People don't finish the task
They start the request, the purchase or the sign-up, and give up halfway through, always at the same point.
The structure, the journey and the look of a digital product, decided before any code gets written.
UX/UI design covers the two halves of a digital product. The experience, or UX, is the journey: what steps someone takes, in what order, what they need to know at each point, and where they usually give up. The interface, or UI, is what you see and touch: screens, buttons, forms, error messages, typography and colour.
It's a service for anyone about to build a website, a shop or a platform who wants to decide the things that matter before paying for them in code. It's also for anyone with a product already running but with poor numbers: visits that go nowhere, abandoned baskets, forms started and never submitted, support calls about tasks that should be obvious.
After the design comes the build, in web application development or in building the website.
The symptoms that typically bring a digital product to this point.
They start the request, the purchase or the sign-up, and give up halfway through, always at the same point.
If the same question comes up every week, it's the interface causing it.
What works on a computer becomes cramped, unreadable or unusable on a small screen.
Different buttons for the same action and inconsistent wording mean relearning on every page.
A lot got built, little gets used, and what does get used is buried under everything else.
An interface that needs a manual has already failed before it opens.
Designing is deciding. The earlier you decide, the cheaper it gets.
We talk to whoever knows the customers and, whenever possible, to the users themselves. We define the main tasks the product has to make easy, because they can't all be priorities.
We organise the content and map out the path for each task, step by step, in simple wireframes with no colour. Discussing the structure at this stage takes minutes and saves having to rebuild later.
We apply the brand identity defined in branding, starting with the phone version, and we also design the states that usually get forgotten: empty lists, errors, loading and confirmation messages.
Instead of loose screens, we deliver reusable pieces with their own rules. That's what lets you add features later without the product losing its unity.
Whenever possible, we get real people trying it out before we build, and we stay close to the development team until what's on screen matches what was designed.
Enough material for any team to build without guessing.
Content structure and journeys for the main tasks, by user profile.
Screens sketched out, with no colour, to approve structure and hierarchy before the final look.
Phone and desktop versions, with the error, empty and success states designed.
Buttons, fields, tables, alerts and cards, with rules for use and spacing.
Checked contrasts, minimum sizes and keyboard navigation order.
Access to the originals, so another team can carry the product forward.
The questions that come up most often about this stage of the project.
Tell us what you want to build, or what isn't working in what you already have. We'll propose the scope of the design and what you'll have at the end.
Other services in Design
Tell us when suits you and we will come back with a confirmation. It is not an automatic booking: a person always confirms the meeting.