Skip to main content

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.

  • An idea, no document
    The first question is who the user is and the one action they must complete. The right deliverable is a short requirements document and a screen map — not final design.
  • Requirements exist, interface needed
    The requirements are written, but no one has seen a screen yet. This starts with wireframes and a clickable prototype, and only then UI design.
  • A live product, something isn't working
    Before a redesign — understand where users get stuck. A short study of the current product decides whether to change a flow, a few screens, or everything.

03 / What we do

What we do

Research, UX strategy, UI design, prototypes, design systems, and dedicated mobile design — end-to-end.

  • 01
    UX strategy
    Before we draw anything, we understand. Who's the user, what do they want, where do they get stuck. Without this, you're designing in a vacuum.
  • 02
    UI design
    The final screen. Colors, typography, icons, interactions. Beautiful, sure — but more importantly, functional.
  • 03
    User research
    Interviews, surveys, usability testing. Because opinions aren't data.
  • 04
    Wireframes & prototypes
    Before investing in development, you see how it feels. Test, change, iterate.
  • 05
    Design systems
    For large products — a full design system. Components, colors, rules. Consistency in the product, speed in development.
  • 06
    Dedicated mobile design
    An app isn't a small website. Mobile-first design that respects the platform.
  • 07
    Digital brand design
    Logo, color palette, typography, visual style. Your identity, in digital form.

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.

DeliverableWhat it answersWhat it containsWhat it is not
Requirements documentWhat the product must enable, for whom, and what is out of the first versionUsers and roles, main scenarios, requirements and constraints, acceptance criteriaNot screens and not a technical solution
UX specificationHow the user moves from step to stepScreen map, flows, information architecture, black-and-white wireframes, error and empty statesNot final design and not code
Interactive prototypeWhether the flow makes sense before any code is writtenLinked clickable screens, states, notes for testing with usersNot a working product — no real data, no backend
UI design and handoffHow each screen actually looks and behavesFinal screens, components and design system, spacing and typography specs, developer assetsNot a substitute for specification — a beautiful screen on a wrong flow is still wrong

05 / Our approach

Our approach

  • Design is a business decision, not personal taste
    Every design decision has to answer one question — does it move the user toward the right action? If not, it's noise.
  • Designers in constant conversation with engineering
    A designer who doesn't understand how the code works is sketching dreams. We don't.
  • Less is more
    Cluttered design is bad design. We strip away until only what's necessary remains.
  • Accessibility from day one
    Inaccessible design isn't good design — it's design that leaves people out. We design to WCAG 2.2 AA from day one.

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

  1. 01

    Understand the product & user

    Who are they? What do they want? What annoys them in competing products? Every answer is a design input.

  2. 02

    UX architecture

    User flows, sitemaps, information architecture. The skeleton before the skin.

  3. 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.

  4. 04

    Hi-fidelity design

    Final screens. Colors, icons, typography, micro-interactions.

  5. 05

    Interactive prototype

    Screens connect to screens, animations, states. You see the product alive before a single line of code.

  6. 06

    Developer handoff

    Not "hey, draw it like this." A full handoff with design system, specs, assets. Developers can start immediately.

  7. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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 example

How 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

  • Startups
    Who need a well-designed MVP — because you don't get a second chance to make a first impression.
  • SaaS companies
    That need a redesign of an existing product — to improve conversion and retention.
  • Businesses with legacy products
    Old websites or systems that need a visual and experiential upgrade.
  • Organizations needing a design system
    To enable consistent work across multiple teams — without every team reinventing the wheel.
  • Founders with an idea
    Who need a prototype to show investors — a real product that feels alive, not a slide deck.

10 / Why us

Why us

  • Designers who understand product
    Not just "illustrators." We think in the language of product and business.
  • Designers who know engineering
    Everything we draw can actually be built. No unpleasant surprises.
  • Full team under one roof
    UX designer, UI designer, user researcher. All in-house, in sync, without middlemen.
  • Flexibility
    Order design only, development only, or both. We adapt to what you need.

FAQ

Frequently asked questions

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.