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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 weeksDesign
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.
Is this you?
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
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
Nine disciplines, sequenced so each one answers a question the next depends on.
Interviews, contextual enquiry, surveys and analytics review, producing evidence you can point at when a design decision is challenged.
Navigation, hierarchy and labelling built from card sorting and tree testing rather than from your internal structure.
End-to-end paths through the product, with the drop-off points and dead ends made visible.
Low-fidelity structure resolved before visual design starts, so layout arguments happen while they're still cheap.
High-fidelity screens with every state designed: empty, loading, error, partial, permission-denied and success.
Transitions and micro-interactions that explain what just happened, specified precisely enough to implement.
Component libraries with tokens, variants and usage rules, built in Figma and mapped to how your front end is actually structured.
Clickable prototypes tested with real users on real tasks, with findings ranked by severity and frequency.
WCAG 2.2 AA as a baseline: contrast, focus order, keyboard paths, target sizes and screen reader semantics designed in, not retrofitted.
Deliverables
Stack
We work in your Figma where you have one, and hand over in the format your developers already use.
Design
Prototyping
Research & testing
Handoff
Our Process
Six phases. Nothing gets styled until the structure has been tested.
Engagement
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
And, just as usefully, who it isn't for.
Why DM Solutions
Four commitments that change what lands in your developers' hands.
Every structural decision traces back to something a user did. It makes design reviews shorter, because opinions stop competing with evidence.
Empty, loading, error, partial and permission-denied are designed, not left for a developer to improvise at 6pm on a Friday.
You get components, tokens and rules that survive the next ten features, rather than images that go stale on contact with the backlog.
Contrast, focus order and keyboard paths designed in from the start. Retrofitting accessibility costs several times more and always looks it.
Proof of work
Redesigns where retention, conversion or task completion moved measurably after launch.
Testimonials
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.
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.