UI/UX design

UI/UX Design for Software & Digital Products

Interface design for software people use all day - designed around the task, tested with the people doing it, and built to be implemented rather than admired.

The problem

What usually brings people here

The software is capable but unused

Staff avoid the system and keep a spreadsheet instead. That is almost always a design problem rather than a training problem.

Every screen needs explaining

New staff take weeks to become productive because the interface does not match how the work is actually sequenced.

Design stops at the handsome screens

The empty state, the error, the slow load and the edge case were never designed, so they were improvised in code.

Capabilities

What we build

Product and interface design

Screens, flows and states for software that has to be used rather than browsed.

Design systems

Reusable components, spacing, type and colour defined once so a product stays coherent as it grows.

Usability review

An assessment of existing software against how the work is really done, with prioritised fixes.

Prototyping

Clickable prototypes to settle a flow before it is expensive to change.

Accessibility

Contrast, keyboard operation, focus order and screen-reader semantics treated as requirements rather than a late audit.

How we work

Our approach

01

Watch the work first

We observe the actual task, including the workarounds. Designing from a requirements list produces software that satisfies the list and nobody else.

02

Design the unglamorous states

Empty, loading, error, permission-denied and too-much-data. These are most of the real experience and they are usually skipped.

03

Prototype before building

Moving a step in a prototype costs minutes. Moving it after build costs a sprint.

04

Hand over something buildable

Specifications, tokens and components developers can implement without guessing, because we build the software too.

Technology

What we build with

Chosen for fit and for how easily another team could pick the work up, not for novelty.

Figma Design tokens React Next.js TypeScript CSS architecture WCAG 2.2 Responsive design Prototyping
Outcomes

What changes afterwards

The system gets used

When the interface matches the task, the parallel spreadsheet disappears.

Onboarding shortens

New staff learn by doing rather than by being walked through.

Fewer surprises in build

Flows settled in a prototype do not get renegotiated mid-development.

Industries

Where this work lands

Questions

Frequently asked

Yes. Design-only engagements are common, and we hand over specifications and components your developers can build from. Because we also build software, what we hand over is implementable rather than aspirational.

Yes. That usually starts with a usability review - watching people use the current system, identifying where it fights them, and prioritising changes by impact rather than redesigning everything at once.

Graphic design is largely about communication. Product design is about operation - what happens on click, what the error says, what the screen shows before data loads. Both matter; they are different disciplines.

It is built in: contrast, keyboard navigation, focus order and screen-reader semantics are requirements during design, not an audit afterwards. Retrofitting accessibility costs far more than designing for it.

Screens and flows for every relevant state, a component library with spacing, type and colour defined, and specifications developers can implement directly.

Discuss your ui/ux design project

Describe the challenge in your own words. You will get a candid assessment of whether software is the right solution, what the work would involve, and a realistic cost range.