Creative · UX/UI
UX/UI for products people actually use.
An interface used by staff every day is designed differently than a marketing page. We design for what has to work under pressure.
When clients usually bring us in
- the brand no longer matches the ambition
- the website doesn't generate enquiries
- content runs out after the first month
- campaigns can't be measured through to the sale
What this means for you
- Content made for the channel it will run on.
- Campaigns measured to enquiries, not clicks.
- One visual language online, in print and on stage.
- One team for both creative and technical delivery.
Problem → solution
What we cover
- research and understanding users
- user journeys
- information architecture
- wireframes
- a clickable prototype
- a design system
- usability testing
- handoff to development
UX is not the look; it is the order of decisions
User experience does not begin with colour but with the question of what a person is trying to do on this screen and what gets in their way. Only once that is clear does layout make sense, and only after that, the look.
Who and what
Who will use it, how often and in what circumstances.
Journeys
The steps for each important task, including the exceptions.
Architecture
What belongs together, what goes deeper and what should not exist.
Wireframes
Layout without colour, so content is judged rather than styling.
Prototype
A clickable prototype tested by users, not by the team.
Design system
Components, states and rules the build reuses.
The screens everyone forgets
Most design covers the perfect state: the data is there, the images exist, the names are short. Real use produces states nobody drew - and those decide whether a system works.
- the empty state, before any data exists
- the loading state
- an error and how to get back from it
- very long names and text
- a list with several thousand rows
- a user without permission for part of the screen
- small screens and enlarged type
When people call us
- users stop at the same step
- support keeps getting the same how-to questions
- a new feature is built and nobody finds it
- the mobile screen does not show what it should
- development is waiting on a decision about how it should look
What you receive
- screen designs at the agreed scope
- the states that get forgotten: empty, loading, error
- components development can reuse
- behaviour notes for developers
- mobile and desktop versions
How the work runs
Brief
What the work has to achieve, for whom and in which environment it will be used.
Research
A review of the current state, the competition and user expectations.
Concept
A proposed direction that you approve before production starts.
Design and system
Final assets plus the rules for using them, so it stays consistent when you produce content yourselves.
Related work
FAQ
Can we produce content ourselves later?
Yes. You get templates and usage rules so the look stays consistent.
Do you work with our existing team?
Yes, we often take on only the part your team doesn't cover.
Related solutions
Sounds like your project?
Send us the project description, your existing system, the tender documents or the event date.