UI/UX Design

Interface design that survives contact with real users

We design interfaces around evidence: what people are trying to do, where they currently fail, and what the build can realistically support.

Redesigns that change everything and improve nothing

A redesign usually begins because the site or product feels dated. It ends with a new visual language, a new set of components, and conversion sitting roughly where it started β€” occasionally lower, because a familiar interface was replaced with an unfamiliar one and nobody measured which parts were working.

The reason is that appearance was the brief. Nobody established which step people were failing at, what they were trying to accomplish, or which elements of the old interface were carrying the result. Design decisions were then made on taste, which is unarguable and therefore untestable.

The other common failure is the reverse: beautiful design files that cannot be built as drawn, or that describe forty variations of a button with no system behind them. Design that ignores implementation becomes a negotiation during development, and the negotiation is usually won by whatever is quickest.

What the work produces

Research proportionate to the decision

Analytics review, session recordings, support tickets and a handful of user conversations. Not a research programme for its own sake β€” enough evidence to know which problem is worth solving before anyone opens a design tool.

Flows before screens

The paths people take through the product, including the error and edge cases that are usually discovered during development and designed in a hurry. Getting the flow right removes most of the screens you thought you needed.

Wireframes and prototypes

Low-fidelity first to settle structure without arguing about colour, then interactive prototypes for the flows that carry real risk. Testing a prototype is enormously cheaper than testing a build.

A design system, not a pile of screens

Tokens, components and states documented as a system. This is what keeps the product coherent as it grows and what lets developers build new screens without asking for a new design each time.

Accessibility designed in

Colour contrast, focus order, target sizes, form labelling and keyboard paths handled in design rather than raised in a later audit. Retrofitting accessibility is considerably more expensive than designing for it.

Specification developers can build from

Responsive behaviour, states, spacing rules and interaction detail specified. Because we also build, the handover accounts for what is practical to implement β€” and we are available through the build rather than gone at delivery.

Technologies we use for this

Design

  • Figma
  • Design tokens
  • Component libraries

Research

  • Analytics review
  • Session replay
  • Usability testing

Handover

  • Interactive prototypes
  • Specification
  • Tailwind implementation

Standards

  • WCAG 2.2 AA
  • Responsive design
  • Design system documentation

We choose from these based on what the project needs and what your team can maintain after we hand over β€” not on what we most enjoy working with. Where an existing stack is already in place and sound, we work within it.

When to bring design in

Before a build, not during

Settling structure and flow before development starts is the cheapest point to change your mind, and it removes the mid-build design decisions that otherwise get made by whoever is writing the code that day.

When a specific metric is stuck

Targeted work on a funnel, a signup or a checkout, where there is a defined number to move and the change can be measured against it.

When a product has grown inconsistent

Features added over years by different people, each introducing slightly different patterns. A design system consolidates them and stops the drift continuing.

Accessibility remediation

Where an audit has produced findings, or where a public-sector or enterprise buyer requires a conformance statement.

Questions we are asked about this

Can you design without building?

Yes. We deliver a documented design system and build-ready specification for your own developers, and can stay available during implementation to answer questions and review the result against the design.

How much research is necessary?

Less than agencies often sell, and more than zero. For most projects a few days of analytics review, support-ticket reading and five or six user conversations surfaces the significant problems. Larger research programmes make sense when the cost of designing the wrong thing is high.

Will a redesign improve conversion?

Only if it targets the reason people are currently leaving. A redesign undertaken for appearance alone changes the result unpredictably in either direction. If conversion is the objective, we would start by measuring where the funnel loses people and design against that, then verify the change rather than assume it.

Do you work with our brand guidelines?

Yes, routinely. We translate existing brand assets into a functioning digital design system β€” which usually means resolving questions print guidelines do not answer, such as interaction states, dense data views and accessible contrast pairings.

How do you handle accessibility?

We design to WCAG 2.2 AA as a baseline: contrast, focus visibility, target size, form labelling and keyboard operability. We verify with automated tooling and manual keyboard and screen-reader checks. For a formal conformance statement we would recommend an independent audit alongside our work.

Thinking about ui/ux design?

Send us the problem and any constraints you already know about. We will come back with what we think it needs, an approach, and a realistic range β€” or tell you it is not work we are right for.

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