UI/UX Design
Design work that's handed to our own engineering team to build means every design decision is already tested against what's actually feasible to ship — no polished mockup that falls apart the moment development starts.
- User research & flows
- Design systems
- Prototyping & usability testing
Technologies we use
Aa
Aa
Aa
How we approach ui/ux design
Design and engineering being separate disciplines on paper, run by the same team in practice, changes what gets designed. We know what's expensive to build and what isn't, so the design process factors that in from the wireframe stage — not after a client has already fallen in love with a screen that would take three extra sprints to implement.
Every design engagement starts with research, not screens. For consumer apps like MyEats, MyRise, and Lyfted, that meant mapping the onboarding flow in detail — what information genuinely needs to be collected before a user gets value from the app, versus what can be deferred or made optional. Onboarding is usually where the biggest drop-off happens, so it gets disproportionate design attention relative to its screen count.
We build design systems, not just screens — a consistent set of components, spacing, and typography rules that make the product feel coherent and make future feature work faster because designers and engineers aren't reinventing a button style for every new screen.
Prototypes are interactive, not static — clickable flows that get tested with real users before development starts, so usability problems get caught when they cost an afternoon to fix instead of a sprint.
For teams that already have an engineering function and just need design, we hand off Figma files with documented components, spacing tokens, and interaction notes precise enough that a developer who wasn't in the room for the research can still build it correctly.
Our process
01
Research
User interviews, competitive review, and flow mapping to understand what the product actually needs to solve.
02
Wireframes
Low-fidelity structure first, so the information architecture is right before visual design begins.
03
Visual design & systems
A reusable component system and visual language, not a one-off set of screens.
04
Prototyping & testing
Interactive prototypes tested with real users before a single line of production code is written.
05
Handoff
Specs and components handed to engineering in a format that doesn't require redesigning on the fly during development.
Related work
Ready to talk ui/ux design?
Tell us what you're building and we'll put together a scoped plan within one business day.


