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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.

We need UX/UI All projects

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.

01

Who and what

Who will use it, how often and in what circumstances.

02

Journeys

The steps for each important task, including the exceptions.

03

Architecture

What belongs together, what goes deeper and what should not exist.

04

Wireframes

Layout without colour, so content is judged rather than styling.

05

Prototype

A clickable prototype tested by users, not by the team.

06

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.

We need UX/UI