Skip to content

Product design

Decide what to build before anyone writes it.

Design that starts with the flows, not the pixels. We map what people are actually trying to do, put a clickable version of it in front of them, and cut what nobody needs before it reaches an engineer. You end up with screens that survive real data and a design system your team can build from without asking us.

You are probably here because

  • You have a long list of features and no agreed order.
  • Two people in the room describe the product differently.
  • The last build went out and nobody used the part you spent longest on.

If none of that sounds like you, this probably is not the service you need, and we would rather say so.

What it does for you

Product design helps you:

  • Prove it early

    Something clickable in weeks, so you learn from users instead of from opinions.

  • Decide faster

    Fewer meetings about what to build, because the thing itself answers the question.

  • Reduce risk

    Naming what can go wrong in week one costs far less than finding out in month six.

  • Ship sooner

    A quarter saved getting to market is a quarter spent in it instead.

How it runs

Four phases, no dark period.

One way through
  1. 01

    Discovery

  2. 02

    Prototype

  3. 03

    Test and cut

  4. 04

    Design system

prototype, test, cut, repeat

Design converges by throwing work away early. Each round of testing cuts what has not earned its place, so only what already works reaches the build.
  1. 01

    Discovery

    A week of interviews, existing data and a walk through whatever exists today. We come back with the flows, the risks and the things you believe that turn out not to be true.

  2. 02

    Prototype

    A clickable version, real enough to put in front of users. Not a slide deck, not a wireframe you have to imagine your way through.

  3. 03

    Test and cut

    We watch people use it. Whatever they ignore comes out of scope before an engineer touches it, which is the cheapest moment to remove anything.

  4. 04

    Design system

    The screens that survive become components with rules, so the next twenty screens do not need us.

Shape
Discovery sprint, then design in two-week slices alongside the build.
Typical length
3 to 6 weeks before engineering starts
Starts with
A week of discovery: flows mapped, risks named, a plan and a number.

Deliverables

What actually lands.

Concrete things, in your accounts and your repository, that keep working after we have gone.

  • Discovery findings and a scope
  • Clickable prototype, tested with real users
  • A design system your engineers build from
  • Design QA through to release

Before you commit

The questions we get asked.

Do we need this if we already know what to build?
Often not, and we will say so. If your flows are settled and validated, skip to the build and save the money.
Can our own designer work alongside you?
Yes, and it usually goes better. We would rather leave capability behind than own the file forever.
What if testing says the idea is wrong?
Then it found that out in week three for the price of three weeks, which is the entire point.

Not quite what you need?

These sit closest to it. If none of them fit either, say so and we will tell you honestly whether we are the right people.

Next step

Tell us what you're building.

A few lines is enough. What it is, who it's for, when you need it live. Or put half an hour in the calendar and talk it through instead.