Design

Interfaces People Understand Without Being Told

Research, wireframes, interface design and a system your developers can build from — so the product works the way users expect rather than the way the org chart does.

  • Research before screens
  • Every state designed, including the ugly ones
  • WCAG 2.2 AA as standard
  • Developer handover, not a folder of images

Is this you?

Four Symptoms of a Structural Problem

These rarely mean the product is ugly. They usually mean it's organised around the wrong thing.

  • Users can't find the thing they came for

    Support answers the same navigation question every week.

  • Onboarding leaks people

    They sign up, look around, and never come back for a second session.

  • Every screen looks like a different product

    Five designers, five conventions, and no system holding them together.

  • Developers are guessing

    Handover is a folder of images, so spacing, states and edge cases get invented in code.

Overview

Interface and Experience Design, Grounded in Evidence

Research sets the structure, structure sets the screens, and the system keeps it from drifting.

Most bad interfaces aren't ugly. They're the result of decisions made without evidence — a navigation structure that mirrors internal departments, a form that asks for everything because five teams each wanted one field, a dashboard designed for the person who commissioned it rather than the people who open it daily. Aesthetics get blamed; structure is usually the culprit.

We start by watching people work. Interviews, session recordings, support tickets and analytics tell us where they hesitate, what they misread and where they give up — and that evidence sets the information architecture before anyone opens a design tool. Wireframes come next, deliberately unstyled, because it's much easier to argue about structure when nobody is distracted by colour. Then visual design, then a prototype real users can attempt real tasks in, then revision based on what they actually did rather than what they said they'd do.

The output isn't a folder of screens. It's a documented design system — components, states, spacing, tokens and rules — that developers can build from without inventing anything, and that survives the next feature. That's what stops the product drifting back into inconsistency six months after launch.

Capabilities

What's Included

Nine disciplines, sequenced so each one answers a question the next depends on.

  • User Research

    Interviews, contextual enquiry, surveys and analytics review, producing evidence you can point at when a design decision is challenged.

  • Information Architecture

    Navigation, hierarchy and labelling built from card sorting and tree testing rather than from your internal structure.

  • User Flows & Journey Mapping

    End-to-end paths through the product, with the drop-off points and dead ends made visible.

  • Wireframing

    Low-fidelity structure resolved before visual design starts, so layout arguments happen while they're still cheap.

  • Interface Design

    High-fidelity screens with every state designed: empty, loading, error, partial, permission-denied and success.

  • Interaction & Motion Design

    Transitions and micro-interactions that explain what just happened, specified precisely enough to implement.

  • Design Systems

    Component libraries with tokens, variants and usage rules, built in Figma and mapped to how your front end is actually structured.

  • Prototyping & Usability Testing

    Clickable prototypes tested with real users on real tasks, with findings ranked by severity and frequency.

  • Accessibility Design

    WCAG 2.2 AA as a baseline: contrast, focus order, keyboard paths, target sizes and screen reader semantics designed in, not retrofitted.

Deliverables

What You Receive

  • Research findings with prioritised, evidence-backed recommendations
  • Information architecture and annotated user flows
  • Wireframes for every key screen and state
  • High-fidelity interface designs, responsive across breakpoints
  • Interactive prototype covering the primary task paths
  • Design system with components, variants, tokens and usage documentation
  • Usability test report with severity-ranked findings
  • Recorded developer handover session with specs in Figma Dev Mode

Stack

Tools We Work In

We work in your Figma where you have one, and hand over in the format your developers already use.

Design

  • Figma
  • FigJam
  • Adobe Creative Suite

Prototyping

  • Figma
  • ProtoPie
  • Framer

Research & testing

  • Maze
  • UserTesting
  • Optimal Workshop
  • Hotjar
  • Microsoft Clarity

Handoff

  • Figma Dev Mode
  • Storybook
  • Zeroheight

Our Process

How a Design Engagement Runs

Six phases. Nothing gets styled until the structure has been tested.

  • 01

    Discovery & Research

    Stakeholder interviews, user research, analytics review and a competitive teardown, so the brief is based on what's happening rather than what's assumed.

    Deliverables: Research findings, personas, problem definition

    1–2 weeks
  • 02

    Architecture & Flows

    Information architecture, navigation model and user flows, validated with card sorting and tree testing before any layout work.

    Deliverables: Site or app map, user flows, validated navigation model

    1–2 weeks
  • 03

    Design & Prototyping

    Wireframes into high-fidelity design, then a clickable prototype users can attempt real tasks in.

    Deliverables: Wireframes, UI designs, interactive prototype

    2–3 weeks
  • 04

    Testing & Iteration

    Moderated and unmoderated testing, findings ranked by severity, designs revised and retested — running alongside build on longer engagements.

    Deliverables: Test reports, revised designs, iteration log

    1–2 weeks
  • 05

    System & Handover

    Components, tokens, states and rules documented, then walked through with the engineers who'll build them.

    Deliverables: Design system, Dev Mode specs, recorded handover

    1–2 weeks
  • 06

    Support & Evolution

    Post-launch behavioural review, new component design as the product grows, and system governance so it doesn't fragment.

    Deliverables: Analytics review, new components, system updates

    Ongoing

Engagement

How We Work Together

Three shapes, depending on how settled the problem is.

  • A defined set of screens and flows, priced up front. Best for a redesign with known boundaries.

Fit

Who This Is For

And, just as usefully, who it isn't for.

Ideal for

  • SaaS products where trial-to-paid conversion depends on onboarding
  • Web applications and internal tools people use daily and complain about
  • Mobile apps fighting first-week retention
  • Businesses that need a design system before adding a second designer
  • Teams whose developers keep asking what a screen should do in edge cases
  • Products facing an accessibility requirement or audit

Not the right fit if

  • You need a single marketing page designed and built — Webflow Website Development is faster and cheaper
  • You want visuals with no research phase — we'll do it, but the result is decoration rather than design
  • You need brand identity rather than interface work — see Branding & Brand Identity Designs

Why DM Solutions

How Our Design Process Differs

Four commitments that change what lands in your developers' hands.

  • Research Before Screens

    Every structural decision traces back to something a user did. It makes design reviews shorter, because opinions stop competing with evidence.

  • Every State Designed

    Empty, loading, error, partial and permission-denied are designed, not left for a developer to improvise at 6pm on a Friday.

  • Systems, Not Screen Folders

    You get components, tokens and rules that survive the next ten features, rather than images that go stale on contact with the backlog.

  • Accessibility From the First Wireframe

    Contrast, focus order and keyboard paths designed in from the start. Retrofitting accessibility costs several times more and always looks it.

Proof of work

Design That Changed the Numbers

Redesigns where retention, conversion or task completion moved measurably after launch.

Testimonials

What Product Teams Say About Working With Us

  • The rebrand and UI overhaul completely changed how customers perceive us. We went from looking like a scrappy startup to a company enterprise buyers take seriously — without losing our personality.

    Kwame Asante

    Founder, Beacon Analytics

  • They didn't just hand us pretty mockups — they built a design system our whole team can run with. New screens that took weeks now ship in days, and everything finally looks like one product.

    Marcus Bell

    Head of Product, Northwind SaaS

Questions

Frequently Asked Questions

The six that come up in almost every design conversation.

  • UX is the structure — flows, hierarchy, what happens when. UI is the surface — layout, type, colour, components. A product can look excellent and be unusable, or be logically sound and feel unfinished. Both matter, and we do both in one engagement.

Ready to Find Out Where Your Product Loses People?

Show us the product and the problem. We'll come back with what the research would need to answer, a scope, and a fixed-price proposal.

Detailed proposal within 48 hours. No commitment required.