If your product exists, or its scope is already agreed, and users struggle with it, this is the work you need: research, flows, wireframes, interface design, usability tests and accessibility, handed to engineers in a form they can build. If you are still deciding what to build, read product design services first.
When is UI/UX design the right service?
It fits when you can name the symptom. Trial users stop halfway through setup. Support gets the same how-do-I question every week. A feature shipped and nobody finds it. The interface was built feature by feature and no longer looks like one product.
It does not fit when the open question is whether the product should exist or which of two ideas to build. That is a discovery problem, and design polish will not answer it. We tell you that on the first call.
What do we do on a UI/UX project?
User research
We start with what people actually do: analytics, session recordings, support tickets and a handful of interviews or moderated tests with real users. The aim is a ranked list of friction points, not a research deck. A few screens that lose most of your users matter more than many small issues.
Flows and information architecture
Most activation and navigation problems are structural. We map the current flow, remove steps that ask for data too early, and group features the way users think about them rather than the way your org chart does.
Wireframes and prototypes
Low-fidelity wireframes let you argue about structure before anyone argues about color. Then we build a clickable prototype in Figma that behaves like the real thing, so a tester can complete a task on it.
Interface design and components
Visual design is done in components, not one-off screens: spacing, type, states, empty and error views. If you have a library, we work inside it. If several teams ship UI and there is none, a design system is the next step, and we can build it as code.
Accessibility
We design for contrast, focus order, target size, keyboard use and readable error messages from the first wireframe. Retrofitting these after build costs more than doing them in the layout. We check designs against WCAG 2.2 AA criteria and flag anything that needs a code-level fix.
Usability testing
Before engineering starts we test the prototype with people from your target group, ask them to complete real tasks and write down where they hesitate. A mistake found at this stage costs a design change. After release it costs a sprint.
How do you hand designs to engineers?
Each screen comes with annotated specs, named components that match the code, and all states: loading, empty, error, disabled. We run a call with your developers before the work is final, so constraints surface early. If you want us to build it, the same team continues in code, which is why designers here know what a component can and cannot do.
What does a UI/UX project deliver?
A European Series-B B2B SaaS had a 14-step onboarding wizard that lost trial users before they reached the product’s value. We audited the flow with session recordings and moderated tests, restructured it into a three-step progressive disclosure model and rebuilt the screens in the client’s existing Storybook library. The case study reports ~30% improvement in trial activation rate, 4 min time-to-first-value (down from 12+ min) and ~40% reduction in onboarding drop-off, and marks the figures as directional. The details are in the SaaS onboarding redesign.
How can you work with us?
You can buy a defined project, such as an onboarding audit and redesign, or add a designer to your team for ongoing product work. Our page on how to hire a UI/UX designer describes the role and the ways to engage. For the full map of design work, see design services. If your product is still at the idea stage, our product discovery page explains how we approach that.