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UI/UX Design

Interfaces nobody has to work out.

Every confusing screen costs something — a support call, an abandoned checkout, a team quietly working around the software instead of with it. This is the phase where that gets prevented: the flows settled before the screens, the screens tested before the build, and the whole thing designed while changing your mind is still free.

A designer laying out app screens on a desktop monitor

What You Get

The parts that decide whether it works.

Research Before Pixels

Interviews, analytics and a look at what people already do today, so the design answers a real problem rather than a hunch in a meeting.

Flows Before Screens

The journeys mapped and agreed first. Structure gets argued about while it's still a diagram, which is when it's cheap.

Prototypes You Can Tap

A clickable prototype on your own phone rather than a slideshow of pictures — the only honest way to judge whether a flow works.

A System, Not A Pile Of Screens

Colour, type, spacing and components defined once, so screens twenty to fifty draw themselves and stay consistent.

Every State Designed

Loading, empty, error, offline, far-too-much-data. The states that get skipped in design are the ones users hit in week one.

Tested With Real Users

Sessions with people who match your customers, plus the recordings and the changes we made off the back of them.

What lands in your hands

User research, flows, interface design and design systems — screens put in front of real people before anybody builds them.

We design what the software actually does before it decides what it looks like: the journey through it, every screen and every state, and a system behind them so screen fifty still matches screen one. Prototyped, tested with people who match your users, then handed over as specs a developer can build from exactly.

What's included

  • User research, journey mapping and user flows
  • Wireframes and clickable prototypes
  • Interface design for phone, tablet and desktop
  • Design systems and component libraries
  • Usability testing with people who match your users
  • Accessibility checks against WCAG 2.1 AA
  • Developer handover packs with specs and assets

Our Process

A proven process. Exceptional results.

01. Discover

We understand your goals, audience and challenges.

02. Plan

We strategise and create a clear roadmap.

03. Build

We design, develop and bring your vision to life.

04. Launch & Support

We launch your project and support your growth.

Questions

Before you commit.

How is this different from graphic design?

Graphic design decides how something looks. UI/UX decides how it works — what goes on which screen, in what order, and what happens when it goes wrong. There's visual craft in here, but it's in service of a flow rather than a poster.

Do we need this if we already know what we want?

Then it's a shorter phase, not a skipped one. Even a week of flows and wireframes turns a wish list into something a developer can quote accurately — and it's the cheapest week in the project to change your mind in.

Can our own developers build from your designs?

Yes. We design in Figma, you get view access from the first week and edit access on handover, and the pack is written so any competent developer can match it — including yours.

What about accessibility?

Contrast, target sizes, focus order and screen-reader labelling are checked at design time against WCAG 2.1 AA. Caught there they're free; caught after the build they're a rework.

Ready to bring your idea to life?

Let's create something amazing together.

Get In Touch

Firm quote against a scoped roadmap before any work begins.