UI/UX Design
Dense systems that feel obvious on first use
Research, information architecture and visual design for products with many roles, states and rules. The structure gets settled first.
The screens are not the problem
You approve a deck of screens, then the build shows the structure was never settled. New features arrive as extra tabs, the team debates button colour, and the navigation still asks people to guess. By launch, someone is writing a user guide to cover the gaps.
Structure first, then surface
01
Map the real work
We sit with the people who use the product and the people who maintain it. Every task, state and edge case gets written down, including the ones now handled by phone calls and spreadsheets.
02
Settle the structure
Information architecture before visual design. Navigation, hierarchy and naming get agreed in flat diagrams and clickable skeletons, before anything is expensive to change.
03
Design to the build
Visual design as a component system, drawn at the sizes and states it will ship in. We hand over with the developers in the room and review the build against the design.
What you receive
01
A research summary: user roles, the full task list, and the decisions taken with the reasons behind them.
02
Sitemap, user flows and a clickable prototype of the full journey, tested with users before visual design is signed off.
03
A Figma component library with every state and responsive rule, plus a handover file covering spacing, type, behaviour, empty states and errors.
Where we have done this before
We have worked with Al Futtaim Electric Mobility, BYD and TABADUL at Gitex on work that had to be understood without training. At an installation nobody explains the interface: a person arrives, gets it or walks away, and we design screens to that standard.
Send us the thing that confuses people
Send the product, the brief or the current screens, and we will tell you where the structure breaks and what fixing it involves.