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UI and UX Design

Interface design that makes the software obvious

Interface and experience design in Chennai. Research, task flows, wireframes and design systems that make software obvious to the people who have to use it all day.

Typical timeline
3 to 8 weeks
Indicative range
₹60,000 to ₹4,00,000
Hand drawn interface wireframes in a notebook

What you get

The outcome you are actually buying.

  • Screens designed against real content and real data volumes
  • Every state designed, including empty, loading and error
  • A design system that makes the tenth screen cheap
  • A clickable prototype tested with users before development starts
  • Developer handover with tokens, components and specifications

What is included

Specific deliverables, agreed in writing before anything starts.

  • User research and interviews with real users
  • Task flows and wireframes before any visual design
  • Full visual design for every screen and state
  • Design system with reusable components and tokens
  • Clickable prototype for testing before build
  • Developer handover with specifications

How we work

You see progress every week on a URL you can open, not a demo at the end.

  1. 01

    Research

    Interviews with the people who will use it, and observation of what they do today including the workarounds. Five conversations routinely change a product more than five weeks of internal debate.

  2. 02

    Flows and wireframes

    Structure agreed while it is still cheap to change, before anyone argues about colour.

  3. 03

    Visual design

    Full design for every screen against your real content, at the data volumes you actually have.

  4. 04

    Prototype and test

    A clickable build put in front of real users, so the expensive assumptions fail before development rather than after.

  5. 05

    Handover

    Components, tokens, specifications and a walkthrough with the engineers who will build it.

The problem

Most software is designed for a demo. It looks convincing with three tidy rows of sample data and falls apart with four hundred messy real ones. Nobody designed what happens when a field is empty, when the connection drops, or when a name is long enough to wrap.

The result is software that staff resent and quietly work around, usually by going back to a spreadsheet.

What we design instead

We start with the job, not the screen. Who uses this, what are they trying to finish, what is in their way, and what does the mess actually look like at volume.

Then wireframes, so we argue about structure while it is still cheap to change. Then visual design for every screen and every state, including the unglamorous ones. Then a design system so the tenth screen costs a fraction of the first.

How we work

  1. Research. Interviews with the people who will use it, plus a look at what they do today, including the workarounds.
  2. Flows and wireframes. Structure agreed before anyone picks a colour.
  3. Visual design. Full design against real content and real data volumes.
  4. Prototype and test. A clickable build, put in front of real users, before development starts.
  5. Handover. Components, tokens, specifications and a walkthrough with the developers.

Design systems, not one off screens

If your product will live more than a year, a documented system saves more than it costs. One set of components, one set of tokens, one place to change a colour. It also makes it far harder for the product to drift as new people join.

Who this is for

Teams building a product, replacing an internal system, or rescuing software that users avoid. Also teams with developers but no designer, who need a system their engineers can build against.

Designing for the mess

Most software is designed for the demo. Three tidy rows of sample data, short names, no missing fields. Then it meets four hundred real records with inconsistent formatting, names long enough to wrap, and half the optional fields empty.

We design against your actual data, including the awkward parts. A table that looks elegant with five rows and collapses at five hundred has not been designed, it has been decorated.

The states nobody designs

Empty, loading, error, partial, offline, permission denied and success. These are the difference between software that feels finished and software that feels like a prototype, and they are almost always left to whichever developer reaches them last on a Friday.

We design each one, with the actual copy. Error messages say what happened and how to fix it, without apologising.

Research, even on a small budget

Where budget is tight we run a shorter version rather than skipping it. Even three interviews and an hour watching someone do the job today will change what gets built.

The most expensive thing in any project is building the wrong thing well, and that decision is usually made in the first fortnight.

Design systems

A documented system pays for itself once a product lives beyond a year or a team beyond one designer. One set of components, one spacing scale, one place to change a colour.

It also slows drift. Without it, every new screen is slightly different and after eighteen months the product looks like four products stitched together.

We deliver tokens and components in a form engineers can consume directly rather than a static specification they have to interpret.

Accessibility as a design decision

Contrast, target size, focus order and label clarity are design decisions, not engineering ones. Deciding them at design time costs nothing. Discovering them in an audit after launch costs a redesign.

We design to WCAG 2.1 AA and mark the decisions in the handover so they survive implementation.

Working with your developers

If your own team is building, the handover is the deliverable and we treat it as such. Tokens, spacing, breakpoints, interaction specifications and the reasoning behind the awkward decisions.

We stay available during the build for the questions that always arise, because a design handed over and never discussed gets reinterpreted.

What we build with

Chosen per project rather than by habit. We will tell you when a simpler option would serve you better.

  • Figma
  • Design tokens
  • Component libraries
  • Prototyping
  • Usability testing
  • WCAG 2.1 AA

Who this is for

  • Teams building a product or replacing an internal system
  • Companies whose staff avoid the software and work around it
  • Engineering teams with no designer who need a system to build against

When this is not the answer. If you need a logo and brochure rather than an interface, graphic design is the service you want.

Questions

Before you ask us

Anything not covered here, send it through the form and you will get a straight answer.

Yes. We deliver a complete design system and prototype that your own developers can build from. Handover includes tokens, components and specifications.

Start a project

Tell us what you need.

A reply within one working day from someone who can answer, not an acknowledgement and silence.

What happens next

  1. 1We read it and reply within one working day, usually sooner.
  2. 2A short call to understand the problem. No charge and no sales sequence.
  3. 3If we are a fit, a written scope and a fixed price before any work starts.

Enquire about UI and UX Design

Name and number are all we genuinely need. The rest helps us come back with something useful.

We usually reply on WhatsApp first.

We reply within one working day. No sales sequence.