Service · UI/UX Design
UI/UX& Design
Good design is invisible. You just do what you came to do.
Most people think design is about how something looks. It isn't. It's about how it works. A beautiful website where users don't know where to click — that's a failed website. A stunning app that takes five minutes to place an order — that's money walking out the door.
01
The method
Good design starts with one question: Why is the user here?
And we work backwards — what does the user need to do, how do we make it as easy as possible, and how do we make it feel completely natural. We have a full in-house UI/UX department. Not an external freelancer drawing pretty screens — a team that works hand-in-hand with the developers, knows what's possible and what isn't, and doesn't sketch dreams that can't be built.
02 / Where you start
What has to be planned before development?
Three things decide what to specify and design: the business need, who the users are, and the state the product is in today. The deliverable follows from that — not the other way round.
03 / What we do
What we do
Research, UX strategy, UI design, prototypes, design systems, and dedicated mobile design — end-to-end.
04 / Which deliverable fits
Requirements document, specification, prototype and design — not the same thing
Four different deliverables answering different questions. You can commission one, some, or all of them in sequence — but not substitute one for another.
| Deliverable | What it answers | What it contains | What it is not |
|---|---|---|---|
| Requirements document | What the product must enable, for whom, and what is out of the first version | Users and roles, main scenarios, requirements and constraints, acceptance criteria | Not screens and not a technical solution |
| UX specification | How the user moves from step to step | Screen map, flows, information architecture, black-and-white wireframes, error and empty states | Not final design and not code |
| Interactive prototype | Whether the flow makes sense before any code is written | Linked clickable screens, states, notes for testing with users | Not a working product — no real data, no backend |
| UI design and handoff | How each screen actually looks and behaves | Final screens, components and design system, spacing and typography specs, developer assets | Not a substitute for specification — a beautiful screen on a wrong flow is still wrong |
05 / Our approach
Our approach
06 / Our toolkit
We don't fall in love with tools — we pick the right one for the job.
From Figma to Framer, from Hotjar to Storybook, from Maze to axe DevTools. Tools change, the method stays — understand, measure, improve.
Design
- Figma
- Adobe XD
- Photoshop
- Illustrator
Prototyping
- Figma
- Framer
- ProtoPie
User research
- Maze
- Userbrain
- Lookback
Analytics
- Hotjar
- Microsoft Clarity
- FullStory
Design systems
- Storybook
- ZeroHeight
- Tokens Studio
Accessibility
- axe DevTools
- WAVE
- Stark
07 / How we work
How we work
- 01
Understand the product & user
Who are they? What do they want? What annoys them in competing products? Every answer is a design input.
- 02
UX architecture
User flows, sitemaps, information architecture. The skeleton before the skin.
- 03
Wireframes
Black-and-white screens. No colors, no images, just structure. If it doesn't work here, no amount of color will save it.
- 04
Hi-fidelity design
Final screens. Colors, icons, typography, micro-interactions.
- 05
Interactive prototype
Screens connect to screens, animations, states. You see the product alive before a single line of code.
- 06
Developer handoff
Not "hey, draw it like this." A full handoff with design system, specs, assets. Developers can start immediately.
- 07
Support during development
The designer stays available. Because there are always questions, and always small decisions that need to be made.
08 / What we need from you
How we work together — and how scope gets approved
Good specification and design depend on information only you hold. This is what we will ask for, and these are the decision points where you approve before we move on.
- 01
Information from you
Who the users are and what they do today, which systems exist, what must be in the first version and what must not, and who decides. If a document already exists, it is the starting point.
- 02
Decision meetings
A short meeting at the end of each stage: what was found, what was decided, what is open. Decisions are written down so the next stage does not reopen them.
- 03
Review rounds
Each deliverable goes through an agreed review round. Flow comments are closed at wireframe stage; appearance comments at design stage. Mixing the two is what drives cost up.
- 04
Scope approval
Before moving to UI design or development, the list of screens and scenarios is approved in writing. A change after approval is a scope change — priced and documented, not absorbed.
A deliverable example
To see what a filled-in requirements document looks like — users, scenarios, screens and acceptance criteria — we published a complete educational example (not a client project), with a downloadable template.
App requirements document — filled-in exampleHow does this continue into development?
Deliverables are handed over so that any development team can work from them — ours or another. If you continue with us, the designer stays on the project; if not, our responsibility ends at the documented handoff and implementation questions move to the development vendor.
09 / Who it's for
Who this is for
10 / Why us
Why us
FAQ
Frequently asked questions
UX is how it works. UI is how it looks. UX starts before there's even a screen — what's the flow, what are the needs. UI designs the screen itself. They work together.
There is no honest flat price for UX and UI design: the budget follows scope. The drivers are the number of screens and states, whether there is existing research or we start from zero, how many user roles the product has, and whether you need a design system that developers will build on for years. We scope the work first, then give a fixed, itemized quote — what is included, what is excluded and what would change the number.
A marketing site — 2-4 weeks. An app — 4-8 weeks. A full SaaS product — 2-4 months. Depends on the number of screens and complexity.
Yes. Interviews, surveys, usability testing. We recommend it for projects that justify it. Without research, you're designing on guesses.
Yes. Multilingual products — including right-to-left scripts — from day one. That includes typography: not every font pairs well across scripts, and text expands or contracts by language. We design layouts that survive translation.
Absolutely. Many of our clients order design only and develop in-house or with another team. We provide a full, professional handoff.
Yes. If you have a design system, we work inside it. If you don't, we build one from scratch or extend what you have.
Totally fair. Design is a process. There are revision rounds at every stage, and we explain the reasoning behind every decision. You see the why — not just the what.
Yes. In Figma or Framer. Great for investors, user testing, and understanding how the product will feel.
Both. We audit what exists, find the problems, and recommend either a partial upgrade or a full redesign.
We design to WCAG 2.2 AA from the start, which is what ADA and EAA compliance is measured against. Accessibility isn't a bolt-on at the end — it's design decisions from day one.
Keep reading
- GuideApp requirements document example — a filled-in template to downloadWhat to define before asking for a quote: users and permissions, flow and states, scope and exclusions, screens with failure states and acceptance criteria. Includes a Word file to work in.
- Case studyCase study: Tory — on-demand mobile servicesWe built a client app, a driver app, and a real-time dispatch backend from scratch. Architecture, matching engine, and an order flow measured in seconds.
Let's talk
Got a product that needs a rethink?
A 30-minute intro call. No strings attached. We'll look at the product, point out the weak spots, and decide together if it's worth moving forward.
Less. Simpler. Clearer.