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Product & Engineering department

UI/UX design for products people can actually use

Product interfaces get designed in a hurry, one screen at a time, until the app has five button styles and nobody can find the settings. Nexoryl runs UI/UX design as a managed department for software products and apps: research, flows, interface design, prototypes and the design system that keeps it all consistent, delivered remotely in Figma.

The first button opens an email to info@nexoryl.com.

How the UI/UX Design department works

You bring

  • Your product, users and goals
  • Existing screens, analytics and feedback
  • Engineering constraints and timelines

Nexoryl runs

  • UX research
  • User flows
  • Interface design
  • Prototyping
  • Design system

You get

  • Flows tested before they're built
  • Figma files engineers can build from
  • A consistent, documented interface
Operating model
A managed design department with a design backlog, review points and a design system it maintains.
Delivery model
Remote. Design in Figma, research through remote sessions, reviews by video.
Usual starting scope
A UX audit and the redesign of one high-impact flow, such as onboarding or checkout.
Typical roles
A UX lead, a UI designer and a UX researcher, sized to the backlog.
Runs inside
Figma and FigJam, Maze or Lookback for testing, and your issue tracker for handoff.
Engagement
An audit or flow project first, then a monthly design retainer.

Overview

What is UI/UX design?

UX design decides how a product works for the person using it: the structure, the steps and the logic. UI design decides how each screen looks and behaves: layout, components, states and visual detail.

The two only work together. A beautiful screen in a confusing flow still fails, and a sensible flow with inconsistent screens feels unfinished. Good product design also includes research and testing, so decisions rest on what users actually do.

Nexoryl model

What does Nexoryl's UI/UX Design department do?

It designs the interfaces of your software product or app: researching how people use it, designing and testing flows, producing production-ready screens, and maintaining the design system engineers build from.

Marketing websites sit with Web Design & Development. This department works on the product itself, alongside Software Engineering and Product Operations.

Responsible for
UX research, information architecture, user flows, wireframes, interface design, prototypes, usability testing, design systems and developer handoff.
Not included
Front-end or back-end build, marketing website design, and brand identity or logo design.

The design process

How a flow goes from problem to build.

Each flow moves through the same six stages. Smaller changes move faster through them; none skip testing entirely.

  1. 01

    Understand

    Users, goals and constraints, from research, analytics and support data.

  2. 02

    Define

    The problem the flow must solve and how success will be measured.

  3. 03

    Explore

    Wireframes and options compared before any visual polish.

  4. 04

    Design

    High-fidelity screens built from the design system, with every state.

  5. 05

    Test

    Remote usability tests with real users on a clickable prototype.

  6. 06

    Hand off

    Specs, states and assets engineers can build from, then design QA.

Where product design breaks

Four problems good design work fixes.

Most of these come from designing screen by screen without a system or a test.

01

An inconsistent interface

Shows up as
Five button styles, three date pickers and no shared components.
We look at
Component usage across the product and the state of existing design files.
What changes
A design system with components, tokens and usage rules.
02

Designs engineers can't build

Shows up as
Handoffs missing states, edge cases and responsive behaviour.
We look at
How designs reach engineering and what comes back as questions.
What changes
Specs covering every state, plus design review during the build.
03

Features nobody can find

Shows up as
Usage data shows a feature exists but hardly anyone uses it.
We look at
Navigation, information architecture and onboarding.
What changes
A usability test on the flow, then a redesign measured against task completion.
04

Design decided by opinion

Shows up as
Long debates settled by whoever is most senior in the room.
We look at
Whether any research or testing informs design decisions.
What changes
Lightweight research and testing built into each design cycle.

What the department covers

UI/UX design services.

Research, design and the system that holds it together, in one team.

UX research

Evidence about how people actually use the product.

  • User interviews
  • Usability testing
  • Analytics and session recording review
  • Competitive UX reviews

Information architecture and flows

Structure before screens.

  • Navigation and information architecture
  • User flows
  • Journey maps
  • Wireframes

Interface design

Screens that are clear, consistent and complete.

  • High-fidelity UI
  • Responsive and mobile layouts
  • Dashboards and data-heavy screens
  • Empty, error and loading states

Prototyping and testing

Ideas checked with users before engineering time is spent.

  • Clickable prototypes
  • Remote usability tests
  • A/B test design support
  • Findings reports

Design systems

One source of truth for components and styles.

  • Component libraries
  • Design tokens
  • Usage documentation
  • System maintenance

Accessibility and handoff

Designs that work for everyone and get built as intended.

  • WCAG 2.2 contrast and target-size checks
  • Keyboard and focus states
  • Developer specs in Figma
  • Design QA on staging builds

How remote delivery works

How a design engagement runs.

Short design cycles with review points, so feedback arrives early rather than after a month of polished screens.

  1. Step 1: Audit

    Current product, design files, analytics and known problems reviewed.

  2. Step 2: Plan research

    What needs to be learned first, and the lightest research that will answer it.

  3. Step 3: Design in cycles

    Flows designed in short cycles, with a review at each stage.

  4. Step 4: Test

    Prototypes tested remotely with real users before engineering starts.

  5. Step 5: Hand off and QA

    Specs delivered in Figma, then design QA on staging builds.

Design files live in your Figma organisation, so you keep everything if the engagement ends.

Scope and boundaries

What's included, and what stays with you.

Design ends at a buildable specification. Building it is engineering work.

Included

  • UX research and usability testing
  • Information architecture and user flows
  • Wireframes and high-fidelity interface design
  • Clickable prototypes
  • Design systems and documentation
  • Developer handoff and design QA

What you provide

  • Product access, analytics and support data
  • Existing design files and brand guidelines
  • A product owner who makes decisions
  • An engineering contact for feasibility
  • Permission to recruit users for testing

Tools and platforms

Where the work happens.

Figma is the default. Research and handoff tools are chosen to fit your team.

Design
FigmaFigJam
Prototyping
Figma prototypesProtoPie
Research
MazeLookbackHotjarMicrosoft Clarity
Handoff
Figma Dev ModeStorybookzeroheight

Named as examples of tools we work in. They don't imply a partnership or certification.

Measurement

How a design department is measured.

Design is judged on whether people can do what the flow is for, and whether engineering can build it cleanly.

Usability

  • Task completion rate
  • Time on task
  • Usability issues found and fixed

Consistency

  • Components reused versus one-off
  • Design system coverage
  • Accessibility issues at handoff

Delivery

  • Flows delivered on schedule
  • Engineering questions after handoff
  • Design QA issues per release

Outcomes

  • Feature adoption after redesign
  • Support tickets about the flow
  • Activation or conversion for the flow

These are measurement categories, not promised figures.

Who does the work

The people designing your product.

Sized to the design backlog. A single flow doesn't need a full team.

UX Lead

Owns the design approach, reviews every flow and works with product leadership.

UI Designer

Produces high-fidelity screens, prototypes and design system components.

UX Researcher

Plans and runs interviews and usability tests, and reports the findings.

A good fit when

  • Your product has grown screen by screen and feels inconsistent
  • Engineers keep asking how designs should behave
  • Usage data shows people struggling with key flows
  • You have no design system, or one nobody maintains

Probably not the right fit when

  • You need a marketing website (see Web Design & Development)
  • You need a new logo or brand identity
  • You want designs without any time for testing

Ways to start

Three ways to begin.

A UX audit is the quickest way to see where the product is losing people.

01

UX audit

Key flows reviewed against usability principles, analytics and support data, with prioritised recommendations.

02

Flow redesign project

One high-impact flow researched, redesigned, tested and handed off as a scoped project.

03

Managed design department

Ongoing design work from your backlog on a monthly retainer, including design system upkeep.

Fees depend on product complexity and design backlog size, and are agreed after the audit.

Questions

Questions about UI/UX design.

If your question isn't here, email us. Most answers depend on the product and the backlog.

What's the difference between UI and UX design?

UX design covers how the product works for the user: structure, flows and logic. UI design covers how each screen looks and behaves. Nexoryl's design department does both, because each fails without the other.

Do you design websites as well as products?

This department focuses on software products and apps. Marketing websites are designed and built by the Web Design & Development department.

Do you build the designs, or just design them?

Design ends at a buildable specification and design QA. Building is done by your engineers or Nexoryl's Software Engineering department.

Can UI/UX design be done remotely?

Yes. Design happens in Figma, research runs through remote sessions, and reviews happen by video. In-person labs and workshops aren't part of the service.

Do you test designs with real users?

Yes. Usability tests run remotely with real users on clickable prototypes before engineering starts, using participants you approve.

Can you create or fix a design system?

Yes: component libraries, design tokens, usage documentation and ongoing maintenance, built in Figma and aligned with what engineering has implemented.

How do you handle accessibility?

Designs are checked against WCAG 2.2 for contrast, target size, focus states and keyboard use before handoff. Full accessibility audits of built products can be scoped separately.

What do you need from us to start?

Product access, your analytics and support data, existing design files, and a product owner who can make decisions.

Next step

Find out where your product is losing people.

Tell us which flows worry you. We'll start with a UX audit and show you what to fix first.

Emailinfo@nexoryl.com Phone+44 7709 201844
OfficeLondon, United Kingdom