UI / UX Design

Product interfaces designed for the user you actually have.

We design product UI based on how people actually behave — not how stakeholders imagine they should. Research first. Hi-fi pixels second. A design system that survives the next ten product decisions third.

Who this is for

SaaS founders, marketplace operators, and product teams shipping software with complexity that deserves real design — not template UI plugged into a component library. If your product has actual user flows, edge cases, and decisions to make, this is for you.

A good fit if you…

  • Are designing or redesigning a product UI (web, mobile, or both)
  • Have real users you can talk to — or plan to acquire them soon
  • Want a design system, not just screens
  • Care about onboarding, activation, and the messy middle of the funnel

Probably not a fit if you…

  • Just need a marketing site — use our web design service
  • Want pretty mockups disconnected from engineering reality
  • Have no engineering capacity to ship what we design
Scope

What a product design engagement covers.

01

User research

Interviews, surveys, analytics review, and usability testing on what exists today. Research isn't optional — it's the difference between design and decoration.

  • User interviews (5-12 sessions, recorded and synthesized)
  • Heuristic and analytics review of existing flows
  • Job-to-be-done framing
  • Pain-point and opportunity mapping
02

Information architecture & flows

Before screens, the structure: how features relate, how users move between them, where dead ends exist, where new paths should open up.

  • Navigation and IA mapping
  • User flow diagrams for critical paths
  • State diagrams for stateful features
  • Empty-state, error-state, and edge-case planning
03

Wireframes & prototypes

Low-fidelity wireframes to align on structure quickly, then interactive prototypes to validate before we commit to hi-fi design.

  • Low-fi wireframes for core flows
  • Clickable Figma prototypes
  • Usability testing rounds (typically 2)
  • Iteration based on observed friction, not opinions
04

Hi-fidelity UI

Final visual design once flows and structure are locked. Built to be implementable — designed against real grid systems, real components, real states.

  • Pixel-accurate Figma screens
  • Light & dark mode (default; saves work later)
  • Responsive breakpoints for the surfaces that need them
  • Motion specifications where motion matters
05

Design system

The reusable foundation: tokens, components, patterns, documentation. Built so your team can extend it confidently after we're gone.

  • Token system (color, type, spacing, radius, shadow)
  • Component library in Figma (Buttons, inputs, modals, tables, etc.)
  • Documentation on usage rules and exceptions
  • Storybook or equivalent if engineering wants it
06

Design-to-dev handoff

The bridge. We don't throw files over the wall. Engineers join us during design; we join them during build.

  • Annotated specs in Figma (Dev Mode)
  • Spec walk-throughs with engineering
  • QA passes against implementation
  • Edge cases documented, not assumed
Process

Research → flows → screens → system → handoff.

  1. Day 1 · Discovery & research

    User interviews (where access allows), analytics review, heuristic audit, competitor teardown. Synthesis into a problem statement and prioritized opportunity list.

  2. Days 2-3 · IA, flows, wireframes

    Structural design — the bones of every screen and how they connect. Clickable wireframe prototypes for the critical paths.

  3. Days 4-6 · Hi-fi design

    Visual design applied to locked-in flows. Component library built alongside, not after.

  4. Day 7 · System & handoff

    Tokens, documentation, dev-mode specs, kickoff call with engineering.

  5. Ongoing · Implementation support

    QA reviews, edge-case decisions, post-launch usability iteration. We don't disappear when the Figma is "done."

Deliverables

What you'll have.

  • Research synthesis (interview themes, opportunity map, recommendations)
  • User flow diagrams for all critical paths
  • Clickable wireframe prototypes
  • Hi-fi UI for every in-scope screen, with all states (empty, loading, error, success)
  • Light + dark modes
  • Responsive breakpoints where applicable
  • Design system: tokens, components, patterns, documentation
  • Dev-mode-ready Figma file with annotations
  • Storybook source code (optional)
  • Implementation QA support during build
FAQ

Common questions.

Do we need user research if we already know our users?

You probably know less than you think. Even five interviews surface things stakeholders missed. We've yet to do a research round that didn't materially change at least one core assumption. It's the cheapest insurance in product design.

How long does a product design project take?

A focused product design sprint ships in a week — research through handoff, with a working component library at the end. Larger product redesigns (full system + multiple flows) ship in 2-3 sprints back-to-back. We'll quote with a concrete day-by-day plan, not a vague range.

Can you work alongside our in-house designer?

Yes — and it's often the best setup. We bring outside perspective, research capacity, and design system rigor. Your in-house person carries institutional knowledge we don't have. Pairing works.

What if our engineering team doesn't use Figma?

We adapt. We've delivered against Sketch, Penpot, Adobe XD, and plain-image handoffs when teams asked. Figma is our default because it's the best tool for collaboration with engineering, but it's not a requirement.

Do you implement, or just design?

We design by default. If you want us to also implement, we can — see Web Design & Development. Many clients have us do design and a portion of the build.

How do you handle ongoing design needs post-launch?

Monthly retainer or block-of-hours arrangement. Most product teams underestimate ongoing design needs; we'll be honest about what's sustainable for your stage.

Ready when you are

Building a product?

Let's talk through the flows before you commit to engineering time. Cheaper to fix in Figma than in Git.