We already have developers. Is design worth paying for on top of them?
Your developers will make design decisions whether or not a designer is involved — they'll just make them one screen at a time, under deadline, with no record of why. That's where the expensive rework comes from: three different ways to show a form error, a navigation nobody can extend, a mobile view bolted on at the end. Design earns its keep when a product has real users, several roles or a roadmap longer than a few months. If you're building a small internal tool for a handful of staff who'll be trained on it anyway, tell us — we'll say skip the design phase rather than sell you one.
What research do you actually do before designing anything?
We start with the people who use the thing daily, not the people who commissioned it — a dispatcher entering consignments, a registrar opening a new semester, a clinic manager chasing records. We read your support tickets and watch someone complete the workflow in whatever they use today, including the spreadsheet they've quietly built on the side. We also go through your database and current screens, because the data model usually explains half of what confuses users. To be clear about scale: this is a few days of interviews and observation, not a lab study with recruited panels.
What do we receive at handover, and can our developers actually work from it?
You get a Figma file organised as a component library — type scale, spacing, colour tokens, and every component in its real states: empty, loading, error, too much text, long Arabic strings if your market needs them. Alongside it comes a short written spec for the awkward interactions, because a static frame can't explain what should happen when an upload fails halfway through. If your team uses Tailwind, we map the tokens straight into a config so values match rather than get eyeballed. What we won't hand over is code exported from a design tool — that output is never worth maintaining.
Can you redesign our existing product without confusing the people already using it?
The rule we work to is: change the surface freely, change the vocabulary and the navigation slowly. Density, hierarchy, spacing and controls can all be reworked in one release and most users simply find the result easier. Moving where things live is the risky part, so we phase it — one section at a time, old labels kept as signposts, and a note to your users before anything shifts. Be realistic about the cost: staff who've used the old screens for years will be slower for a week or two, which is worth a short training message rather than pretending it won't happen.
Do we get a clickable prototype before the build starts?
Yes — a linked prototype you can open on your own phone and click through with your own content in it, not placeholder text. We'd rather you argue with it at that stage than three sprints into development, so we run a walkthrough with two or three of your real users and revise off the back of what they struggle with. Two honest caveats: it covers the main paths and the states we already know matter, not every edge case, and it tells you nothing about how the screen behaves on a slow connection. Those get settled during the build.