For interfaces judged by how they hold up under real use

UI/UX Design

A polished interface that confuses real users has failed at the one job design actually has. This practice treats usability evidence as the standard, whether the work is building a design system from scratch, diagnosing why users struggle, or settling an interface before engineering starts.

AI augmented, human governedEvidence before estimatesYour IP from day oneOne accountable owner per engagementFounded in 2011. Part of the Vinove Group500+ full-time engineers, as of September 2026NASSCOM member
Watch · the 90-second brief

How a usability evaluation actually runs

Heuristics, real user testing and wireframes revised against evidence.

90 secWatch without filling in a form.
A usability evaluation and wireframe revision in progress.90 secSample frame · video pending

01Before building a prototype

Low fidelity or high fidelity is a real decision.

Prototyping fidelity gets chosen out of habit far too often, when the actual decision it needs to support should decide it. Four questions settle which fidelity fits.

Is the flow itself still in question, or just the visuals?

A flow that might change entirely does not need pixel-perfect visuals yet. Low fidelity tests the structure faster and cheaper.

Who is reviewing the prototype next?

Internal stakeholders can often work from wireframes. External users judging real usability usually need something closer to the finished look.

How much does visual polish affect the test itself?

Testing checkout flow logic rarely needs final visuals. Testing whether a brand feels trustworthy genuinely does.

How much time is there before a decision must be made?

Low fidelity iterates faster under real time pressure. High fidelity earns its cost when the decision can wait for more polish.

Low-fidelity against high-fidelity prototyping
Low fidelityHigh fidelity
Best whenThe flow itself is still uncertainVisual and brand perception matters to the test
Speed to testFast, cheap to changeSlower, more costly to revise
Feedback qualityStructural, about the flowIncludes visual and emotional reaction
Typical audienceInternal stakeholders, early testingReal users, later-stage validation

02Agreed before design starts

The ledger that keeps a design engagement honest

Design engagements go wrong when 'looks good' quietly replaces 'tested and usable' as the actual standard. This ledger fixes what you bring, what we design, what returns, and what stays yours.

  1. Your side

    You bring

    • The existing product and every screen already shipped
    • Brand guidelines, if any exist beyond a logo file
    • The team who will maintain the system after handover
  2. Our side

    We build

    • A design system built from an audit of what already exists
    • Interaction patterns made consistent across the whole product
    • Component documentation your team can extend without guessing
  3. Your side

    You receive

    • A working design system your team can apply immediately
    • Documentation covering every pattern and its intended use
    • A rollout plan for applying it across existing screens

Never leaves you

  • Brand direction and every creative decision above the system
  • The pace of rolling the system out across the product
  • Ownership of the system once it is handed over

Where the line sitsA design system only works if the team actually uses it. We build it from what already exists, not a theoretical ideal nobody will adopt.

03From audit to a testable prototype

Four stages, each closing on evidence

Designs that confuse real users usually skipped a stage here. This system closes each one with something evaluated against a real heuristic or a real person.

  1. Audit the current state first

    Existing screens, flows or complaints are reviewed honestly before any new design work starts, so effort targets what is actually broken.

    What exists, honestly assessed
  2. Map information architecture and flow

    The structure of the product is settled before visual design begins, because a beautiful screen inside a confusing flow still confuses people.

    Structure before surface
  3. Evaluate against usability heuristics

    Designs are checked against known usability heuristics deliberately, catching problems a purely subjective review would likely miss.

    A heuristic review, not just an opinion
  4. Test prototypes with real users

    Prototypes are tested with people outside the design team, at a fidelity matched to the decision the test actually needs to inform.

    Tested with real people, not the team

04What actually moves the number

Four drivers, priced from the scope

Design work is priced against the depth of evaluation and testing needed, because these four factors change scope by multiples.

Driver 01

Size of the existing product to audit

A handful of screens audits faster than a sprawling product with years of inconsistent design decisions accumulated inside it.

Driver 02

Depth of usability testing required

Testing with a broad, diverse set of real users costs more than a lighter internal review of the same flows.

Driver 03

Accessibility requirements

Designing for a wide range of ability levels from the start costs less than retrofitting accessibility onto a finished interface later.

Driver 04

Design system scope

A full design system covering every component costs more than targeted patterns for a handful of high-traffic flows.

05Evidence and proof

Designs that fixed what users were actually struggling with.

Design proof is a usability problem named correctly and a fix that measurably helped. Every record here waits for written client approval before production.

Explore case studies
A usability evaluation identifying a high-abandonment signup screen.
Pillar Learning · EdTech platform, US

A heuristic evaluation found the exact screen losing half of new signups.

Pillar Learning had rising signup abandonment and no idea why. A heuristic evaluation and user testing found one confusing form step, and a redesign of that step alone recovered most of the lost signups.

Signup abandonment
Cut by roughly half
Screens requiring redesign
1 of 14
Sample · pending client approval
A design system replacing years of inconsistent screen design.
Orra Systems · Workflow SaaS, US

A design system replaced years of visually inconsistent screens.

Orra Systems had grown to dozens of screens with no shared component library. A design system built from an audit of existing patterns gave the team one consistent set of rules to build from.

Inconsistent components audited
Over 40
Design system adoption
Full within one quarter
Sample · pending client approval
Portrait of a VP of product reviewing a usability evaluation.

The evaluation named the exact step users were dropping off at, which we had guessed wrong about for months.

Anika RaoVP Product, Koru Health
Sample · pending client approval

06Read this first

When commissioned design is the wrong spend

Commissioning a full design system for a small internal tool few people ever see wastes budget on polish nobody needed. The exits are marked plainly. Where design is justified, output is delivered ready for engineering in Figma or an equivalent standard tool.

  • The interface is small and rarely used

    A simple internal screen used by a handful of people rarely justifies a full design system or extensive usability testing.

  • The underlying idea has not been validated yet

    Designing a polished interface for an unvalidated idea risks polishing the wrong thing entirely.

    Product discovery
  • You need a designer on staff, not a project engagement

    If ongoing design work is the real need, hiring a designer into your team fits better than a discrete engagement.

    Hire UI/UX Designers
Engagement shapes for design work
ShapeBest whenYou directWe carry
Focused evaluationOne flow needs diagnosingWhat happens with the findingsThe evaluation and revised design
Design system buildThe whole product needs consistencyBrand and prioritiesSystem design and documentation
Embedded designerDesign work is genuinely ongoingProduct and creative directionNamed designer and continuity

07Straight answers

Asked before a design engagement is scoped.

Do you design, or do you also build the interface in code?

Both, depending on what you need. Many engagements deliver design ready for engineering, while others hand off directly into an application build under this practice.

How do you evaluate an existing product's usability?

Through a structured heuristic evaluation against known usability principles, followed by testing with real users where the evaluation flags genuine uncertainty.

Do you build design systems from scratch or from what already exists?

From an audit of what already exists wherever possible. A design system built from real patterns already in use tends to see far better team adoption.

How do you handle accessibility in design work?

By building it into the interaction design from the start, covering contrast, keyboard navigation and screen-reader behaviour rather than retrofitting it after the interface is finished.

What does UI/UX design cost?

Priced against the size of the product being audited, testing depth required and accessibility scope. A targeted flow evaluation costs less than a full design system.

Do you test prototypes with real users, or just internally?

Both, matched to the fidelity and the decision at stake. Structural questions often only need internal review; real usability judgements need real users.

What if the product idea has not been validated yet?

That is usually a discovery question first. Designing a polished interface before the underlying idea is validated risks polishing the wrong thing.

Can you hand off design directly to an engineering build?

Yes, design and application development share this practice's delivery discipline, so a validated design typically moves straight into engineering without a separate handoff.