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02Service line

UI/UX & experience design

Interface and flow work, built as a component library rather than a set of screens.

At a glance
Disciplines
Design · Engineering
Stages
6 in sequence
Duration
Quoted after scoping
AFraming

A screen is a deliverable. A system is an asset.

We design the second, because the first is obsolete the moment the product changes.

That means the output of this work is a component library with states, rules and tokens — something engineering can build against and extend without coming back to ask what a disabled tertiary button looks like.

BScope

What is in scope

Interface design across mobile, web and tablet
Responsive systems designed at all three, not designed at desktop and squeezed afterwards.
UX design
Flows, wireframes and prototypes — the cheap places to be wrong.
Design systems and component libraries
Scalable, documented, with the awkward states specified: empty, loading, error, too-long, offline.
Usability testing and experience optimisation
Watching people use it, then changing the thing rather than the explanation.
Interaction design and micro-interactions
Motion that clarifies what changed. Nothing decorative.
CSequence

The order the work runs in

Stages, not a schedule. We do not publish durations we have not agreed with you — the sequence is fixed, the length depends on what we find in scoping.

  1. 01

    Flows

    The paths through the product, agreed before a single pixel is placed.

  2. 02

    Wireframes

    Structure and hierarchy, deliberately unstyled so the argument stays about the structure.

  3. 03

    Interface

    Visual design of the primary paths, at real content lengths.

  4. 04

    Library

    Components extracted from the screens, with every state specified.

  5. 05

    Prototype and test

    A clickable build put in front of real users, with the findings written down.

  6. 06

    Engineering handoff

    A working session, not a link. See how we work for what that involves.

DDeliverables

What you have at the end

  • Annotated user flows and wireframes
  • High-fidelity interface designs at mobile, tablet and desktop
  • A component library with documented states and tokens
  • An interactive prototype of the primary paths
  • Usability findings, written up with what we recommend changing
ESpecific to this line

Where interface work usually goes wrong

Designs are approved against invented content. The name is four characters, the list has three items, nothing has an error. Then real data arrives and the layout falls apart, and it is engineering that gets blamed for it.

We design against the worst realistic content we can find: the longest name, the empty list, the failed payment, the two-hundred-item table. It makes reviews less flattering and releases less eventful.