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Design · 02.2

The screens nobody shows in the pitch.

A product is judged in daily use: the form with errors, the table with thousands of rows, the empty dashboard on day one. We design those moments first.

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01 / What it is

What we design.

Pick the one closest to yours.

01

Dashboards and overviews

Deciding what gets the first screen, and defending that choice against competing demands.

02

Multi-step flows

Sign-ups, applications, checkouts and approvals, including users who leave partway through and come back.

03

Forms and data entry

Field order, validation timing, error wording and keyboard behavior.

04

Tables and data views

Filtering, sorting, bulk actions and density. Twelve rows and twelve thousand rows need different designs.

02 / Included

What interface design includes.

The difference between interfaces that get presented and interfaces that get used.

Every state

Loading, empty, partial, error, too much data and no permission, each designed as its own screen.

Empty states that welcome

The first-day experience, and what users should do next.

Errors in plain language

What happened and the next step, without codes or blame.

Keyboard paths

Tab order, shortcuts and focus management.

Density for heavy use

More information per screen without hurting readability.

Responsive behavior

Deliberate decisions on how tables, dashboards and flows work on phones.

03 / What to watch

What we design against.

Each risk, and how we avoid it.

×Designing with clean sample data, then shipping to messy real data.
We design with long names, empty fields and real volumes.
×Polishing the happy path while improvising the errors.
We design the error version of every key screen.
×Giving every option equal weight.
An explicit hierarchy, with one primary action per view.
×Adding each new feature as another tab.
We review the whole navigation as the product grows.
×Designing onboarding last, for an imagined user.
We design it first, by observing real users.
04 / How it works

How it works.

How we usually work. The quote sets the dates before work starts.

  1. Week 1

    Frame

    Who uses the product, how often, and what they're trying to get done. Deliverables: flow map; priority list.

  2. Weeks 2–3

    Structure

    Low-fidelity wireframes, navigation and hierarchy, tested against the hardest cases. Deliverables: wireframes; structural decisions.

  3. Weeks 4–5

    Interface

    Visual design applied through the system, covering every state of each key screen. Deliverables: screen designs; state coverage.

  4. Week 6

    Prototype and handoff

    A clickable prototype of the critical flows, then documentation and a handoff session with your developers. Deliverables: prototype; handoff specification.

05 / Questions

Questions we get asked

No. We design the high-risk screens and the system that keeps the rest predictable, and we review the screens your team builds.

Show us what you're designing.

Describe the project in a few lines. We'll reply with a plan, a timeline and a fixed quote.