Development

UI/UX design

Interfaces designed before they are built, so decisions are made on a prototype in a week rather than on production code over three months.

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Designer reviewing wireframes and a clickable prototype of a business application

Why design first is cheaper

Changing a screen in a prototype takes an hour. Changing it after it is built takes a day, plus testing, plus the parts of the system that depended on the old behaviour. Design is not decoration applied at the end; it is the cheapest point at which to be wrong. For business software, the bigger risk is not an ugly interface but a wrong one: a screen that assumes a sequence people do not follow, a form that asks for information they do not have yet, a dashboard answering a question nobody asks. A prototype exposes that in days, in front of the people who will actually use it.

How we work

We start by watching the work as it is done now, including the workarounds, because the workarounds are where the real requirements hide. Then wireframes for structure and flow, deliberately unstyled so conversations are about what goes where rather than about a shade of blue. Once the structure is agreed, visual design and a clickable prototype people can try. Real users, real data, real tasks: give someone the thing they do every Tuesday and watch where they hesitate. Where a product will keep growing we build a small design system, so the tenth screen is consistent with the first without anyone remembering how.

Business software has different rules

Consumer design optimises for first-time delight. Business software is used by the same people forty hours a week, and there the priorities invert: speed of repeated tasks, keyboard access, dense information where density helps, and forgiveness when someone makes a mistake at half past four. A beautiful interface that adds two clicks to something done two hundred times a day is a bad interface. We design for the hundredth use, not the first.

What you get

Decisions made on a prototype

Changing a screen costs an hour in design and a day in code. Design is the cheapest place to be wrong.

We watch the work first

Including the workarounds, because that is where the real requirements are hiding.

Structure before styling

Deliberately unstyled wireframes, so the conversation is about what goes where, not about a shade of blue.

Tested with real users

Real data and real tasks. Watch where somebody hesitates and you have found the design problem.

A design system where it pays

So the tenth screen is consistent with the first without anyone having to remember how it was done.

Designed for the hundredth use

Speed, keyboard access and useful density. An extra click on a daily task is a design failure.

Technologies

FigmaWireframingPrototypingDesign SystemsUser TestingAccessibilityTailwindCSSResponsive Design

Frequently asked questions

Can we hire you for design only?

Yes. Design engagements ending in wireframes, a prototype and a specification are common, and what you get is yours to build with any development team. We would rather do the design well than tie it to winning the build.

Can you redesign an application we already have?

Yes, and it is often better value than a rebuild. We start by finding where users actually struggle, which is rarely where management assumes. Frequently a handful of targeted changes recovers most of the value a full redesign would.

Do you do branding and logos?

Not as a core service. We work within an existing brand, and where you have none we will keep the interface clean and neutral and recommend a brand designer. Interface design and brand identity are different disciplines, and pretending otherwise serves nobody.

Decide what it should be before paying to build it

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Have a question or want to discuss a project? We'd love to hear from you. Get in touch and we'll respond as soon as possible.

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Location

Serbia

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