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UI/UX Design

Good interface design is the result of research, testing and clear decisions, not taste alone. Renvric's UI/UX work moves from user understanding through flows, wireframes and prototypes to a documented design system, with real users testing assumptions before engineers build them.

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01

Design as problem-solving

An attractive screen can still fail if users cannot find the task they came for. UX design starts with the person and the job they are trying to do, and UI design gives that solution a clear, consistent and accessible form. Both are tested against how people actually behave, not how stakeholders expect them to.

Stages of the work

01

Research

Interviews, observation, analytics and review of support requests to learn who the users are and where they struggle.

02

Journeys and information architecture

Maps of key tasks, navigation structure and content hierarchy, tested with card sorting or tree testing where useful.

03

Wireframes and prototypes

Low-fidelity layouts first, then interactive prototypes that people can try before any code is written.

04

Visual design

Typography, colour, spacing, iconography and components applied consistently and aligned with brand.

05

Usability testing

Short sessions with representative users, with findings fed back into the design.

06

Handoff

Specifications, assets and component documentation that engineers can implement without guessing.

03

Accessibility from the start

  • Colour contrast, text size and focus states are designed to meet recognised guidelines such as WCAG, not corrected later.
  • Layouts are checked for keyboard operation and sensible reading order for screen readers.
  • Forms have clear labels, error messages that explain how to recover and no reliance on colour alone.
  • Motion is restrained and can respect user preferences for reduced movement.
  • Content is written in plain language suitable for the intended readers.
Have a requirement in mind?

Share the outcome you need and Renvric will recommend the smallest useful next step.

04

The design system

A design system is a shared library of components, patterns and rules held in a design tool and mirrored in code. It lets teams build new screens quickly and consistently and makes later change cheaper. For a small product it may be a modest set of tokens and a dozen components; for a larger platform it grows with the product, with an owner and a change process.

05

An example of testing changing a design

Consider a booking flow with a single long form. A prototype test shows users abandoning at the payment step because the total was unclear. The team moves a price summary alongside the form, retests and only then hands over. A change of this kind costs hours in a prototype and far more after release.

06

Collaboration

  • Designers work with engineers early, checking feasibility and performance impact of proposals.
  • The client product owner supplies business goals and access to users, and approves directions at agreed review points.
  • Brand guidelines and existing assets are respected, with extensions proposed where they fall short.
  • Decisions about trade-offs, such as delight versus load time, are recorded in the decision log.

Common questions

Teams building or improving websites, apps, portals and internal tools who want evidence-based design. It suits organisations with a product users find confusing, a new service to launch, or a brand that needs a coherent interface across channels.

Business goals, brand assets, any analytics or research, access to real users or customer-facing staff, and a decision-maker for design approvals. Early agreement on who approves what avoids repeated rounds of subjective feedback.

Yes, where access to representative users is available. Short moderated sessions on prototypes find most serious usability issues. If recruitment is difficult, we agree the best alternative, such as staff who work with customers, and note the limits of that approach.

Designers and engineers collaborate from the start. Prototypes are reviewed for feasibility, the design system matches components in code, and handoff includes states, spacing, behaviour and accessibility notes. Designers also review built screens against the intent before acceptance.

Email info@renvric.com. Questions on design method go to a lead designer, and questions on timing and cost go to the engagement lead. Include links to your current product or brand materials if you have them, so a designer can respond with specific observations and questions.

01

Share brand materials, analytics, user research, support themes and competitor products you admire or dislike. If you have no research, a small first round is often the best use of initial budget.

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