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UI/UX design

Interface design that removes the reason people leave

Most products don't lose users to a missing feature. They lose them to a confusing onboarding step, a form that eats input on error, and an empty state that explains nothing. That's the work we do.

The short version

UX design grounded in what users actually do

There's a version of UX that's all workshops and sticky notes and no shipped screens. We're not that. We watch five or six real users attempt the tasks that matter to your business, write down where they hesitate, and redesign those specific moments.

Usability testing with five people finds most of what's wrong. It's not statistically elegant, but it's fast and it's cheap, and it beats an internal debate about which button colour converts better. When something genuinely needs numbers, we set up the test and wait for them.

Our UI design work covers the parts teams skip because they're tedious: loading, empty, error, and success states; what happens on a 320px screen; what a screen reader announces. Those states are where products feel either solid or unfinished.

What you end up with
  • Task flows mapped end to end, including the failure paths
  • A tested prototype before engineering commits a sprint
  • Every component specified in all its states, not just the happy one
  • Accessibility folded into design rather than retrofitted in QA

0

Users per test round

Enough to surface most usability issues.

3–8

Weeks per engagement

Depends on how many flows are in scope.

0%

States specified

Loading, empty, error, success.

Scope

What UI/UX design covers

User research

Interviews, a support-ticket read-through, and session recordings if you have them. We're looking for the friction you've stopped noticing.

Information architecture

Navigation, labels, and hierarchy. Tree testing to confirm people can find things without guessing what you call them internally.

User flows and journey maps

Every path through the task, including the ones where something goes wrong. Error paths get designed, not improvised.

Interactive prototypes

Clickable Figma prototypes at enough fidelity that a test participant forgets they're looking at a mockup.

Usability testing

Five to eight moderated sessions per round, recorded, with a findings document ranked by how much each issue costs you.

Design system

Tokens, components, and the rules for combining them. Documented so the fifteenth screen still looks like the first.

How it runs

The process, stage by stage

  1. 01

    Understand

    Stakeholder interviews, analytics, support tickets, and a heuristic review of what exists now.

    • Stakeholder interviews
    • Analytics review
    • Heuristic audit
    • Support ticket analysis
  2. 02

    Define

    The problem written down in one page, with success criteria we can actually check later.

    • Problem statement
    • Success metrics
    • Scope boundaries
  3. 03

    Design

    Flows, wireframes, then interface. We move fast and low-fidelity first because ideas are cheap to throw away at that stage.

    • User flows
    • Wireframes
    • UI design
    • Prototype
  4. 04

    Test

    Moderated sessions with real users. Findings ranked, then the design revised against them.

    • Test plan
    • 5–8 sessions
    • Findings report
    • Revision pass
  5. 05

    Systematise

    Everything that survived testing gets documented as reusable components with specs engineering can build against.

    • Component specs
    • Token documentation
    • Accessibility notes
    • Engineering walkthrough
They spent the first week sitting with our analysts instead of with me, which I'll admit I questioned at the time. It's where they found a timezone bug that was causing half the manual work. The dashboard saves us about nine hours a week and our clients log in themselves now.
Omar SheikhFounder, SaaS Analytics
Sectors

Where we've done this before

Industry context changes the brief. These are the ones whose pitfalls we already know.

Questions

The things people ask before we start

UX is the decision about what the screens are and what order they come in. UI is how those screens look and behave. Splitting them across two vendors is where products go wrong, so we do both.

Next step

Let's talk about ui/ux design

Tell us what the site needs to do. You'll get a straight answer on scope, timeline and cost — usually inside one working day.

Rather write first?hello@quesiono.com— we reply within one business day.