T R I P L E

UI/UX design

The Triple team working on a project

We design interfaces people understand at a glance, and flows that get them to what they came for without thinking about the route. Good design goes unnoticed — what gets noticed is bad design, at the moment a user has to stop and work something out.

We start with the problem, not the look. Who uses this, what task are they trying to finish, and where do they stumble today. A beautiful interface that hides the buy button or makes a form exhausting is a failed interface, however well it presents in a slide deck.

What we hand over is genuinely buildable: a clear grid, a documented colour and type system, every element's states, and touch targets sized for a thumb. A designer who does not think about the developer leaves half the job to someone else.

What you get

Research before design

We review your current product and its usage data where it exists, examine three to five competitors, and identify exactly where users lose their way.

A flow map

A diagram of every screen, where users arrive from and where they go next. This step surfaces the forgotten screens before they cost you development time.

Greyscale wireframes

We settle content and priority before colour and imagery, because judging the arrangement of elements becomes impossible once the aesthetics are in.

Full screen designs

Every screen in every state: loading, empty, error, success. These are the states that always get skipped, and the ones users actually meet.

A documented design system

Colours, type, spacing, buttons and inputs documented as reusable components, so the product can grow later without the look falling apart.

An interactive prototype

Something you tap through on your own phone or browser, so you test the product before it is built and catch what static images hide.

Design for every size

Phone, tablet and desktop, with the changes at each size specified. We do not design the desktop view and leave mobile for the developer to improvise.

Baseline accessibility

Enough colour contrast to read, touch targets no smaller than 44 pixels, and a logical keyboard order. These are a floor, not a luxury.

How we work

  1. Discovery

    A session to understand the product, its audience and what the business needs from it. It ends with the list of tasks users want to complete, ranked by what matters to you.

  2. Reviewing what exists

    If you have a live product we review it systematically and document the problems with screenshots, ordered by impact rather than by how easy they are to fix.

  3. Flows and structure

    We map the flows, then the wireframes, and review them with you before any visual work. A change here costs minutes; the same change after full design costs days.

  4. Visual direction

    We present one considered direction rather than three arbitrary options, explain why it fits your brand and audience, and refine it with you.

  5. Full design

    We design every screen in its states, building the design system alongside so everything stays consistent.

  6. Developer handover

    Organised files with measurements and exported assets, and we stay available during the build to answer developers' questions instead of letting them guess.

What we work in

  • Figma for design, prototypes and developer handover
  • Adobe Illustrator and Photoshop for visual assets and logos
  • Usability testing with real users where it is warranted, rather than relying on opinion alone
  • Contrast and accessibility checked with measurement tools, not by eye

What drives the cost

Interface design is priced by screen count and by how much research comes first:

  • Screens and their states A screen with four states is four designs. Estimating by screen count alone makes the cost look lower and wrecks the schedule later.
  • Depth of research A quick competitor review is not the same as usability testing with real users. The second is more accurate and more expensive, and it is worth it for products your revenue depends on.
  • Building a design system A product that will keep growing needs a documented system. A small, fixed project does not.
  • Number of platforms Designing for web and mobile is not double the work, but it is not the same work either, because each platform has its own interaction patterns.
  • Brand identity If you have an approved identity, type and palette, we build on it. If not, creating the identity is a separate line that comes before interface design.
  • Revision rounds Two rounds are included at each stage. We set that out in advance so you have a clear picture of both schedule and cost.

We split the quote into stages, so you can start with research and flows and then decide whether to continue into full design.

Common questions

  • What is the difference between UI and UX?
    UX is the arrangement of steps and decisions: what a user sees first, how many steps stand between them and their goal, and what happens when something goes wrong. UI is how those steps look: colour, type, spacing. A product with a beautiful interface and a poor experience looks appealing and gets abandoned quickly.
  • Do I need design before development?
    Yes, on any project past about ten screens. Changing a design takes an hour; changing the same thing after it is built can take a day. Skipping design looks like a saving at the start and shows up in the final invoice.
  • How long does app interface design take?
    A mid-size app of twenty to thirty screens is usually 4 to 7 weeks, covering research, flows, full design and a prototype. How fast you review affects the timeline more than anything else.
  • Do you only design, or build too?
    Both. Plenty of our clients take the design to another development team, which is entirely fine — we hand over organised files any team can build from. If you would rather we build it, having design and development in one team cuts review time considerably.
  • Do I get the source files?
    Yes. You get the full Figma file with edit access, along with assets and fonts. We do not hold source files as leverage.
  • What if I do not like the visual direction?
    We present the direction early on two or three screens for exactly this reason, before thirty screens are built on a wrong foundation. Changing course at that point is normal and included.

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