Website and interface design
Website and interface design by a team with experience both in design and in production frontend for products like these. So what is drawn gets built without surprises, whoever builds it. We test design against the scenarios of real people rather than against the client taste or our own.
Product design is more than styling. It is how a person perceives the product on first contact and decides from that whether it is worth going further and reaching an action. The approach follows the task: if the product has to make an impression, that is one kind of design; if a person will work in it every day, that is another; if the job is to walk them through the steps to a result, that is a third. A beautiful layout that has not been tested on people, or that misses the specifics of a particular product, stays an expensive picture: it looks good and brings no money.
So we start with questions. Why did the person come. What are they willing to do for free and what will they pay for. What stops them. In Silent Notary that kind of analysis produced notarisation without registration and a renewable free quota: neither was in the original brief, and both defined the product.
The practical difference is that we work the product through as a whole: every screen, every state, every notification and every piece of interface copy. Room for future optimisation is built in from the start, so a marketer can change wording and emphasis without redoing the layout. That means even if you take only the design from us, what you get is not pictures but a set: layouts, a design system and documentation that lets any development team build the product, yours or another one.
Interfaces where people handle money are a story of their own. In the Ubix.Network ecosystem we designed the wallet, the exchange, the staking platform and the network explorer. The price of an unclear screen here is not a lost enquiry but funds sent to the wrong place that nobody will return, so such an interface is designed around its irreversible actions: what a person sees before signing an operation, how they can tell it went through, and what happens when it did not. On top of that these products had to be brought into one language: they had been built at different times and looked like four separate services.
Design also comes in other forms. In Battle of the Bees what was needed from us was not an interface but a world: characters, an economy, the feel of the game. The analysis there started not with screens but with the question of why a person would come back tomorrow.
Design runs alongside web development, mobile apps and frontend, and it makes sense to start with a prototype or an MVP. Examples of the work: a tobacco store personal account, a game store front, a monitoring system homepage, as well as SignItNow and Battle of the Bees.
What the service covers
Any combination of the items below can be taken on its own.
Structure, screens for every size, states and the small things that shape the impression: empty lists, errors, long names, forms on a phone.
Customer accounts, admin panels, internal systems. Here design helps an employee stay effective through the whole day: the less they tire, the fewer mistakes they make and the more they get done.
Screens for iOS and Android following the rules of both platforms, allowing for how people hold a phone and where the thumb reaches.
A clickable version before development, so that arguable decisions get settled on the prototype, where a change is cheap.
Components, states, spacing and rules plus a description of the screen logic. After that the product grows evenly and new screens look part of the whole.
Illustrations, icons, product presentation in decks and in the app stores. We also do brand identity and logos, and we do them well, but our specialisation is in how a person deals with a business through its product.
How we work
We go through the audience and the scenarios and look at what happens today and which steps people stop at. The output is a list of screens and decisions rather than a moodboard.
Wireframe screens linked to each other: they already show how the idea will work, and that makes any later change noticeably cheaper. The timeline depends on the number of screens and the complexity of the processes.
Styling, typography, states, dark and light themes, responsive layouts. We show it in iterations, so the direction is confirmed as we go.
We assemble the components, the rules and the description of the logic, so development runs fast and predictably.
We review what has been built in the browser and on the phone, help the development team at launch and refine what surfaces on real data.
Stack and tools
Cases for this service
Frequently asked questions
The price depends on the number of screens and on whether a design system is needed. After the discovery stage we give an estimate broken down by stage, so you can see what you are paying for.
Yes, that is a common scenario. You get the layouts, the design system and the documentation that lets your team or any other team build the product. We will also tell you which decisions are expensive to build in your stack, so that comes out before the work starts.
We test it on the prototype before development, and after launch we look at behaviour: where people linger, what they tap, which steps take longer than the rest. That is more reliable than arguing about taste.
We do. First we work out what actually gets in the way, because more often it is the structure and the order of the steps, and the styling follows from that.
Everything is set by the contract, and we put it in writing at the specification stage, before the work starts. Every approved stage is transferred to your side, so the work accumulates with you rather than with us. Once the project is closed, the design source files, layouts and documentation are handed over to you together with the rights to them.
Yes, under a separate agreement: design supervision, new screens and development of the design system.
Related services
Shall we discuss your task?
Tell us what needs to be done and we will come back with an estimate, the team composition and a plan for the first two weeks.