Design

We design what we build, which means nothing gets drawn that can't be built at the price we quoted.

The usual failure in this trade is a beautiful prototype that doubles in price when it becomes real. It happens because the person drawing the screens has no stake in building them.

Our designer sits next to the developers. That changes what gets designed — not less ambitious, just more honest about cost. When something expensive is genuinely worth it, you'll be told what it costs before it's in the file rather than after.

We start with research: who uses this, what are they trying to finish, and where does the current version lose them. Then wireframes — structure before surface, because most interface problems are layout problems wearing a colour scheme. Then prototypes you can click through and react to, which is the cheapest point at which to change your mind.

The finished work hands over as a system rather than a set of pictures. Components, states, tokens, and the rules for how it responds — so it stays coherent after the first feature you add without us.

What's included

  • Discovery: interviews, competitor review, analytics
  • Information architecture and user flows
  • Wireframes for every key screen
  • Clickable prototypes in Figma
  • Full interface design for every template or screen
  • A design system: components, states, tokens, documentation
  • Accessibility review to WCAG 2.2 AA
  • Usability testing with real users where budget allows
  • Developer handover, with specs that don't need interpreting

Is this the right service for you?

This is for you if

  • You have a product that works but people struggle to use
  • You're building something and want it designed before it's built
  • Your interface has grown inconsistent as features were added
  • You have developers but no designer
  • You need a design system your team can build against

This probably isn't for you if

  • You need branding, a logo, or print work — we're interface designers, and we'll refer you to someone better
  • You want a visual refresh with no underlying changes — sometimes right, but say so, because it's a different and cheaper project
  • Decisions get made by a committee with no final say — design dies here faster than anywhere else

How it works

  1. Research

    Users, competitors, analytics, and the existing thing if there is one.

  2. Structure

    Flows and information architecture. Agreed before anything is drawn.

  3. Wireframes

    Grey boxes. Deliberately ugly, so feedback is about structure.

  4. Prototype

    Clickable, testable, shown to real users where possible.

  5. Interface

    Full visual design, every state — including empty, loading and error, which are where most designs quietly give up.

  6. System and handover

    Components, tokens, documentation.

FAQ

Can you design something another team will build?

Yes. We hand over to in-house and third-party teams regularly, and we'll stay available during their build for the questions that always come up.

Do you do branding?

No. Logos, identity and print are a different discipline and we'd be mediocre at them. We'll happily work alongside a brand designer.

How many revision rounds?

Two at each stage, which is almost always enough when the earlier stages were signed off properly. More are quoted, not refused.

Figma?

Yes, and you get full access to the files. They're yours.

Not quite it?

Show us the thing people struggle with.

A screen recording of someone using your product badly is worth more than any brief.