UI/UX design
Movement people don't have to think about
Good interface design feels like good technique: efficient, unforced, hard to notice. We research how people actually move through a task, then design screens that make the next step obvious.
The design relay
From observation to system
Watch
Short interviews and task observation with the people who will use the product, including those using assistive technology where relevant.
Map
Journeys drawn end to end, including the awkward bits: errors, waiting, changing your mind.
Sketch
Low-fidelity wireframes to argue about structure before anyone polishes a pixel.
Prototype
Clickable prototypes tested with real participants; we change what fails.
Systemise
A component library and tokens your developers can build with consistently.
Interactive
Which design work do you need?
Use the tabs to see the deliverables for each type of engagement.
Tick items as a personal checklist when briefing us. Saved on this device only if you accept optional storage.
Our stance
Taste is not a research method
We have opinions about type and colour, and we will share them. But the decisions that matter most, such as what goes on the first screen, how a form recovers from an error, or what a button is called, are settled by watching people use the thing.
We design with real content wherever possible. Placeholder text hides problems: long names, missing images, translated labels that run to twice the length. Designing with the truth up front saves rework later.
See how design connects to the build on our mobile and web pages.