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[ USER EXPERIENCE DESIGN ]

FROM COMPLEXITY, STRUCTURE.
FROM STRUCTURE, SIMPLICITY.

Research-led design for complex products, from enterprise tools to data-heavy and AI-driven interfaces.

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01 / Approach

Design for the people who use it every day.

Complex software doesn't have to be hard to use. We start by understanding the people who use the product and the work they need to get done. Then we structure the information, design the interactions and test them with real users before anything is built. Because we are an engineering company, our designs are made to be built, not just presented.

02 / What we build

Six capabilities, one design practice.

01

User Research

Interviews, observation and analytics that show how people actually work, and where the product gets in their way.

  • Interviews
  • Usability audits
  • Analytics
02

Information Architecture

Navigation, content and workflows organized around user tasks rather than internal structure.

  • Navigation
  • User flows
  • Card sorting
03

Interaction & Interface Design

Screens and interactions designed for clarity, from wireframes to high-fidelity interfaces.

  • Wireframes
  • UI design
  • Accessibility
04

Prototyping & Usability Testing

Interactive prototypes tested with real users, so problems are found before development starts.

  • Prototypes
  • User testing
05

Design Systems

Reusable components, patterns and guidelines that keep large products consistent and faster to build.

  • Components
  • Design tokens
  • Guidelines
06

Complex & Data-Heavy Interfaces

Dashboards, enterprise tools and AI-driven products, where clarity matters most.

  • Dashboards
  • Enterprise tools
  • AI interfaces

03 / Capability matrix

The working detail.

Capability Typical question Methods Tooling Deliverable
User Research Why aren't users adopting this feature? Interviews, contextual inquiry, analytics review Interview guides, product analytics Research findings and priorities
Information Architecture Why can't users find what they need? Card sorting, tree testing, user flow mapping Figma, FigJam Site map and user flows
Interface Design What should this screen look like? Wireframing, visual design, accessibility review Figma High-fidelity designs
Prototyping & Testing Will this design work before we build it? Interactive prototypes, moderated usability tests Figma prototypes Tested prototype and test report
Design Systems Why does every screen look slightly different? Component libraries, design tokens, documentation Figma, Storybook Design system and component library
Complex Interfaces How do we make this data understandable? Data visualization, progressive disclosure, workflow design Figma, charting libraries Dashboard and tool designs

04 / Method

From research to release.

  1. 01

    Understand

    Research the users, their tasks and the context they work in.

  2. 02

    Define

    Turn findings into clear problems, priorities and success measures.

  3. 03

    Design

    Structure the information and design the interface, from wireframes to final screens.

  4. 04

    Test

    Validate designs with real users and refine them before development.

  5. 05

    Deliver

    Hand over specifications and components, and work alongside developers during the build.

05 / Principles

How we design.

The principles behind every screen we design.

  1. Tasks before screens

    We design around what users need to get done, not around features.

  2. Evidence over opinion

    Design decisions are backed by research and testing, not preference.

  3. Accessible by default

    Contrast, keyboard use and screen readers are considered from the first wireframe.

  4. Consistency through systems

    Shared components keep the product coherent as it grows.

  5. Built to be built

    Designs account for real data, edge cases and technical constraints.

  6. Measured after launch

    We check whether the design improved the outcome it was meant to improve.

Are users struggling with your product?

Show us where people get stuck. We'll help you find out why, and fix it.

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