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Design

UI/UX Design

Interfaces designed for the tenth use, not the first.

Most software is used repeatedly by the same people. That changes what good design means: the priority is not a striking first impression but the speed and confidence of someone doing the task for the hundredth time. Shortcuts, sensible defaults, forgiving inputs and a layout that stops moving matter more than novelty.

We design product interfaces — the screens where work happens — along with the design systems that keep them consistent as more screens are added. Marketing sites are a different discipline and we treat them differently.

Design work here is done in the browser as much as in a design tool. A layout that looks balanced in a mockup with three tidy rows often falls apart with forty rows, long names and empty states, and it is better to discover that before it is built.

The problem

What this solves

Interfaces are usually designed against ideal content: short names, populated lists, no errors, no permissions. Real use supplies the opposite, and the gap is filled during development by whoever happens to be building that screen. The result is a product that is coherent in the design file and inconsistent in production.

The second common failure is designing screens instead of flows. Each page can be defensible while the sequence of them makes a routine task take four times longer than it should.

  • Designed for ideal content

    Layouts that work with three short rows and fall apart with forty long ones.

  • Undefined states

    Empty, error and loading states get improvised during development, so they feel unfinished.

  • Drift between screens

    The same idea is presented three different ways because there is no shared component for it.

  • Optimised for the first use

    Onboarding is polished while the daily task takes more clicks than it needs.

Our approach

How we go about it

We start with the task, not the screen. Watching or talking through how the work is done today — including what is done outside the software — establishes the sequence the interface has to support and the points where people currently hesitate or make mistakes.

Every state gets designed, not just the happy one: empty, loading, partial, error, no-permission, and too-much-data. These are where products feel unfinished, and they are cheap to specify and expensive to invent under deadline.

The output is a working design system — tokens, components and their states, implemented in code rather than described in a document. That is what keeps the twentieth screen consistent with the first, and it is what lets developers build new screens without a designer in the loop for every one.

Capabilities

What is included

  • User research and task analysis

  • Information architecture and user flows

  • Interface design across every state

  • Design systems and component libraries

  • Accessibility review against WCAG

  • Prototyping and usability testing

Outcomes

What changes for you

  • Fewer steps for frequent tasks

    The common path is measured in clicks and keystrokes, and shortened deliberately.

  • Every state specified

    Empty, loading, partial, error and permission-denied are designed, so nothing is invented at build time.

  • A system, not a set of files

    Tokens and components in code, so consistency survives the next twenty screens.

  • Accessible as designed

    Contrast, focus order and target sizes decided in design rather than corrected afterwards.

Frequently asked questions

Common questions about ui/ux design.

Can you work with our existing brand?
Yes. A brand gives you colour, type and tone; a product design system turns those into components, states and spacing rules that hold up across hundreds of screens. We build the second on top of the first, and flag anywhere the brand palette will not meet contrast requirements in interface use.
Do you do design without development?
We do, though the results are better when the two overlap. If another team is building, we deliver the design system as code alongside the designs so there is no interpretation gap between what was designed and what gets shipped.
How much user research is involved?
Enough to stop us guessing. For an internal tool that often means a few sessions watching people do the work today, which is usually more informative than a survey. For a customer-facing product it may mean interviews or usability testing on a prototype. We scale it to the risk of being wrong.
What do we actually receive?
Flows and screens for the agreed scope with every state specified, a component library in code with tokens for colour, type and spacing, and written notes on the decisions that are not obvious from looking at the designs. The last part is what stops the system being unpicked six months later.
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Where we work

582 cities across 19 countries.

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