(UI/UX design)
UI/UX design taken all the way to a build engineers can follow
UI/UX design is judged on the screens nobody demos: the error, the empty list, the form on a small phone. Our work covers research, flows, prototypes and the handover that survives implementation.
(What usually goes wrong)
Interfaces rarely fail because the visual design was poor. They fail because a flow assumed a step people skip, because the state after an error was never drawn, or because the built version quietly diverged from the prototype and nobody compared them. Good UI/UX design closes those gaps before the code does it badly.
Which is why prototypes here are clickable and tested with real people rather than presented as slides, and why the handover ends with a review of what was actually built against what was actually agreed.
(What we deliver)
What UI/UX design services include
Six strands of work. Smaller products use four of them; a platform with several user roles needs all six.
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Interviews, a read through support tickets and analytics, and a task inventory of what people are really trying to finish. The output is a flow diagram per task, with the decision points and the dead ends marked, agreed before any screen is drawn.
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Structure first, in grey, so conversations stay about hierarchy rather than colour. The wireframes become a clickable Figma prototype with realistic content and working navigation, which is what you put in front of users and stakeholders.
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Typography, colour, spacing and iconography applied across every screen and every state. Responsive behaviour is specified at the breakpoints your analytics actually show, rather than three theoretical device widths.
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A Figma library of components with variants and properties, backed by variables exported through Style Dictionary into CSS custom properties or a theme file. One change to a token updates the design and the code together.
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Contrast ratios, focus order, target sizes, form labelling and keyboard paths worked to WCAG 2.2 AA as a design practice. Screen-reader behaviour is annotated for developers, and the prototype gets checked with a keyboard before sign-off.
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Five to eight moderated sessions on the prototype, scripted around the tasks that matter commercially. You get the recordings, a ranked list of where people hesitated, and the revised screens — not a hundred-page report.
(What we work in)
- 01Figma with variables and auto layout
- 02FigJam for flows and workshops
- 03Style Dictionary for token export
- 04Storybook for built components
- 05Axe DevTools and WAVE
- 06Maze for unmoderated testing
- 07Optimal Workshop for card sorting
- 08Lottie and Rive for motion
- 09Hotjar and analytics review
(How we work)
From a vague brief to a tested prototype
Six phases. Each produces an artefact you can review, and you can stop after any of them with everything made so far.
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01
Discovery
Sessions with the people who use the product and the people who support it. Analytics and ticket themes are reviewed alongside, because what users say and what they do rarely match perfectly.
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02
Flows and structure
Task flows, navigation and the information architecture behind them, tested with a card sort where the labelling is contested. Getting this wrong makes every later screen harder.
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03
Wireframes
Low-fidelity layouts for every screen in scope, including the ones nobody enjoys drawing. Reviewed with engineers to confirm the data each screen needs is actually available.
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04
Interface design
Visual direction applied and taken to production quality across states and breakpoints. Components are built as a library from this point, so the system grows with the screens rather than after them.
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05
Prototype and test
A clickable prototype put in front of real users. Findings are ranked by frequency and severity, and the fixes go back into the designs before anything reaches a backlog.
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06
Handover
Tokens exported, components documented, behaviour annotated, and a working session with the developers. Once built, we compare the result against the designs and give you a written list of differences.
(Why Team of Keys)
How we keep designs from drifting during the build
The distance between an approved prototype and a shipped screen is where most UI/UX investment leaks away. These practices narrow it.
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01
Engineers in the review
A developer attends design reviews from the wireframe stage. Anything expensive to implement surfaces then, when the alternative costs a conversation instead of a rebuild.
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02
Tokens, not annotations
Spacing, colour and type scales are exported as machine-readable tokens. Values that arrive as code cannot be misread from a spec, and a later rebrand becomes a token change.
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03
States designed up front
Loading, empty, error, partial-permission and long-content variants are part of the screen, not an afterthought. They are also what usability testing tends to expose first.
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04
Accessibility checked while it is cheap
Contrast and focus decisions made during design cost nothing to change. Found in an audit after launch, the same issues mean revisiting a palette and a component library at once.
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05
A build comparison at the end
After implementation we walk the built screens against the designs and write down every difference. You decide which are fine and which get fixed, with nothing left to assumption.
(Related)
More in design
(FAQ)
Questions, answered
It is priced per phase against an agreed screen count and number of user roles. A focused product of twenty or thirty screens is a modest engagement; an internal platform with four roles and heavy tables is several times that, because the states multiply. Discovery is fixed-price and tells you which you have.
Discovery and flows take two to three weeks for most products. Wireframes through to a tested prototype usually add four to eight weeks depending on screen count and how quickly users can be scheduled. Design normally runs a phase ahead of the build rather than finishing before it starts.
Yes. We start by auditing what is there — which components are genuinely reused, which have quietly forked, where the tokens are inconsistent. New work then extends the existing system instead of competing with it, and you get a short list of the fixes the system itself needs.
They are designed to WCAG 2.2 AA as a working practice: contrast, focus visibility, target size, labelling and keyboard operation. Formal conformance also depends on how the code is written, so we annotate the behaviour developers need and can review the built result. We do not issue certification.
It is possible when the domain is well understood and stakeholders have direct contact with users, and sometimes that is the right call for budget. The risk is that you find out what is wrong after launch instead of during a prototype test, which is a much more expensive place to learn it.
(Global presence)
Nine countries, one studio behind them.
Every project is designed, built and shipped from one studio.
Turn the globe, or pick a country to see what we deliver there.
NoidaDrag to turn
Studio · Noida, India · --:--
(Next step)
Send us the flow people keep getting stuck in
A link, a login or a few screenshots is enough. You get a short read on what the design is costing you, and a phase plan if you want it fixed.
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