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UI / UX Design

We Design Screens People Understand First Time.

Onboarding, dashboards, internal tools, and the design systems behind them, for B2B SaaS and the tools that run a business. Researched, tested on real users, and judged on whether more people stay and fewer write to support.

Available for new projects

Who This Is For

Not only SaaS. The same work applies to internal tools and customer portals.

SaaS Where Trials Don't Turn into Customers

People sign up and never get to the moment where the product proves itself.

Founders With a Product That Works but Doesn't Sell

It does the job. The screens undersell it in every demo.

Companies With Home-Grown Internal Tools

Admin screens built by engineers, used all day by people who aren't.

Growing Companies Whose Product Looks Stitched Together

Several teams, no shared parts. Every release looks like it came from a different company.

Organisations With an Accessibility Problem

Public-facing or regulated, and the current product wouldn't pass an audit.

Why Invest in Design

What changes once the screens make sense.

People Stay Past the First Month

Most SaaS customers who leave do it in the first month. The sign-up and first-use screens are where design pays back fastest.

Sales You Were Already Losing

Around 70% of online carts get abandoned. A good share of that is a checkout that asks too much, and that's fixable.

Fewer Support Tickets

Confusing screens create tickets. Fix the spots where people get stuck and the support queue shrinks without hiring anyone.

Staff Actually Use the Internal Tools

64% of workers say the tools they're given slow them down. When that happens, people go back to the spreadsheet.

Demos That Close

In a sales call the screen is the proof. A product that looks finished shortens the conversation.

Faster Releases

When engineers have a set of ready-made components they trust, there's less one-off work and less redoing things.

What Makes Design Hard

The pixels are rarely the hard part.

Design by Opinion

Nielsen Norman Group's 2024 survey found getting buy-in is the most common problem design teams face. Senior people tend to suggest fixes instead of describing what's wrong.

Nobody Watched a User

If you haven't watched people use the product, every decision is a guess, and the most senior guess wins.

Nobody Measured It

Few design teams tie their work to the numbers the business tracks. Design that can't show its effect is the first thing cut.

Designed One Way, Built Another

What was designed and what went live drift apart, and nobody owns the difference.

No Shared Parts

Three products, four kinds of button. Design systems die from nobody using them or nobody looking after them, not from bad design.

Accessibility Left till the End

94.8% of the top million home pages have accessibility problems you can detect with a tool. That's a legal risk and a usability one.

Design in Numbers

The numbers behind testing before build and measuring after launch.

70%

average cart abandonment rate across 50 studies.

94.8%

of the top million home pages have detectable accessibility failures.

64%

of workers say their workplace tools erode productivity.

32 pts

more revenue growth over five years for companies in the top quartile of McKinsey's design index.

Sources: Baymard Institute, Cart Abandonment Rate Statistics · WebAIM Million (2025) · Pega / YouGov (2025) · McKinsey, The Business Value of Design (2018)

Where Design Projects Go Wrong

Five mistakes we've seen in other people's products, and avoided in ours.

Testing With the Boardroom Instead of Users

A handful of real users will find most of the usability problems. A room of stakeholders finds none of them.

Features First, User Last

Committees rank business asks and personal taste. You end up with a product that ticks every box and works for nobody.

Forms That Ask Too Much

Checkouts are stuffed with fields nobody needs. People give up when the form is longer than the job.

A Design System That Dies

No write-up, no one to show new people round, no owner. It exists in Figma and nowhere else.

Problems Found After It's Built

A mistake found once the software is live costs far more to fix than one found in a mock-up. Test the prototype first.

How We Design It

We design and build our own products, so the gap between the two is our problem, not yours.

Research Before Pixels

We talk to your users, look at what the analytics say, and watch people use the current product. Decisions get backed by something.

Flows Before Screens

We map the job the user is trying to do, then find the shortest way through it. The screens come after.

Prototype and Test Early

A clickable mock-up goes in front of real users before anyone writes production code.

Design Systems Engineers Actually Use

Colours, spacing, components, and a written guide, all built to match the code you already have.

Accessibility from the Start

Contrast, keyboard use, labels, and structure are in from the first component, not bolted on at the end.

Judged on the Numbers You Track

How many people get set up, how many are still around a month in, sales, tickets, mistakes. We agree the numbers up front and report on them after launch.

What we build with

  • Figma
  • FigJam
  • Maze
  • Hotjar
  • PostHog
  • Storybook
  • shadcn/ui
  • Tailwind CSS
  • WCAG 2.2

Built the same way: Receivables · Banyan · Egis · Lift

Why We Design in Short, Tested Rounds

A three-month design project with one big reveal is how screens get built that nobody tested. We put a new prototype in front of real users every two weeks.

A Prototype in Front of Users in Weeks

A clickable prototype of the riskiest flow inside the first month, tested with a handful of real users. You watch the recordings.

Users Steer the Roadmap, Not the Boardroom

Every round ends with a user test. What people got stuck on decides what gets redesigned next. What they sailed through gets left alone.

Stop at Any Point

Every two weeks you see the tested prototype and make a decision: keep going, change direction, or stop. You are billed per round, so if you stop, you pay for what was tested.

Change Your Mind Cheaply

A change on a prototype costs an afternoon. The same change on shipped code costs a sprint. Every decision gets made on the cheap side of that line.

Riskiest Flow First

The screen losing the most users, or the flow filling the support inbox, gets researched and tested before anything cosmetic. If the diagnosis is wrong, you find out in week two.

No Gap Between Design and Build

The components engineers build from are the ones we designed with, so what goes live is what was tested, with no drift and no version nobody owns.

How a Fixed-Price Design Project Runs

Short loops. You see and test real designs in the first weeks, and every round is checked with users before the next. The files are yours throughout.

Typical timeline
3-12 weeks
First user test
Week 3
Tested prototype
Every 2 weeks
  1. 01

    Discovery

    Week 1

    A fixed-fee week. Goals, limits, and the numbers that will tell us it worked. We ask your people what's wrong. You keep the findings whether or not you go ahead.

    • Success metrics
    • Scope document
    • Fixed price for the work
  2. 02

    User Research

    Week 1-3

    Interviews, analytics, and watching people use the current product.

    • Interview findings
    • Where people get stuck
  3. 03

    Flows and Structure

    Week 2-4

    We map each task, find where people get stuck, and work out the shortest path around it.

    • Task flows
    • Shortest-path map
  4. 04

    Wireframes and Prototypes

    Week 3-6

    Rough versions first, tested with real users and reworked every two weeks. Structure before looks.

    • Clickable prototype
    • User test recordings
    • User test every 2 weeks
  5. 05

    Visual Design and System

    Week 5-9

    Finished screens, plus the components and write-up engineers need to build them.

    • Finished screens
    • Component library
    • Written guide
  6. 06

    Handoff or Build

    Week 8-12

    Specs and components for your team, or we build it ourselves. Either way, what goes live matches what was designed.

    • Dev-ready specs
    • Or the build itself
  7. 07

    Measure and Improve

    Ongoing

    After launch we check the numbers against the targets we set at the start, and keep going on a monthly retainer or hand the system to your team.

What It Costs

1Discovery week

Fixed fee

Ends with a scope document and a fixed price for the build. Yours whether or not you go ahead.

  • Scope document
  • Fixed price
2The work

$8k - $60k

A UX audit or one onboarding flow sits at the low end. A whole product with research, a design system, and the build lands at the top.

Billed
Per 2-week round
Stop
At any point
Price moves
Only if scope does

Internal Tools

Most design money goes on customer-facing products. The biggest wins are often inside the building.

Measured in Mistakes and Training Time

Internal tools don't have a sales number. The wins show up as fewer mistakes, new staff getting up to speed faster, and less time spent working around the software.

The Test Is Whether People Use It

A tool that's correct and ignored has failed. Design decides whether the side spreadsheet finally goes away.

Staff Leaving Is the Next Step

Pega's survey found workers would think about quitting over bad technology. The tools you give people are part of the job.

Common Questions

If yours isn’t here, book a call and ask.

Know Where People Get Stuck?

Tell us which screen loses users, which flow fills the support inbox, or which tool your team avoids, on the call. If it's a fit, a one-week discovery follows, and at the end of it you know what to test first, what to change, and a fixed price to do it.