UI/UX & Product Design
UI/UX design for web and mobile products, tested before it is built
We research how people use your product, design the flows and screens that matter most, test them as clickable prototypes and hand developers a design system they can build from directly. Each key screen is tied to a task users need to finish and a measure your business already tracks.
Digital Experiences
What is UI/UX and product design?
UI/UX and product design is the practice of deciding what a digital product should do and how people will use it. UX design covers research, user flows and information architecture. UI design covers screens, components and visual language. Product design ties both to business goals, and a design system keeps the interface consistent as the product grows.
Most products do not struggle because the screens look wrong. They struggle because a key task takes too many steps, the wording assumes knowledge users do not have, or nobody checked what happens when a form is half complete and the connection drops. Our design work starts with those tasks: who is trying to do what, on which device, and where they give up today.
From there we move in deliberate stages. Research and analytics show where the friction is. User flows and wireframes settle the structure before anyone debates colour. High-fidelity screens and clickable prototypes are tested with representative users, so expensive changes happen on screen rather than in code. Accessibility, empty states, error messages and loading behaviour are designed alongside the main path instead of being discovered during development.
Design is delivered in a form engineers can use. Tokens for colour, type and spacing map to Tailwind CSS and to React components documented in Storybook, so the system you approve is the system that ships. Our UI/UX specialists work in the same team as our front-end, mobile and QA engineers, so feasibility questions are settled in design reviews rather than lost between suppliers.
Challenges
The problems we are usually brought in to solve
Features specified without watching a user
Screens are shaped in meetings and approved on a projector, and nobody has watched a real customer try them on a phone before they are built.
Users who stall at the steps that pay
Sign-up, onboarding, booking and checkout lose people at the same few screens, but the analytics only show that they left, not why.
An interface that drifts screen by screen
Three button styles, four shades of grey and uneven spacing creep in as different developers add features without a shared component library.
Handoffs that leave developers guessing
Static mock-ups show only the happy path, so engineers invent the empty, error, loading and small-screen states themselves and each one turns out differently.
Interfaces some people cannot use
Low contrast, tiny tap targets, unlabelled icons and mouse-only interactions shut out users with impairments and frustrate everyone else on a small phone.
Navigation that no longer fits the product
Menus and settings designed for the first handful of features now bury the newer ones, so users rely on search, support tickets or guesswork to find them.
Capabilities
What the service covers
Product strategy and discovery
Workshops that define target users, the problems worth solving, success measures and the scope of a first release, written down before design begins.
UX research and usability testing
Stakeholder and customer interviews, analytics and support-ticket review, competitor teardowns and moderated test sessions that turn assumptions into evidence.
Information architecture and user flows
Navigation, content hierarchy and step-by-step flows for each key task, including the branches for errors, permissions and unusual cases.
Interface design for web and mobile
High-fidelity screens with clear hierarchy, readable typography and responsive layouts, following platform conventions on iOS and Android where they apply.
Interactive prototypes
Clickable prototypes realistic enough for usability sessions, stakeholder sign-off and early demos to customers or investors.
Design systems and component libraries
Design tokens, components, usage rules and documentation, mirrored in React and Storybook so design and code share a single source.
Sign-up, pricing and checkout screens
Pricing tables, sign-up forms and checkout steps designed around one clear action, with the tracking events each screen needs specified alongside the layout.
Accessibility by design
Contrast, focus order, target sizes, labels and reduced-motion behaviour designed against WCAG 2.2 AA from the wireframe stage onwards.
UX audits of live products
A structured review of an existing product against usability heuristics, accessibility checks and analytics, delivered as a ranked list of fixes.
Our process
How an engagement runs
Every engagement has a named lead, a written scope and working software to review every one to two weeks.
- 01
Frame the product problem
A discovery call and workshop agree users, goals, constraints and the journeys that matter most, followed by a written proposal and scope.
- 02
Gather evidence
Interviews, analytics, support tickets and a walkthrough of the current product show where people struggle and what they actually need.
- 03
Structure before style
Flows and low-fidelity wireframes settle navigation, content and the order of steps while changes still cost minutes rather than sprints.
- 04
Design and test the prototype
High-fidelity screens become a clickable prototype that we test with representative users, then revise based on what we observe.
- 05
Systemise and hand over
Approved screens are broken into tokens and components, documented with every state and behaviour, and walked through with the developers who will build them.
- 06
Review the build and measure
We review implemented screens every one to two weeks and compare post-release analytics against the baseline agreed at the start.
Technology
Technology we use
Chosen per project for fit, maintainability and your team's ability to own it.
Design system in code
- Storybook
- React
- TypeScript
- Tailwind CSS
Product surfaces
- Next.js
- React Native
- Flutter
Behaviour and measurement
- Google Analytics
Use cases
Where it makes the biggest difference
Application and quote forms
Long forms for admissions, insurance quotes or account opening split into clear steps with inline validation and saved progress.
Booking journey review
A UX audit of an existing booking or enquiry flow, followed by a redesign of the screens where analytics show the heaviest drop-off.
One design system for web and mobile
Shared tokens and components keep a web app, a React Native app and a marketing site consistent in both appearance and behaviour.
Data-heavy internal tool clean-up
Tables, filters and bulk actions redesigned for staff who use the tool all day, cutting clicks and input mistakes on routine tasks.
Dashboards for non-technical users
Reporting screens rebuilt around the few decisions customers or managers make from them, with plain labels, sensible default date ranges and empty states that say what to do next.
English, Arabic and Urdu interfaces
Layouts, icons and components designed to mirror for right-to-left scripts, with typography and line lengths checked in each language, so the Arabic or Urdu version is not an afterthought.
Industries
Industries we apply this to
Why Softweb Planet
Why teams choose us for this work
Feasibility checked while it is still a sketch
Our UI/UX specialists work alongside front-end, mobile and QA engineers, so an engineer reviews each flow for effort, data and edge cases before screens are polished.
Design reviewed in short cycles
Every project has a named lead and a written scope. You review research findings, prototypes and, when we also build, working screens every one to two weeks.
Design systems delivered as code
When we also build the front end, components are implemented in React and Tailwind CSS and documented in Storybook, so the design system becomes shipped code rather than a static file.
Measurement planned with the layout
Softweb Planet also delivers analytics and conversion work, so tracking events and a baseline are agreed while screens are designed, not added after launch.
What you can expect
- Key journeys that users can finish without help or guesswork
- Fewer open design questions and less rework once development starts
- A consistent interface that new screens can be assembled from
- Accessibility considered from the first wireframe rather than retrofitted
- Design decisions backed by research and usage data rather than opinion
Case studies
Related work
Delivered projects connected to this service.
UI/UX & Product Design FAQ
Frequently asked questions
UX design decides how a product works, while UI design decides how it looks and behaves on screen. UX covers research, user flows, information architecture and the order of steps in a task. UI covers layout, typography, colour, components and interaction details. The two overlap constantly, so we treat them as one discipline: a clear flow still fails on an unreadable screen, and a polished screen cannot rescue a confusing flow.
Usually yes, although the research can be small. Teams know their customers' goals well but rarely watch them use the product, and that is where most surprises appear. A few interviews, a review of support tickets and analytics, and a handful of usability sessions on a prototype often reveal problems internal discussion missed. We scale research to the decision being made and skip it where good evidence already exists.
Yes. Design can be a standalone engagement, with your engineers or another supplier building from our work. Our UI/UX specialists join your planning sessions, stay a sprint or two ahead of development and answer questions in your team's channels during the build. Each built screen is reviewed on your staging environment against the design, and differences are logged as tickets. Tokens and component specifications are shaped to your existing code, so nothing has to be rewritten to adopt them.
A design system is a shared set of design tokens, components and usage rules that designers and developers both work from. It becomes worthwhile when more than one person designs or builds screens, when a product spans web and mobile, or when inconsistency is already slowing teams down. For an early MVP we start with a lean component library and grow it into a fuller system as the product and team expand.
We hand over a working kit rather than a folder of images. Design files are organised with named components, consistent layout rules and every state shown, including empty, loading, error and disabled. Tokens for colour, type and spacing are exported in a form that maps to Tailwind CSS or your existing styles, and when we also build the front end, components are documented in Storybook. A walkthrough session lets developers question the logic behind each flow before they estimate the work.
For most rounds, five or six participants from one user group are enough to reveal the main problems in a flow. We give them realistic tasks on a clickable prototype and watch where they hesitate, misread or give up. If the product serves distinct groups, such as customers and staff, each group gets its own round. Sessions run remotely or in person with your team observing, findings become specific changes, and critical flows are retested after revision.
We design against WCAG 2.2 AA from the wireframe stage. That means checking colour contrast as palettes are chosen, specifying focus order and visible focus styles, sizing touch targets generously, labelling every input and icon, and never relying on colour alone to carry meaning. Components are annotated with accessible names and keyboard behaviour so developers implement them correctly, and QA engineers verify the built screens with screen readers.
A UX audit reviews a live product against usability heuristics, accessibility checks and your analytics, then ranks what to fix. We walk through the key journeys on desktop and mobile, compare drop-off points in analytics with what we observe, read a sample of support tickets and test contrast, focus order and form labels. Each finding records the screen, the problem, the evidence and the likely effort. You receive a ranked list with annotated screenshots and suggested designs for the most serious issues.
Yes, because phones change how people hold, read and interact with a product. Key actions sit within reach of the thumb, gestures and navigation follow iOS and Android conventions, and requests for location, camera or notification access appear when they make sense rather than on first launch. Screens are designed for patchy signal, interrupted sessions and the larger text sizes many people set on their phones. Where an app and a website share a design system, components stay consistent while each platform behaves as its users expect.
Cost depends on how many journeys and screens are in scope, how much research is needed, whether a design system is included and how many platforms you target. A UX audit of one flow is a much smaller piece of work than designing a new product with several user roles. After a discovery call we write a scope and give a fixed quote, so you know the cost before design work begins.
Timelines depend on scope, access to users for research and how quickly stakeholders can review. An audit or redesign of a single key journey typically takes a few weeks, while a full product with research, a prototype and a design system is planned in phases. We share work in progress every one to two weeks, so decisions are made continuously rather than in one large approval at the end.
Yes, by changing it in stages rather than all at once. We start with a UX audit and analytics to find the journeys causing the most friction, redesign those first and release them behind feature flags or to a subset of users where your platform allows. Familiar patterns and labels are kept where they work, and changes are explained inside the product so regular users are not caught off guard.
Yes. Design files are created in, or transferred to, your organisation's workspace, and the component library, tokens and documentation are yours to use and extend. Where we also build the front end, the Storybook library and source code live in your repository. We document naming conventions and usage rules so an in-house designer or another agency can continue the work without starting again.
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