UI/UX Design
Design that removes questions
UI/UX design is planning how a product works and looks, from user flows and wireframes to a finished design system. It is for teams building or fixing a website or app who want people to complete tasks without confusion, and developers to build it without guesswork.
What's included
User research
Structured conversations and task observation with the people who will use the product, condensed into the handful of flows worth optimising.
Wireframing
Low-fidelity structure and flow first, reviewed against real content and edge cases before visual design begins.
Interactive prototypes
Clickable prototypes for the key journeys, usable in a real browser or on a device for feedback and stakeholder sign-off.
Design systems
Tokens, components and documented states that developers can implement directly and future designers can extend.
Responsive interfaces
Layouts designed for the widths people actually use, with mobile designed rather than shrunk from desktop.
Accessible design
Contrast, focus states, target sizes and keyboard paths considered in the design file instead of patched in later.
What you receive
Written scope
- Flow maps and user task notes
- Wireframes for every key screen
- High-fidelity designs and component states
- Interactive prototype of the core journey
- Design system with tokens and components
- Developer handoff notes and assets
Agreed in writing before any work starts.
How long it takes and what it costs
How long does it take?
Scheduled as a fixed stage after discovery. The length depends on the number of distinct flows rather than the number of screens.
What does it cost?
Fixed quote after a free 30-minute call. Design is priced as its own fixed stage, either alone or paired with the build.
The problems this fixes
Interfaces that explain themselves badly
Users cannot tell what a screen does next, so they hesitate, mis-click, or email support to ask what a button means.
Design that cannot be built
Beautiful mockups with no empty states, error states or mobile behaviour turn into a negotiation during development.
Inconsistency at scale
Every new screen invents its own spacing and buttons, so the product looks assembled rather than designed.
How the work runs
Tools we typically use
- Figma
- Design tokens
- Storybook
- Tailwind CSS
- Framer Motion
Frequently asked questions
Do you design without building, or only alongside development?
Both. Design-only engagements are fine for teams with in-house developers. Most projects pair design with our build so the implemented result matches what was approved.
How much does a design phase cost?
It depends on the number of distinct flows rather than the number of screens. We price it as a fixed stage after discovery, and it is always cheaper to change a wireframe than a codebase.
Can you work with our existing brand?
Yes. We extend your brand into a digital design system, define its interface states, and flag the places where it needs adjusting for readability or contrast.
Do you test the designs with users?
We run light, practical tests — five users on the core tasks beats a large study nobody reads. Findings are prioritised by whether they block the main journey.
