Design that engineers
can actually build.
Prototypes, production screens, and a design system your engineers can work from without translation. Our designers sit with our engineers from day one, which is why the expensive feasibility arguments happen on a whiteboard in week two rather than in a sprint in month four.
What we design
Design for products that have to work, not just present well in a launch deck.
Product UX
The flows that decide whether people get value or give up. Onboarding, the core loop, the empty states nobody designs until a real user hits one.
Interface and system
Production screens plus the components behind them — defined once so the interface stays coherent as the product grows and other hands join.
Brand, where the product needs it
Enough identity to look like a serious company: type, colour, and the small decisions that separate a real product from a template.
How we work
Handing a finished design to an engineering team is where most of the waste in a build comes from.
Same room, from day one
Designers and engineers work the problem together, so what gets drawn is buildable and what gets built is what was drawn. No throwing files over a wall, no redlining a prototype that was never feasible.
Prototype before it’s expensive
A clickable prototype in front of real users while changing it still costs an afternoon. The point is not a beautiful artefact — it is finding the wrong assumption before it is written in code.
A system, not a pile of screens
Components and states defined once, so the interface stays coherent at screen fifty and whoever joins next can extend it without guessing. This is the part that still pays two years later.
Proof
MTN — strategy, design, and build
Strategy · Design · WebDesign inside an enterprise telco programme, where an interface has to satisfy procurement and compliance as well as the person using it.
Startup Club ZA — a digital home for a community
Web · Events · MembershipEvents, jobs, and membership in one place — a product whose whole job is making a busy community feel navigable.
CreditNature — making complex data legible
Data viz · PlatformEcological measurement presented so an investor can act on it — design work that is mostly about making difficult data honest and readable.
Common questions
Can we hire you for design only?
Sometimes, but it is not where we are most useful. Our design work is strongest when the engineers who will build it are in the room while decisions are made — that is what stops a beautiful prototype turning into a six-week argument about feasibility.
Do we get a design system or just screens?
Both, and the system is the part that keeps paying. Components, states, spacing, and type — defined once so the tenth screen takes an afternoon instead of a week, and so your next developer does not have to guess what a secondary button looks like.
What about user research?
We do the amount that changes a decision, and no more theatre than that. Usually a handful of real conversations with real users, a look at whatever analytics or support tickets already exist, then a prototype in front of people before it is expensive to change.
Will you follow our brand, or impose your own?
Yours, if you have one. We work inside existing brand guidelines routinely. Where a brand does not exist yet, or does not survive contact with a product interface, we will say so and propose the smallest set of decisions that fixes it.
What do we actually receive?
A clickable prototype, the production screens, and a design system in Figma that your engineers — ours or yours — can build from without translation. Files stay in your workspace and remain yours.
Got something to
design?
Design works best here alongside the build — tell us what you’re making and we’ll say honestly where we’d add most.