UI and UX design services that fix the flow before decorating it.
UX is the decisions about what happens in what order. UI is what those decisions look like. They are different jobs and confusing them is why so many attractive products are frustrating to use. We start with the flow, because a beautiful checkout that loses people at step three is still broken, and no amount of visual polish rescues a sequence that does not make sense. Then we design the interface, in Figma, with a component library a developer can build from without guessing.
What the work covers
Research and audit
What the current thing does, where people fall out of it, and what competitors have solved that you have not. Analytics and session recordings if you have them, a heuristic review if you do not.
Information architecture
What lives where, and what the navigation is called. Unglamorous and the highest-leverage part of the job, because no interface rescues a structure nobody can navigate.
Wireframes
Grey boxes, deliberately. Reviewing structure while looking at finished visuals means everyone discusses the colour of the button instead of whether the step should exist.
Interface design
The visual layer: type scale, colour, spacing, states. Built as a component library rather than as screens, so it stays consistent when you add a page next year.
Prototypes
Clickable, for the flows that matter. Cheaper to find a problem in a prototype than in a build, by roughly an order of magnitude.
Design to development handover
Components, spacing tokens and states documented. A developer should not have to ask what happens on hover, or measure a gap with a screenshot.
Where interfaces usually lose people
Four failures we find in most audits, in rough order of how much they cost.
Too many steps
- What it looks like
- A form asking for everything before showing value
- Usual fix
- Ask for less, later. Every field removed lifts completion
Unclear next action
- What it looks like
- Three buttons of equal weight
- Usual fix
- One primary action per screen, visually obvious
No feedback
- What it looks like
- A button that appears to do nothing when pressed
- Usual fix
- Show state immediately, even before the server answers
Mobile as an afterthought
- What it looks like
- Tap targets under 44 pixels, forms that fight the keyboard
- Usual fix
- Design mobile first, since most Indian traffic is mobile
How design work runs
Flow before pixels. A beautiful screen in the wrong order is a slower way to lose the same customer.
-
Understand the job
What someone is trying to do on the screen and what currently stops them. Usually answerable from the analytics you already have plus a handful of real sessions.
-
Structure and flow
The order of the steps and what each screen has to carry, agreed as wireframes before anything is styled.
-
Interface design
Type, spacing, states and components, designed against real content rather than placeholder text that hides how it behaves at length.
-
Tested on people who are not us
Five people attempting the real task, watched rather than asked. Five is enough to surface the problems that matter, and watching somebody fail at a step nobody thought was hard is worth more than any opinion in the room.
-
A component set, not a pile of screens
Type scale, spacing, colour and every interactive state defined once and reused. It is what stops the twentieth screen looking like a different product, and it is what makes the build predictable to estimate.
-
Build handover
Specs, spacing rules and every state a developer needs, so what ships matches what was approved.
Design questions
Do I need UX design if I just want a website?
For a five-page brochure site, usually not as a separate stage; the structure is simple enough to settle in the scoping call. For anything with a form, a booking flow, a checkout or an account area, yes. That is where people are lost and where the money is.
Can you design without building?
Yes. We hand over Figma files with a documented component library that any competent developer can build from. Some clients have an in-house team and only need the design; that is a normal way to work with us.
How many revisions do I get?
Two rounds at each stage, wireframes and visual design, included in the fixed price. In practice most projects use one and a half. If a third round is genuinely needed we usually find the brief changed, and we will say so rather than quietly absorbing it.
Do you do user testing?
For projects where it is justified, yes, usually five to eight people on a clickable prototype. It is remarkable how consistently five people find the same problem that a room of stakeholders missed.
Interface work usually arrives attached to something else: a website build, a Shopify store, or a mobile app. It is the same discipline in three places.
Related services
Show us what is not working
A URL, a screenshot or a description. We will tell you whether it is a flow problem or a visual one.