User research
Short online interviews with the people who will use the product and, where possible, watching their current workflow over screen share. The output is a brief findings note built on observation rather than assumption.
A screen can be attractive and still fail at its job. Picture a Konya maker of agricultural machinery commissioning a fault-reporting app for service technicians at its dealers. The design looks sleek on a desktop monitor and becomes unusable on a tablet held in gloved hands in a sunny field: tiny buttons, weak contrast, six screens to reach the serial number field. Every one of those issues would have surfaced in a half-hour test with two technicians before a line of code was written. UI/UX design turns that test, and the questions before it, into a method. Who will use this, where, under what conditions, and to finish which task?
Design does not stop at screens. Everything is documented so developers never have to make the same decisions twice.
Short online interviews with the people who will use the product and, where possible, watching their current workflow over screen share. The output is a brief findings note built on observation rather than assumption.
The five to ten most important tasks mapped step by step: sign-up, ordering, fault reporting, approval. Unnecessary steps are cut here, before any screen is drawn.
Built in Figma with real content at real screen sizes, and testable on a phone. Genuine product names and figures replace lorem ipsum.
Remote sessions with five users, each asked to complete a task while we note where they get stuck. Findings are prioritised and fed back into the prototype.
Contrast, touch target size, keyboard use and screen reader labels are checked against WCAG 2.1 AA while still in design.
A component library covering colour, typography, spacing, buttons, form elements and error messages. Developers read measurements and states directly from Figma.
We test early and in small rounds. A flaw found in a prototype costs an hour; the same flaw found in a live product costs weeks.
A workshop on business goals, user groups and the current system, then five or six user interviews. This phase generally takes one to two weeks.
Flows for the core tasks and low-fidelity screen sketches. Colour and imagery are left aside; only order and content are discussed.
A high-fidelity prototype is built, tested with five users and revised. A second round follows if needed.
The component library is finalised and handed to the development team. During development we answer questions and compare the built screens with the design.
A test with five users tells you more than a meeting of fifty people. In a meeting, everyone judges the screen through their own habits, and the most senior opinion tends to win. In a test, a real user attempts a real task, and the point where they stumble leaves little room for debate. When a design disagreement arises, we suggest settling it with a small test rather than an argument.
Yes. Figma files, the component library and flow documents are delivered so your developers can use them directly. Advice and design review during development can continue on an hourly basis.
In most B2B projects the users are your customers, dealers or staff, and reaching a few of them is easy. For consumer products we agree on suitable participants together. Everyone gives explicit consent, and recordings are stored and deleted in line with KVKK.
Yes, usually starting with a usability review of the current product. Most problems come from surplus steps in the flows rather than the visual style, so we suggest fixing those first and the look afterwards.
No. We focus on screen and interaction design. If you have no brand identity yet, we suggest working with a branding agency and then adapt their output to the digital product.
Explain what the product does, who uses it and what stage it has reached. Within one working day we propose a discovery session.
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