UI/UX design โ design that survives contact with the code
User research, journey maps, prototypes and design systems built to WCAG 2.1 AA by the same team that writes the code. No intent lost at handoff.
๐งญ UI/UX DESIGN
โ Research โ journey maps โ IA โ prototypes ยท Design systems in Figma ยท WCAG 2.1 AA designed in, not retrofitted ยท Handoff to the same team that writes the code ยท 6 years, 200+ projects
Design usually goes wrong twice on the same project. First when research is skipped and the team designs for itself: navigation that makes perfect sense to the people who run the business and to nobody else. Then again at handoff, when a beautiful Figma file crosses to a development team that was never in the room, and a good share of the intent quietly evaporates in translation. Spacing drifts. States go missing. The empty screen nobody drew gets improvised.
We remove the second problem structurally: the company that designs it writes the code. Design leadership in Brampton, engineering in Patiala, one file, one team, no translation layer.
What UI/UX design means in our hands
Research sized for a real business. Five to eight conversations with the people who actually use the thing, a journey map of how they get from problem to purchase, and the two or three moments where they currently give up. That's a week of work, and it changes more decisions than a sixty-slide persona deck. If you already have support tickets, session recordings, or site-search logs, we mine those first, because they're free and honest.
Accessibility is a design decision, not a dev ticket. Contrast, focus order, touch target size, error messaging, and keyboard paths are settled in Figma against WCAG 2.1 AA, before there's a component to retrofit. Bolted on after a build, accessibility is expensive. Designed in, it costs almost nothing and quietly improves the interface for everyone.
A design system, not a pile of screens. You get a component library with tokens for colour, type, spacing, and radius that map to the code the same way, so the twentieth screen your team needs next year can be assembled without a designer in the room, and without the brand drifting.
What a typical engagement includes
- Discovery: stakeholder interviews, analytics review, and an honest read of the current experience
- User research and journey mapping, with the drop-off points named
- Information architecture: sitemap, navigation model, and what each page owes the visitor
- Wireframes at mobile width first, then desktop
- An interactive prototype real people can click through
- Moderated usability testing, with findings folded back in before code starts
- Visual design and a Figma component library, with variants and every state drawn (including empty, loading, and error)
- Accessibility annotations: focus order, labels, alternative text, contrast pairs
- Design tokens, dev-ready specs, and design review during the build itself
The approach and the toolkit
- Figma for everything: library, variants, prototypes, annotations, and a file you own outright
- Mobile-first frames, because most traffic arrives on a phone and squashing a desktop layout is exactly why so many sites feel cramped
- Tokens that map to Tailwind, so the design system and the codebase describe the same values instead of agreeing by accident
- Performance budgeted in design: type, imagery, and motion vetted against a Lighthouse 95+ target before they reach a build
- Tested on real devices, with keyboard and screen reader, not only on a 27-inch monitor
What this looks like in practice
A redesign where the numbers say something is wrong. Traffic arrives and doesn't convert, or support answers the same question forty times a month. Research and journey mapping locate the actual break, the architecture gets rebuilt around it, and a prototype is tested before anyone writes code. This usually pairs with a web design or webapp build.
A design system for a product that outgrew its screens. An audit of what exists today, a token set and component library with documented usage rules, and a handoff that lets your team ship new features consistently. Common alongside mobile app work, where two platforms multiply the drift.
Pricing
UI/UX work is scoped per project. A focused research and prototype sprint and a full design system for a multi-platform product are different engagements, so we quote after a short call rather than from a rate card. Design bundled with a build is scoped as one project, not two invoices. Contact us for a quote.
Start with the screen people struggle with
Send us that screen, or a sentence about what your users are trying to do. We reply within four business hours, and the first call is mostly listening. If the visual identity underneath is also thin, that's brand; ongoing design support after launch rides on a Care Plan. Recent work: /work.