Service 05
Product and UI/UX design
An interface is judged in use, not on a mood board.
- Product design
- UI/UX
- Design systems
- Prototyping
Product design
We start from journeys, not screens. Who does what, in which order, with what on screen. Mockups come after that map, and they get cut far faster once the map is clear.
It is also where things get cut. Half the features asked for at kick-off do not survive the question “who uses this, and when?”. That is development, testing and maintenance saved.
UI/UX and testing
Every interface is tested on real users before it is built. Five people are enough to kill the false obvious. What blocks them gets fixed in the mockup, where it costs almost nothing.
Accessibility included: contrast, target sizes, keyboard navigation, visible focus. It is not a constraint, it is what makes an interface usable on a phone, on the metro, one-handed.
It is also cheaper here than anywhere else: a contrast ratio fixed in the mockup costs a minute, and the same fix after launch means a design review, a ticket and a release.
Design system
For products meant to live, we ship a system: colours, type, components, states, spacing rules. Your next screens get built without us and stay consistent.
It ships with its documentation: which component to use when, which states exist, what is not allowed to be reinvented. Without that part, a design system degrades within six months.
From design to code
Our designers and developers sit on the same project. Mockups ship with measurements, states and edge cases, not a PDF to interpret.
When we are not building it ourselves, handover includes a review with the team taking over, and we stay reachable through integration, which is when the edge cases surface.
What you get
- User research and target journeys
- Wireframes and clickable prototypes
- Finished interfaces, every state
- A design system and component library
- User testing and iterations
- Handover to the development team
Related work
Related services
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