Capability
UX design agency
Research, interaction design and interface design for web, mobile apps, on-device screens and wearables — designed as system components from the first frame.
Decisions from evidence, not from taste
In interface work, the most expensive opinions are the confident ones. We run research because we have been wrong often enough to know that the team's mental model of the user is rarely the user's own — and because a decision backed by a recorded session ends an argument that a well-argued opinion only extends.
What this means in practice: we will show you the session where someone could not find the thing you were sure was obvious, and we will change our own design when the evidence goes against it.
Process
How a UX engagement runs
Discovery
Stakeholder interviews, analytics review and a hard look at what the product is actually for. Ends with an agreed problem statement and the measure of success.
Research
User interviews, task analysis, competitive teardown and — where the product already exists — usability testing of the current state.
Structure
Information architecture, user flows and wireframes. Cheap to change here, expensive to change later.
Prototype and test
An interactive prototype tested with real users. We iterate until the task completion problem is solved, not until the deadline arrives.
Interface
Final design built as components against the design system, with every state, breakpoint and accessibility behaviour specified.
Ship and measure
Front-end build or engineering handover, then measurement against the number we agreed in discovery.
Surfaces
Where we design
Responsive web products
Marketing platforms, e-commerce, dashboards and internal tools.
iOS and Android apps
Native pattern-aware design that respects each platform rather than flattening both.
On-device displays
Appliance panels and embedded screens: small, constrained, glanceable, often gloved-hand.
Smart TV interfaces
Ten-foot UI with remote-control navigation and focus-state discipline.
Watch and wearable
Glanceable interaction on a display that gets two seconds of attention.
Connected product journeys
The onboarding, pairing and error states where connected products usually lose people.

