User research
Short interviews with five or six real users, before anything is drawn. That is usually enough to kill the wrong idea while it is still cheap.
Design is the cheapest stage at which to find out that an idea does not work. A flow can be changed in a day, while a shipped feature takes a sprint. We test the risky path with real users before any code is written.
The pieces of work we do. Take all of them, or start with the ones that unblock the build.
Short interviews with five or six real users, before anything is drawn. That is usually enough to kill the wrong idea while it is still cheap.
Most product problems are structural: steps in the wrong order, too many choices at once, a state nobody designed.
We map the flow, review it, then draw. You review clickable work rather than a mood board, and the final screens come last on purpose.
Tokens, components and the rules for using them. The tenth screen looks like the first one, even when a new engineer builds it.
How the screens get builtOn the risky path only. We test the thing that would cost a sprint to get wrong, not the thing that is easy to test.
QA and testingThe same order every time, and nothing is drawn before the structure is agreed.
See the full service mapWe talk to five or six real users before we draw anything. What we learned gets written in plain words and shared with your whole team, not just the designers.
The flow goes on the wall before a pixel moves. A wrong order of steps and a missing state are far cheaper to find here than in a sprint.
Wireframes first, then final screens against the flows we agreed. Contrast is checked as we go, not audited at the end.
Tokens, components and the rules for using them. Our designers sit ahead of the engineers, in the same team, so questions get answered as they come up.
The floor every engagement ships with. None of it is an upgrade you buy separately.
Answers as we would give them on a call.
Yes. Many clients bring their own engineers. We write the specs for them and stay on call through the build, so a question does not cost a week.
Then we start with the screens that lose users. A usability pass on the risky path costs days and usually pays for the whole engagement.
A small handful is usually enough to kill a wrong idea. Past that you are mostly paying to confirm what you already know.
You do. Tokens, components and the source files are yours from the first handover, not at the end of the engagement.
One screenshot and one sentence is enough to start. We will tell you what we would change first, and what it costs to build.