User research
Interviews, analysis of your existing analytics and a review of what competitors do. The point is to know why users behave as they do before changing anything.
Most interfaces do not fail because they are ugly. They fail because they make the user think — hunt for the button, guess what a click will do, fill in fields whose purpose is unclear. Every one of those hesitations is a lost conversion.
Our UX/UI work starts with observation, not a colour palette. We look at what real users do, where they stop and what sends them back. Then we design the flow so the next step is obvious.
The result is not only a nicer look. A clearer interface reduces support enquiries, shortens onboarding for new staff and makes later changes cheaper, because they build on a system rather than a pile of unrelated screens.
Interviews, analysis of your existing analytics and a review of what competitors do. The point is to know why users behave as they do before changing anything.
A map of the path from first landing to the desired action, and low-fidelity mockups of the screens along it. Structural questions get settled here, while changes are still cheap.
A clickable prototype that can be tested with real people before a line of code is written. Finding a problem here is far cheaper than finding it after development.
Components, typography, colours and states documented as one system. The next screen is assembled from existing parts instead of drawn from scratch.
Contrast, touch target sizes, keyboard navigation and a meaningful heading structure. An accessible interface is more usable for everyone, not only for people with disabilities.
We review the existing interface and the data about it. If there is no analytics, we start by setting it up.
Conversations with users and internal teams. The most useful input usually comes from the people who answer customer questions every day.
Flows, wireframes, then visual design. Each stage is approved before the next begins.
The prototype goes to real people and we watch where they struggle. The design is corrected from what we see.
A documented design system and specifications a development team can work from without guessing.
User research and personas
Wireframes and prototypes
Visual design
Usability testing
Design systems
UX is about how something works — the structure, the user’s path, where decisions happen. UI is about how it looks and feels — type, colour, states, motion. The two are designed together: a beautiful interface over a broken flow does not help, and a logical flow in an unreadable interface does not work either.
It depends what "works" means. If you get traffic but few enquiries, the problem is rarely the traffic. It usually shows in analytics — pages with high exit rates, forms that get started and abandoned, steps where people drop out. If you have that data, we start from it.
Yes. The principles are the same, but iOS and Android conventions differ from the web, which affects navigation, gestures and states. We design for the platform rather than porting web screens into an app.
Yes. We hand over a documented design system and specifications your own or an external team can build from. This is a common scenario when you have in-house developers but no designer.