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puzzle

Services

Complex underneath. Obvious on the surface

Our approach

If people have to work it out, the product has not finished the job

Every product is complicated somewhere. The question is who carries that complexity — the person using it, or the people who designed it. Our job is to move the weight off the screen and into the structure behind it.

Most of that work is decisions rather than drawing: what belongs on this screen, what belongs on the next one, what the sensible default is, and what happens when somebody gets it wrong. Settle those and the interface has very little left to do.

Which is why the visual layer comes last here. A product that looks resolved and still makes people stop and think has solved the wrong problem in the right typeface.

Bespoke Garden Decor — a journal article on choosing timber, open on a laptop above a full-width photograph
Bespoke Garden Decor — the homepage on a phone, its quote and services actions set over a finished pergola
South Downs Plant & Machinery — the export enquiry steps on a phone, beside the company mark over a working excavator

Structure

Structure before polish

Requirements arrive as a list. Products are not a list — they are a sequence of decisions somebody makes under time pressure, usually while doing something else. The first job is turning one into the other.

So the thing gets mapped before it gets drawn: what the product is for, what a person is actually trying to finish, and the order those steps happen in rather than the order the spreadsheet had them. Hierarchy falls out of that. What deserves the top of the screen is whatever the next decision needs.

Skipping this is what produces products that look considered and feel exhausting. A confused structure can be styled indefinitely and never improve, because the surface was never the problem.

Journeys

Every interaction should answer a question

People arrive at a screen with a question — where am I, did that work, what happens if I press this, how much longer. An interface earns its place by answering the one being asked at that moment and staying quiet about the rest.

That makes feedback part of the design rather than a later ticket. Loading, saving, empty, partial, expired, failed: people spend real time in those states, and leaving them to be handled during the build is how a confident product turns confusing at exactly the wrong moment.

Friction is worth spending deliberately. A few steps should be slow — deleting something permanent, spending money. Most should not, and the ones people repeat every day deserve the most attention and usually get the least.

Got something complicated to make feel simple?

Book an intro and talk it through, or send us a scope if you already know the shape of it.

Prototyping

Prototype before the expensive decisions

A flow that reads well as a diagram can still be wrong to use. The cheapest place to find that out is something clickable, not something built.

So it goes in front of people early, with real content, real lengths and real edge cases, at the widths it will be used at. Placeholder copy hides every problem worth finding: names run longer than the box, lists are emptier than the mockup, and the interesting screens turn out to be the ones nobody designed.

What comes back changes the design while changing it is still cheap. That is the whole argument for it — after the build starts, the same finding costs a fortnight and an awkward conversation.

Systems

A product is never finished in one pass

Products keep going. Features arrive, teams change, and the design has to survive people who were not in the room when it was made. That is a systems problem rather than a screens problem.

So what gets handed over is components with their states defined, spacing and type that hold at every width, and rules specific enough to actually follow. Brand character lives inside that rather than on top of it: a product can be distinctly yours and still behave the way people expect, and where those two genuinely conflict, usability wins.

It stays honest by staying close to the build — the same components, in the browser, at real widths. The gap between the design file and the shipped product is where most of the quality is usually lost.

What you get

  • Product structure and information architecture
  • Flow mapping and job stories
  • Interactive prototype, built with real content
  • Interface design across the full breakpoint range
  • Component library with empty, loading and error states
  • Accessibility annotations and build handover

How it runs — 6 weeks

  1. 01Discovery1w
  2. 02Flows and prototype2w
  3. 03Interface design2w
  4. 04Library1w

Timelines assume one round of consolidated feedback per phase. If you need this faster, say so early — it usually means changing the scope rather than the schedule.

Build a full scope

Questions

FAQs