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Web and mobile design. Interfaces people can use.

Interface and experience design that starts with what a user is trying to do, and ends with a visual language the whole product can be built from.

Research

Start with what somebody is trying to get done.

Designing an experience begins with the user’s goal and what is currently getting in its way, even when that user is the client’s own staff.

We research the audience and identify where the present solution frustrates them. That is what the design has to answer, and it is usually more specific than a brief.

For most organizations a web or mobile application is the first contact anybody has with them. Where elements sit, how type is set and how color is balanced all feed a judgement the visitor makes in a second or two about whether to trust it.

The long view

An interface says something in the first second.

A visual language

Why a system beats a set of screens.

Consistent color, type and layout are what let a product grow without being redesigned every time it does.

  • Consistency

    A control that looks the same behaves the same. Somebody who has used one part of the product already knows how the next part works.

  • Clarity

    Hierarchy and organization on every screen, so the relationship between what is on it is visible rather than inferred.

  • Flexibility

    Elements that adapt across platforms and screen sizes, so a new surface is an arrangement of things that exist rather than a new design.

  • Speed

    Reusable objects, so the fifth screen takes a fraction of the time the first did and looks like it belongs beside it.

Accessibility

Designed in, not retrofitted.

Accessibility is a design decision before it is an engineering one, and it is far cheaper at that stage.

Alternative text for images, an interface that can be driven entirely from a keyboard, color contrast that meets the threshold, and support for more than one language. All of it is decided while the screens are being drawn.

A design that fails contrast reaches engineering as a defect that cannot be fixed without changing the design, which is a conversation nobody wants in the last week of a project.

Craft

How it feels is part of what it says.

Past usability there is the impression a design leaves, and that impression is a message whether or not anybody chose it.

Careful, bold, expensive, approachable, serious: an interface projects one of these in the first second, before a word has been read. Deciding which is a design decision with a commercial consequence, and leaving it to chance is still a decision.

The work is in ordinary things. Where the white space goes, how many type sizes there are, whether a color is doing a job or filling a gap, and whether the photography looks chosen for this organization or bought by the hundred. Those compound: a layout with a considered rhythm reads as competent long before anybody can say why.

Illustration and imagery are commissioned or selected to sit together, at a quality that survives a large screen. A high-resolution photograph beside a compressed stock image looks worse than two compressed stock images, because the gap between them is visible and the eye reads it as carelessness.

None of this comes at the expense of the functional half. A design that is beautiful and cannot be navigated has failed, and so has one that works and looks like nobody was in charge. Holding both is the job.

Coloured pencils fanned across a black surface beside a sharpener.
VISUAL LANGUAGEDESIGN
Selected work

Built this way.

We can walk you through how any of these was built, and what it takes to run.

What each one was built on

Invitae
CMSWeb
Schecter Guitars
CMS, e-commerceWeb
KSJG CPA
CMSWeb
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