UI/UX & Product Design: Complex things, made obvious.

Research, flows, prototypes and interfaces, worked out with engineers in the room, so what gets designed is what gets shipped.

A rough idea, resolved.

Five stages on one artboard. Watch the grey boxes of the wireframe become the interface, then the product.

Problem: Before any screens: who is this for, what are they trying to do, and where does it go wrong today?

You get: A problem statement everyone has agreed to

Flow: The path through the task, including the awkward branches most people forget until launch week.

You get: User flows

Wireframe: Structure without styling, so the argument is about what goes where and not about the colour of a button.

You get: Wireframes and a clickable prototype

Interface: Type, colour, spacing and every state, drawn as a system of parts instead of a stack of one-off screens.

You get: Interface designs and a design system

Product: Tested with real people, specified for engineers who were in the room all along, and shipped.

You get: Tested designs, specifications, the product

What you actually receive.

Deliverables, not adjectives. Each one is something your team can open, click or build from.

Product strategy
Deciding what to build, for whom and in what order, before any screens are drawn.
UX research and flows
Structures that match how people actually think about the task in front of them.
Wireframes and prototypes
Clickable versions of the product, made early, so decisions are tested before they are built.
Interface design
Clear hierarchy, considered typography and nothing that does not need to be there.
Design systems
Shared components and rules that keep a product consistent as teams and features multiply.
Usability testing and handoff
Designs checked with real people, then specified so engineers can build them directly.

A design system, shown instead of described.

This is the one this site is built from. Every specimen is the live part, not a picture of it.

Type

Heading
Sans 500, tight
Lead
Sans 400
Body
Sans 400, 1.6
Data
Mono 400

Colour

  • Paper#F6F5F1
  • Ink#111110
  • Line#CDCCC6
  • Red#D71920

Nine parts neutral to one part red. Red marks a decision, never decoration.

Component

One button, defined once: its height, its states and what happens when you reach for it. Try it.

Rule

Twelve columns, one gutter, a two-pixel corner. Rules like these are what keep the hundredth screen consistent with the first.

What ui/ux & product design means here

UI/UX and product design at SOLOGEN covers the path from a problem to a product people can use without instructions: research, user flows, wireframes, interactive prototypes, interface design, design systems, usability testing and developer handoff.

Who usually needs it

  • A product that works but is hard to use
  • A founder with an idea and no screens yet
  • A team whose interface has grown inconsistent as it scaled
  • An engineering team that needs designs it can actually build

Three ways to work with us.

  • Design and build

    The usual route. Designers and engineers on one team, so nothing is drawn that cannot be built well, and nothing is lost in a handover.

  • Design, then hand over

    A standalone engagement. You receive the flows, the interface, a documented design system and specifications your own engineers can build from.

  • Redesign what is live

    We find out what is and is not working, from data and from watching people use it, then improve it in steps you can release.

Before you ask.

Can you design a product that another team will build?

Yes. Design can be a standalone engagement. You receive the flows, the interface designs, a design system and specifications prepared for handover to your engineers.

We already have a product. Can you redesign it?

Yes. We start by finding out what is and is not working today, from usage data and from watching people use it, then improve it in steps your team can release.

Do you test designs with real users?

Yes. A prototype in front of five of the right people usually settles arguments that weeks of meetings cannot. We test before development starts, when changes are still cheap.

What do we receive at the end?

Design files, an interactive prototype, a documented design system and component specifications. If we are also building it, the handoff happens inside one team.

What is a design system and do we need one?

A set of reusable components and the rules for using them. If more than one person will design or build your product over time, it pays for itself quickly in consistency and speed.

How do we get started?

Tell us about the product in the project brief, or ask to talk to a product designer if you would rather think it through together first.

Product Design, in the work.

All work