Most usability problems are not decoration problems. They are structure problems: unclear hierarchy, too many options at once, or an interface built around how the database is organised rather than how the work is done.
Our design process starts with the task. What is the person trying to finish, what do they already know, and what is in the way. Then we prototype the shortest honest path to that outcome and put it in front of someone.
The output is not a folder of pretty screens. It is a working prototype plus a design system, so the build phase is assembly rather than interpretation.
What is included
User and task research
Interviews, session review and a written account of where people currently get stuck, with evidence rather than opinion.
Information architecture
Navigation, grouping and naming that match how your users think, tested before anything is designed.
Interactive prototypes
Clickable Figma prototypes for the key journeys, so problems get found before they are expensive.
Design system
Type scale, colour tokens, spacing, states and reusable components, documented so the tenth screen looks like the first.
Accessibility
Contrast, focus states, keyboard paths, target sizes and semantic structure designed in, checked against WCAG AA.
Developer handover
Specs, tokens and edge cases documented, including the empty, loading and error states that mockups usually omit.
How we work
- 01
Understand the task
Research with real users and a clear statement of the job the interface has to support.
- 02
Structure it
Architecture and low-fidelity flows, resolved before any visual polish is applied.
- 03
Prototype and test
Interactive prototypes tested with a handful of representative users, which is enough to expose most serious problems.
- 04
System and handover
Components, tokens and states documented for the build, with us available during development for the questions that always come up.
Where UX work pays off most
- Internal tools and dashboards where staff time is the recurring cost
- Multi-step forms, quoting flows and checkouts where drop-off is measurable
- Software with a support burden caused by confusion rather than bugs
- Products about to be rebuilt, where design decides how much gets built twice
Design that survives the build
We design in the browser wherever we can, because a layout that works in Figma and breaks at an awkward viewport is not finished. Because we also build, we design things that are realistic to implement.
Frequently asked questions
Can you design for a product we build ourselves?
Yes. Design-only engagements are common. We hand over prototypes, a documented system and specs, and stay available during implementation.
Do you do user testing?
Yes, at a practical scale. Five to eight participants who resemble your users will surface most of the serious issues, and that is usually the right level of investment for a small business.
What tools do you use?
Figma for design and prototyping, and code for anything where interaction or motion needs to be judged properly.
Do you redesign existing products?
Often. We start with an audit of the current experience and real usage data, so the redesign fixes measured problems rather than changing things for the sake of it.
Related work
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