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Web Development

Web UI/UX Design

A design that cannot be built as drawn is a document, not a decision. We do the drawing and the building in the same room.

Typical duration
Six weeks to six months
Team shape
A designer and a senior engineer
Starts with
What the product has to do
A marketplace interface shown across a laptop and a phone

The handover is where interface design usually fails

A finished design covers the states that are easy to draw: the happy path, with plausible data. Engineering then discovers the other forty — empty, loading, partial, denied, too long, too many, offline — and invents them under time pressure, one screen at a time.

So we do not run a design phase that ends in a handover. A designer and a senior engineer work together from the first week, states are specified as part of the design rather than after it, and what is produced is a component set with tokens the codebase reads directly. The test of the work is not how the screens look in a deck. It is whether the tenth screen your team builds without us looks like it belongs.

What usually goes wrong, and what we do instead

The pattern is consistent enough that we now staff against it from week one.

Where interface design comes apart

  • Screens designed with ideal data, so real content breaks the layout
  • Empty, loading and error states left for engineering to invent
  • A design file and a codebase that drift apart within one release
  • Accessibility raised at review, when the layout is already fixed
  • A component library nobody maintains, so screens get forked instead

How we work instead

  • Designed against real content and real edge cases from the start
  • Every state specified as part of the component, not after it
  • Tokens as one shared source that the design file and code both read
  • Contrast, focus and keyboard order decided while it is still cheap
  • A component set your team can extend, with rules for when to

What we do

Design work that ends in something buildable rather than something presentable.

Discovery and research

Time with the people who use the product, and with the data about how they actually use it.

Information architecture

Navigation and flows worked out before visual design, because a beautiful wrong structure is still wrong.

Interface design

Screens designed against real content, with every state specified rather than implied.

Design systems

Components and tokens, documented with the rules for extending them, in a form the codebase reads.

Accessibility

Contrast, focus order and keyboard paths decided during design rather than audited afterwards.

Testing with users

Prototypes put in front of real users early, when changing the answer is still cheap.

What you end up with

Stated from your side rather than ours.

  • Designs that survive contact with engineering

    Because an engineer was in the room while they were drawn, the states are specified and the layout has already met real content.

  • A system rather than a set of screens

    Your team builds the next twenty screens without us, and they look like they belong to the same product.

  • One source of truth for tokens

    Design and code read the same values, so a colour or spacing change happens once rather than in two places that drift.

  • Accessibility built in, not bolted on

    Contrast and keyboard paths were constraints during design, so meeting WCAG 2.2 AA is not a remediation project.

How the work runs

The same five stages as every engagement, applied to an interface.

Diagnose

Who uses this, what they are trying to finish, and where the current interface makes that hard.

Decide

Structure, navigation and the component boundaries, agreed before any visual design is done.

Prove

One real flow designed, built and put in front of users, with its empty and error states included.

Deliver

Screens and components produced in slices, each one built alongside the design rather than after it.

Hand over

Your team designs and builds the next screens with us watching, then without us.

What you get

Grouped by what it is for, rather than by when it arrives — this work produces a system, and the parts of a system are not sequential.

Research and structure

What we learned, and the decisions it led to.

  • Findings from time spent with real users
  • Information architecture and the main flows
  • The decisions taken, and what each one gave up

Interface

The screens, with the parts that are not the happy path.

  • Designs against real content, at every breakpoint
  • Empty, loading, partial, error and permission-denied states
  • Prototypes for the flows that were tested

The system

What your team keeps and extends.

  • A component set with documented states and rules
  • Design tokens in a form both the design file and the code read
  • A running Storybook, maintained as the components are built

Evidence

What makes the accessibility claim checkable.

  • Contrast results across the palette, measured
  • Keyboard and screen-reader paths for the main flows
  • A written record of the accessibility decisions and their reasons
CipherCru has been a trusted technology partner for us because they understand that successful software delivery goes far beyond writing code. Amit and his team bring strong engineering judgement, ownership, and transparency to every engagement. Whether we are evaluating an opportunity, designing a solution, or delivering for a client, we can rely on CipherCru to approach it with the same level of responsibility we would expect from our own team.
HanishFounder, SeedAxis

Questions about design work

The ones we are asked most often before a first conversation.

Can you design it and let our team build it?
Yes, and it works better than the usual version of that arrangement because a senior engineer is involved throughout — the states are specified, the components are real, and the tokens are in a form your codebase can consume directly. What we would push back on is a pure visual pass with no engineering in the room, because that is the arrangement that produces designs which cannot be built as drawn.
We have designers already. What would you do?
Usually the system rather than the screens: component boundaries, state coverage, tokens and the rules that stop screens being forked. That is the part that tends to be missing when a team has designers but the product still feels inconsistent. If your designers are fully occupied with product work, we can also take a specific area end to end — it is worth deciding which before we start.
Do you work in Figma?
Yes, and in whatever your team already uses if that is something else — moving a team's design tooling mid-engagement is a cost with no delivery benefit. What matters more than the tool is that tokens live somewhere both the design file and the codebase read from, so a change happens once. We will set that up if it does not exist.
How much user research is included?
Enough to stop us designing on assumption, which for most products is a handful of sessions with real users early and a round of testing on the first working flow. If you have existing research or analytics, we will start from those rather than repeating them. If the honest position is that nobody has spoken to a user in two years, we will say that is where the budget should go first.
What accessibility standard do you design to?
WCAG 2.2 AA, treated as a design constraint rather than an audit afterwards. Contrast, focus order and keyboard paths are decided while the layout is still moving, which is when they are cheap. Colour palettes are measured rather than eyeballed. If you have a specific regulatory obligation, bring it to the first conversation — it changes the evidence we produce more than it changes the work.
Do we have to redesign everything at once?
No, and we would advise against it. A full visual reset is a large bet placed before you have learned anything, and it usually lands alongside a feature freeze nobody wanted. We would rather take one real flow through the new system first, put it in front of users, and let what we learn there shape the rest — which also means the value arrives before the project ends.

Product that works but does not feel like one?

Tell us who uses it and where it gets in their way. We will tell you whether the problem is the screens or the system underneath them.

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