conversations before committing to a build.

Why teams call us

Business problems this solves

If more than two of these describe your situation, the problem is usually structural rather than cosmetic.

  • Users cannot complete a task the product was built for
  • High drop-off at one identifiable step
  • Every new screen looks slightly different from the last
  • Support answering the same question repeatedly
  • Designs that break once real content is in them
  • Developers guessing at states the designs never covered

How it works

Our process

  1. 01

    Research

    Users, tasks, context and constraints. Interviews and analytics rather than assumptions.

  2. 02

    Information architecture

    Structure, navigation and naming — decided before layout, because layout depends on it.

  3. 03

    Flows and wireframes

    The path through each task, resolved while changes are still cheap.

  4. 04

    Visual design

    Type, colour, spacing and imagery applied to a structure that already works.

  5. 05

    Design system

    Components with every state specified, documented for the people building it.

  6. 06

    Handover and support

    Working with engineering through the build, because decisions come up that designs did not cover.

What you get

Deliverables and features

Deliverables

  • Research findings and task analysis
  • Information architecture and sitemap
  • User flows and wireframes
  • High-fidelity interface designs
  • Interactive prototype
  • Design system with tokens and components
  • Accessibility specification
  • Developer handover documentation

Features

  • Every component specified with default, hover, focus, active, disabled, loading, empty and error states
  • Responsive behaviour defined at each breakpoint, not left to interpretation
  • Colour and type tokens that map directly to code
  • Contrast and focus states checked against WCAG
  • Realistic content, including the awkwardly long cases
  • Motion specified with duration, easing and a reduced-motion alternative

Stack

Technologies we use

We choose tools for the next three years, not the next three months — and we document why, so your next developer is not guessing.

  • Figma
  • Design tokens
  • Prototyping
  • Usability testing
  • Accessibility auditing
  • Analytics review

How we think about it

Our approach

Design approach

The most valuable design work happens before anything looks like anything. Getting the structure right — what exists, what it is called, how it nests, what a user is trying to do — determines whether the interface can be good at all. We resolve that in wireframes, where changing your mind costs an afternoon rather than a sprint.

Performance and security

Design decisions set the performance ceiling before a line of code exists. Full-bleed hero video, six font weights, an icon library for four icons and a carousel of high-resolution images are design choices with a measurable cost. We design within a performance budget and treat it as a constraint like any other.

Search considerations

Structure is shared ground between design and search. Heading hierarchy, page naming, navigation labels and internal linking all come out of information architecture — which is why we do that work before visual design rather than retrofitting it afterwards.

Budget

What drives the cost

We do not publish price ranges, because a number given before we understand the work is not a real one. These are the factors that actually move it.

  • Number of unique screens or templates
  • Whether research and usability testing are in scope
  • Whether a design system is being created or extended
  • How many user roles the product serves
  • Whether existing brand guidelines exist to work within

After a discovery conversation we give a fixed scope and a fixed number before any work begins.

Questions

UI/UX Design — frequently asked

What is the difference between UX and UI?

UX is what the product does and in what order — structure, flows, naming, behaviour. UI is how it looks and responds once on screen. UX failures cannot be fixed by UI work, which is why a beautiful product can still be unusable.

Do we need research if we already know our users?

Some research, usually yes. Teams know their users well and are still routinely surprised by where people get stuck. A handful of interviews or a short usability test is cheap next to building the wrong thing.

Can you design without building?

Yes. We hand over a design system and specifications your own team or another vendor can build from. We stay available through the build, because questions always come up.

What is a design system and do we need one?

A documented set of tokens, components and rules that everything is assembled from. If your product has more than a handful of screens or more than one person building it, yes — without one, consistency decays with every release.

How do you handle accessibility?

It is designed in: contrast, focus states, target sizes, semantic structure, keyboard paths and reduced-motion alternatives are all decided at design time. Retrofitting accessibility costs far more than designing for it.

Can you redesign without disrupting our users?

Yes, and it is usually the better approach. Wholesale redesigns often lose things that were working. We identify what performs, change what does not, and where the risk warrants it, release incrementally.

Start here

Ready to talk about ui/ux design?

Tell us what you are trying to achieve and what you are working with. We will come back with an honest view of scope, approach and whether we are the right fit.