software

Chapter 6 of 11

Drawing the path before laying the paving

Good design is mostly about removing the moments where people stop, squint and give up. We find those moments early, while they're cheap to fix.

Listening first

We talk to the people who'll use the product — five or six short interviews often reveal more than a long survey. Where that isn't possible, we watch how people use your current tools, read your support emails and look at where customers drop off. Everything we learn goes into a short, readable findings note.

Journeys on one page

We map the main journeys as illustrated storyboards: who the person is, what they're trying to do, which screen they're on and how they're feeling. It's the most useful document we make, because everyone from developers to directors can read it in five minutes.

Prototypes you can hold

Clickable prototypes in Figma that run on a phone or laptop. We test them with real people, change what confuses them and test again. When it's ready, developers get annotated designs with spacing, states and accessibility notes — not just pretty pictures.

Design systems sized for you

A small team doesn't need a hundred-page design manual. We build a compact component library — buttons, forms, cards, colours, type — documented just enough that your next screen looks like it belongs.

Questions people ask

Can we hire you only for design?

Yes. Many clients bring us in for research and prototypes and then build with their own developers. We hand over files and stay available for questions.

Do you do branding?

We're interface designers rather than a brand agency. We'll work happily with your existing brand or a specialist you choose.

How do you test designs?

Usually short moderated sessions over video with people who match your audience, plus accessibility checks against WCAG 2.2.

Ask us something else