UI and UX Design
Most software is not hard to use because nobody designed it. It is hard to use because the design was approved in a meeting by people who already knew how it worked. We design for the person seeing it for the first time, on a mid range Android phone, in a hurry.
None of these are about taste. They are about process, and each one is visible before a line of code is written.
The team reviewed it, the client approved it, and nobody outside the room tried to complete a task with it. The first real feedback arrives after launch, when changing it is expensive.
Most of your customers are on a phone, often on mobile data, often with one hand. A layout that only holds together at 1440 pixels wide fails where the traffic actually is.
A flat image with no spacing values, no states, no error cases. The developer guesses, the result drifts from the design, and everyone blames the other side.
Interviews with your actual users or staff, what they are trying to do, and where the current process breaks. Written plainly, five pages rather than fifty.
Every path through the product, including the ones that fail. What happens with no results, no connection, an expired session, a declined payment.
Structure before decoration, so the arguments about layout happen while changes are cheap.
Every screen at mobile and desktop width, in light and dark where the product needs both.
Colour, type scale, spacing, buttons, forms, tables, empty and error states, defined once and reused. This is what keeps the product consistent after we leave.
Measurements, assets, states and behaviour notes. A build ready file, not a screenshot.
We talk to the people who will use this and the people who support it today. We read your support messages. We look at what you already have and what the numbers say about where people give up.
Flows and wireframes. Deliberately unstyled, because this is the stage for deciding what goes where, and colour is a distraction from that.
Visual design and the system behind it. Two review rounds are included, with one named approver on your side so feedback does not contradict itself.
A clickable prototype put in front of five to eight real users. We fix what they struggle with, then hand over to your developers or ours.
Usability testing has a reputation for being expensive and slow. At the scale most businesses need, it is neither.
A quiet room, a phone, a prototype and somebody who matches your customer. Watch them try to finish a task without helping. The first two sessions usually change the design.
In Pakistan that means a mid range Android on mobile data, not the latest iPhone on office WiFi. Load time and touch target size stop being theoretical very quickly.
What people say they would do and what they actually do are different. Give them a task and stay quiet, however uncomfortable it gets.
If your users mix languages, your interface needs to work when they do. Labels, placeholders and error messages all behave differently in practice than they do in a design file.
For a focused product, typically 250,000 to 700,000 PKR covering research, flows, design and a handover file. Large multi role platforms run higher, driven by the number of user types rather than the number of screens.
Six to eight weeks for a standard product. Faster if the requirements are settled and you have one decision maker, slower if we are still deciding what the product is.
Yes, and it is often the higher return work. A redesign grounded in where existing users actually give up beats a new product built on assumptions.
We can, and we are happy not to. The handover is written so any competent front end team can build from it. If you have developers, use them.
That is what the first phase is for. Come with the problem rather than the solution, and expect the first two weeks to change your mind about something.
Not what you want built. What your customers or your staff are trying to get done, and where it currently goes wrong. That is enough for us to tell you honestly what design work would help and what it would cost.