Research · Wireframes · Prototypes · Testing

App Design That Starts With How People Actually Use It

Most apps do not fail in the code. They fail in the assumptions made before a single screen was drawn. We spend the first weeks talking to your users, sketching the flows in wireframes, and testing a clickable prototype — so what gets built is something people can finish without a tutorial.

Research-Led Design
Developer-Ready Files
Tested With Real Users
01

User Research

Interviews, session recordings, and funnel data turned into a clear picture of who uses this and what gets in their way.

02

Wireframes

Structure first, styling second. Low-fidelity layouts settle the argument about hierarchy before anyone debates a color.

03

Prototypes

A clickable, high-fidelity build with real transitions and states, ready to put in front of customers on a phone.

04

Usability Testing

Watched sessions, honest reactions, and a ranked list of what to fix next. Nothing ships on instinct alone.

What Good Design Returns

Interfaces Built From Evidence, Not Instinct

Every screen we hand over has a reason behind it. These are the numbers we hold ourselves to once a product is in front of real users.

+31%

Average lift in task completion after a single round of moderated usability testing and a redesign of the blocking screens.

3–5

Usability interviews or watched sessions pulled per research round, with the same script every time.

1 week

Typical turnaround on a clickable prototype you can send to customers or hand to a developer.

+24 pts

Median jump in average app store rating after an onboarding and first-run rework.

2 rounds

Design revisions built into a standard engagement, so testing findings actually land in the files.

Mobile app interface designs laid out for a design review
Design review · before development starts
Research First

Start With Users, Not With Screens

A layout drawn from intuition is a guess with good typography. We spend the opening phase talking to the people who will actually use the product — customers, staff, whoever handles support today — and reading the numbers your current product already produces. What comes out of that is a ranked list of jobs to do, in the order users need them.

  • Stakeholder and user interviews, transcribed and shared with your team
  • Personas and journey maps built from what people actually said, not from the org chart
  • Competitive teardown of the three products your users compare you against
  • Analytics review covering drop-off points, task time, and repeat behavior
  • A written findings document that the product, design, and engineering leads all agree on
Mobile app wireframes and interface sketches during a design session
Prototype tested on device before handoff
Prototype, Then Build

Test It on a Phone Before Anyone Codes It

Once the structure holds up, we build the real thing in design: production screens, the full component set, and a working prototype with transitions, loading, empty, and error states. Your team clicks through it on an actual phone. When people stop hesitating, the design is ready for a build sprint — and expensive rework happens on a Figma file instead of in a codebase.

  • High-fidelity screens with the type scale, spacing, and color tokens your build will use
  • Every component drawn in its normal, empty, loading, and error condition
  • Prototype links tested on real devices before they reach your stakeholders
  • Motion and handoff notes for transitions that are hard to guess from a static screen
  • Redlines and specs ready to drop into the sprint your engineers are already planning
What We Design

Six Pieces of Work, One Coherent Product

You can hire us for a single focused piece or for the full path from first interview to a system your team can keep extending.

01

User Research & Discovery

Interviews, contextual observation, survey review, and a competitive teardown, distilled into personas, journeys, and a prioritized problem list. This is the part most teams skip, and the part that makes everything after it faster.

  • Interviews
  • Journey maps
  • Teardowns
  • Findings doc
02

Architecture & Flows

Navigation, screen inventory, content hierarchy, and the edge cases that usually surface two months into a build.

03

Wireframing

Low-fidelity layouts for every primary flow, built fast and reviewed in the open so the structure is right before any styling lands.

04

Visual Design & Systems

Final screens plus a real design system: tokens, type scale, spacing rules, and a component library in Figma your developers can pull from.

05

Interactive Prototypes

Clickable flows with working transitions and states, so stakeholders, sales, and QA can all react to the same thing.

06

Usability Testing & Accessibility

Moderated sessions with real users, a severity-ranked report of what broke, and an accessibility pass against WCAG 2.2 AA — contrast, tap targets, focus order, and screen reader labels handled as we design rather than after launch.

  • Moderated sessions
  • Severity ranking
  • WCAG 2.2 AA
How We Work

Five Steps, No Mystery

You always know which step we are on, what we need from you, and what comes out of it. Reviews happen in the browser, not in a slide deck, and every step ends with something you can look at.

  1. 01

    Listen

    A kickoff with your team, then interviews with users and anyone who touches the product day to day. We read your analytics and support tickets, and we tear down the two or three apps your users actually compare you to.

  2. 02

    Map

    Findings turn into journeys, an information architecture, and a screen inventory. We agree on what ships in the first release and what waits, so the design matches the roadmap instead of fighting it.

  3. 03

    Sketch

    Low-fidelity wireframes for every core flow, reviewed live with your team. Cheap to change, which is exactly why we settle structure here, while changing it still costs nothing.

  4. 04

    Prototype

    High-fidelity screens and a clickable prototype with real transitions, loading, empty, and error states. People use it on their own phones, and you get a link, not a PDF.

  5. 05

    Prove & Hand Off

    Moderated testing on the prototype, two rounds of revisions built in, then annotated files, tokens, and specs. We sit with your developers during the first sprint and answer what the file could not.

Questions

App Design Work, Answered Plainly

It runs from research to handoff. We interview your users and your team, map the flows, draw wireframes, build a clickable prototype, run usability tests, and finish with production-ready screens plus a design system your developers can build against.
We start with the people who live closest to the problem — your customers, your team’s sales and support staff, whoever answers questions today. Those conversations become personas, journeys, and a clear order of what to design first. When a comparable product already exists, we add a competitive teardown and, where the budget allows, moderated sessions with real users of it.
Both, in that order. Low-fidelity wireframes come first so structure gets settled before anyone argues about color. Then we build a high-fidelity, interactive prototype that behaves like the real thing — transitions, loading states, empty and error conditions — so you can test it on a phone long before anyone writes Swift or Kotlin.
Figma for the core work, with variables and libraries so the system stays consistent as it grows. Prototypes are built there too, and we move into a real build when a flow depends on motion or native gestures. Everything you receive comes as organized files, components, and documentation your team’s designers can extend without breaking the system.
A focused MVP usually runs six to eight weeks from kickoff to handoff. A larger product with deep research, a full design system, and more than one round of testing lands nearer ten to fourteen weeks. We lock scope in the first week, so the schedule you approve is the one we build against.
That is the point of the handoff. You get annotated Figma files, grid and auto-layout rules, a defined spacing and type scale, every component drawn in its normal, empty, loading, and error states, plus specs in whatever format your team already reviews. We also join the first build sprint and answer questions as the code goes in.
Yes, and it is often the most valuable work we take on. We audit what ships today, pull session recordings and funnel data, talk to the users who left, and rebuild the flows costing you the most. You get an incremental plan, so the new design ships feature by feature instead of freezing your team’s roadmap for a quarter.
Yes. Contrast, tap target size, focus order, large-text and Dynamic Type behavior, and screen reader labels get decided in the first wireframes, not patched on at the end. We check the build against WCAG 2.2 AA, which tends to make the product easier for everyone, not only the people using assistive tech.

Design It Properly the First Time

Tell us what you are building and we will walk you through the research, the screens, and the timeline in a short, no-pressure call. No jargon, no obligation.

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