UI/UX Design
UI/UX design grounded in research, so people find what they came for without being taught how.
UI/UX design grounded in research, so people find what they came for without being taught how.
We research, wireframe, prototype and test before anything is built, so the decisions behind a screen are evidence rather than somebody's preference.
Our UI/UX design services cover research, wireframing, prototyping, usability testing and the design system your team keeps afterwards.
We work in Figma, hand over developer ready files, and stay available through the build so what ships matches what was agreed.
User research before any screen is drawn
Wireframes agreed before visual design
A clickable prototype you can test
Accessibility checked, not assumed
A design system your team can reuse
Developer ready files on handover
Confusing screens do not announce themselves. They show up later as support tickets, abandoned carts and a product your own team apologises for.
A confusing first screen loses people who were genuinely interested when they arrived.
Too many choices stall a decision that one clear action would have made easy.
Inconsistent patterns make people relearn your product on every second page.
Poor contrast and sizing quietly exclude part of your audience without anyone noticing.
Designing without research means the loudest opinion in the room wins, not the user.
of users say they will not return to a website again after one poor visit.
of online businesses fail because of poor usability rather than pricing.
of people judge a company on the design of its interface alone.
of a developer budget is often spent reworking avoidable design mistakes.
Some products need a full redesign, others need one journey fixed. We scope to what is actually failing rather than restarting everything by default.
End to end design for a product being built from nothing.
Existing sites reworked around what visitors actually do.
Mobile interfaces designed for thumbs, not desktop cursors.
Reusable components so future screens stay consistent.
A review of what is failing, with fixes ranked by impact.
Clickable prototypes tested with people before any code.
Every interface we design is measured against these eight before handover, because good looking screens that nobody can use are not finished work.
People know where they are within a second.
Each screen asks for one thing, not four.
The same pattern behaves the same way twice.
Contrast and sizing that pass AA checks.
The interface says what just happened, clearly.
Mistakes are easy to undo, not punished.
Fewer clicks between intent and outcome.
Validated by real users, not internal opinion.
We design toward numbers you already watch rather than an aesthetic. These are the six that tend to move once the interface stops getting in the way.
More of the people who arrive finish what they came to do.
The interface answers the question before anyone asks it.
New users reach the useful part without being trained.
Visitors stay because the first screen made sense to them.
A considered interface signals a company that pays attention.
Problems found in a prototype cost far less than in code.
Send us the screen people drop off on and we will tell you what we think is happening, and what it would take to fix it.
No black boxes. You see the research, the wireframes and the prototype before anything is polished, so nothing arrives as a surprise at the end.
We talk to users and map where people give up.
Structure and flow agreed before any colour.
Brand, type and colour applied once the structure is settled.
A clickable build put in front of real users before any code.
Developer ready files, a design system and a full walkthrough.
Fewer opinions in the room and considerably more evidence on the wall. Here is what that difference looks like once a project is underway.
We watch real people use what exists before proposing anything new. Almost every disagreement about a design dissolves once somebody has seen a user struggle.
Our UI/UX design services start with research, so decisions can be defended.
Files a developer can build from, with states and edge cases included.
One itemised quote up front, and the figure holds unless the scope moves.
Still weighing up scope, research or how a redesign runs? Ask directly and you will hear back the same day.
It depends on the number of screens and how much research the work needs. After a scoping call you get an itemised quote, and it holds unless the scope changes.
A focused redesign of one journey takes three to five weeks. A full product design usually runs eight to fourteen, depending on how much research is needed first.
UX is whether someone can do what they came for. UI is what that looks like on screen. A beautiful interface over a broken flow still fails, which is why we settle structure first.
Research comes first. We talk to users, study your analytics and watch people use what exists, because UI/UX designing without evidence is just a well-presented opinion.
Often that is the better option. We audit what you have, find where people give up and rework those journeys rather than replacing screens that already work.
Yes. You get organised files with every state, spacing rule and edge case documented, plus a walkthrough with whoever is building it.
On most projects, yes. A component library means future screens stay consistent without you paying a UI/UX design company to redraw the same button.
Yes. A clickable prototype goes in front of real users first, because a problem found at that stage costs a fraction of the same problem found in code.
Yes. We regularly design for in house teams and stay available through the build to answer questions and review what gets implemented.
Tell us which screen is losing people and we will reply within a day.