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UX & interface design

UX & Interface Design

Design for dense, operational software — tables, ledgers, dashboards and configuration surfaces — where the hard problem is not decoration but making a complex system legible to someone using it for six hours a day.

Discipline
UX & interface design
Systems delivered
9 platforms
Pillars
3 core areas
Stack
37 technologies

Discipline Scope

3 Architecture Pillars

Active Pods

Core Pillars

  • Legibility under load
  • One system, many surfaces
  • Designed against the constraint

Architecture Pillars

Interfaces for data nobody designed for

01

Legibility under load

An operator looking at a screen all day needs hierarchy, not personality.

  • Information hierarchy that survives real data volumes
  • Tabular data treated as a first-class design problem
  • Empty, loading, partial and error states designed, not left to chance
  • Density options for expert users
02

One system, many surfaces

A design system is what allows a product to add screens for years without accumulating inconsistency.

  • Tokens for colour, type, space and elevation
  • Component library with real documented states
  • Accessible contrast and focus behaviour by default
  • Dark mode designed rather than inverted
03

Designed against the constraint

Good interface design starts from what the system can actually do quickly.

  • Workflows shaped around real latency and data limits
  • Progressive disclosure instead of endless forms
  • Keyboard-first paths for repetitive tasks
  • Prototypes tested with actual operators

Deliverables

What you receive.

Concrete artefacts handed over with the repository.

  • UX audit and task analysis of current tooling
  • Information architecture and navigation model
  • Wireframes for the critical workflows
  • High-fidelity interface design
  • Design system with tokens and components
  • Interactive prototype for user testing
  • Accessibility review against WCAG AA
  • Design-to-code handover with implemented components

Process

How a ux & interface design engagement runs.

  1. 01

    Phase 01: Watch the work

    We observe the people who use the system, not the people who commissioned it. The gap between those two accounts is the project.

  2. 02

    Phase 02: Structure before surface

    Navigation, hierarchy and state model are settled in low fidelity, where changes cost minutes.

  3. 03

    Phase 03: Design and test

    We prototype the two or three flows that carry the most risk and put them in front of real users before build.

  4. 04

    Phase 04: Ship the system

    We deliver a component library the engineering team implements directly, so design intent survives contact with code.

Evidence

Systems delivered in this discipline.

All case studies

Showing 6 of 9 systems in this discipline · see the full portfolio

Questions

Asked before the brief arrives.