Product Design

Every pixel
has a reason

We design websites and mobile apps, from the first wireframe to a complete design system, so every screen is clear to use and ready to build.

02 / 07Product Design

Clear to use,
ready to build

What we do

Good design is a series of clear decisions: what a screen is for, what people should see first and what happens when they tap. We settle those in flows and wireframes, then design the interface around them: layout, type, colour, imagery and motion.

Every screen comes from one system of tokens and components, is checked on phone, tablet and desktop and against WCAG 2.2, and reaches developers with the specs they need. Discovery and usability testing sit with UI/UX Research; the build with Product Development.

01

Interface and visual design

Wireframes become finished screens: layout, type, colour and imagery, each screen with one clear job.

02

Interaction

Every state is designed, not left to chance: hover, press, loading, success and error.

03

Prototypes

Click through the real flow and settle questions before a line of code is written.

04

Responsive and adaptive

Layouts reflow across web, tablet and phone, and components change form where a phone needs it.

05

Accessibility

Contrast, touch targets and readable type, checked against WCAG 2.2 on every screen.

06

Developer handoff

Specs, tokens and assets a developer can build from without guessing.

From tokens
to screens

Design systems

We build every product on a small set of decisions: colour, type, spacing and radius. Components are made from those tokens and screens from those components, so the product stays consistent as it grows and one change reaches every screen.

A token is a named design decision. The card is built only from tokens, the screen only from cards, so editing one token updates the component and every screen that uses it.

Motion with
a purpose

Interaction and motion

Motion tells people what just happened and where to look next. We choose curves and timings for each kind of change and keep them as tokens, so every transition in the product moves the same way.

cubic-bezier(.16, 1, .3, 1)500 ms
Each run plays three times slower, then at real speed. The dots sample the motion at equal steps in time: where they bunch up, the element is slowing down.

How a design
project runs

Stages
  1. 01GoalsWhat each screen must achieve, and for whom.
  2. 02User flowsEvery path through the product, mapped before any pixels.
  3. 03WireframesStructure and content hierarchy in grey boxes, agreed fast.
  4. 04Visual directionKey screens in two or three directions; we choose one together.
  5. 05Design tokensColour, type, spacing, radius and motion, decided once.
  1. 06ComponentsButtons, inputs, cards and patterns, each with all its states.
  2. 07ScreensEvery screen and state: empty, loading, error and success.
  3. 08PrototypeA clickable flow to review with your team and test with users.
  4. 09Device and accessibility checksPhone, tablet and desktop, checked against WCAG 2.2.
  5. 10Handoff and build reviewSpecs and assets for developers, then we review the build.

I want to a.

Tell us where it is today, what you’re trying to achieve and what’s getting in the way.