Design that answers a question
Interface work is only worth paying for if it changes an outcome: more completed sign-ups, fewer support tickets, faster task completion for a team using an internal tool. We start by establishing what that number is today, so there is something to judge the work against later. Without it, a redesign is assessed on whether the client likes the colours, which is the one criterion that has no relationship to whether the product works. The design principles that actually lift conversion covers the changes that repeatedly move numbers and the ones that only ever move opinions.
- User research and interviews, proportionate to the decision at stake.
- Information architecture and user flows before any visual design.
- Interface design for web and mobile, in the platform's own idiom.
- Design systems: tokens, components and usage rules.
- Accessibility to WCAG 2.2 AA as a baseline, not an upgrade.
- Prototypes tested on a real handset before anything is built.
Designing for the device your users hold
Most design in this market is presented on a large monitor and used on a five-year-old phone with a cracked screen in daylight. That gap decides a lot: contrast that survives sunlight, tap targets usable with a thumb on a bus, layouts that hold when the system font size is turned up, and pages that stay legible before web fonts have downloaded on a slow connection. We design the loading and empty states as deliberately as the populated ones, because on a mobile network those are the states users see most often and they are almost always left to the developer to invent. They are also where perceived speed is won or lost, and what LCP, CLS and INP actually measure turns out to describe design decisions at least as much as code ones. On iOS specifically, designing with Apple's conventions rather than against them saves both build time and user confusion.
Design systems, not one-off screens
A stack of bespoke screens is expensive to build and impossible to extend. We deliver a small set of components with defined states, spacing rules and a type scale, so the twentieth screen costs a fraction of the first and a developer who joins next year can build one that looks right without asking anybody. Where the brand underneath is itself unsettled, we fix that first, which is branding and identity rather than interface work. The handover is the part most design engagements get wrong: a file full of rectangles is not a specification. Ours names the token, the state, the breakpoint behaviour and what happens when the text is twice as long as the placeholder.
Devanagari and English in one interface
If your product works in both Nepali and English, the interface has to hold in both. Devanagari needs more vertical space and a different line height, matra marks get clipped by line heights tuned for Latin text, and translated strings routinely run half again as long as the English, which breaks buttons and tabs designed to fit. Choosing type that performs in both scripts and setting the rules for how they sit together costs very little at the start and is a redesign later. We test with real translated content rather than with placeholder text.
Accessibility is a business requirement
Contrast, focus states, keyboard navigation, sensible labels, and behaviour at large text sizes. This matters for real users, it is increasingly a procurement requirement for institutional and government clients, and search engines reward the same structural clarity that assistive technology depends on. It is also far cheaper as a design constraint than as a remediation project: a colour palette that fails contrast is a fifteen-minute fix in Figma and a fortnight once it is spread across a built product. Sign-in is the other place where an interface decision is really a security decision, and what passkeys change for a small product team is worth reading before anyone designs another password form.
What goes wrong in ui/ux design, and how we avoid it
- A design signed off as pictures.
- We prototype the flow and put it on a phone before production code. Approving a static homepage tells you nothing about whether the sign-up can be completed one-handed, which is the only thing that matters afterwards.
- Forms designed around what the business wants to collect.
- Every field costs completions. We cut the form to what is needed to start the conversation, defer the rest, and design the error states properly, because that is where most abandonment actually happens.
- A design system that stops at the components nobody argues about.
- Buttons and cards are easy. We specify the awkward ones too: tables on a narrow screen, long names, empty states, error and loading behaviour, and what a component does when the content is three times longer than the mock.
- Research used to confirm a decision already made.
- We size research to the decision. Five interviews before committing a budget is proportionate; a month of discovery on a change you were always going to make is theatre, and we will say so.
How we run ui/ux design work
- 01
Frame
We agree the task the interface has to make easier and the number that will tell us whether it did. Existing analytics, support tickets and a session watching someone use the current product usually settle this in a day or two.
- 02
Structure
Information architecture and flows on paper first. Rearranging boxes at this stage costs an hour; rearranging them after visual design costs a week, and after build it costs an argument.
- 03
Prototype
A clickable version on a real device, in front of a handful of people who match your users. We watch where they hesitate rather than asking them whether they liked it.
- 04
Systemise
Screens resolved into components with tokens, states and rules, plus accessibility annotations. The output is something a developer can build from without interpreting intent.
- 05
Support the build
We stay available while the interface is implemented, review the built result against the system, and fix the gaps. A design handed over and abandoned drifts within two releases.
What ui/ux design costs
Design bought as part of a build is inside the price of that build, and the figures on the web development page already include it. Standalone design is quoted by scope: a usability review of an existing product is a fixed, short piece of work; a full product design engagement with research, flows, screens and a component library is quoted per phase, and you can stop after any of them. We do not sell design by the hour, because nobody can hold anybody to that.
What pushes the price up
- The number of distinct screens and states, particularly error, empty and loading states done properly.
- Research depth: recruited participants and moderated sessions cost real time.
- Two platforms, where iOS and Android conventions genuinely differ.
- Bilingual interfaces with Devanagari, which needs its own type testing.
- Retrofitting accessibility into a product already built.
What brings it down
- Starting with a usability review rather than a redesign, since a targeted fix list often beats a rebuild.
- An existing brand and type system to work within.
- Designing a component set rather than every screen individually.
- Developers who will use the system as delivered instead of reinterpreting it.
- Every figure here is a starting point, not a quote. You get a fixed price against a written scope before anything is built.
- Nepali clients are quoted in NPR at local rates, with a VAT invoice against our PAN. International clients are quoted in USD, AUD, EUR or GBP.
- You own the code, the domain and the hosting from day one, on every tier.
Who this is for, and who it is not
Worth a conversation if
- Products with a measurable task: a sign-up, a checkout, an application, a daily internal workflow.
- Teams with developers but no designer, who need components rather than inspiration.
- Companies whose product has grown by accretion until no two screens agree.
- Bilingual products that have to work properly in Devanagari as well as Latin script.
Probably not us if
- Anyone wanting a visual refresh with no interest in whether it changes an outcome. A skilled graphic designer will do that faster and cheaper.
- Projects where the developers will not be involved in the handover, because the system will drift back within two releases.
- Products where the real problem is the offer or the pricing. Design will not rescue those and it is expensive to find that out slowly.
Frequently asked questions
Can you design without building?
Yes, and it is a common arrangement. We deliver a documented design system your own developers build from, and we stay available for build-time questions so the handover does not stall. We also review the implemented result against the system, which is the part that decides whether the investment survives.
What is the difference between UI and UX in practice?
UX decides what the screens are, in what order, and what happens when something goes wrong. UI decides what they look like. Buying only the second is how you get a beautiful product with a sign-up flow nobody finishes, and it is why we do the structural work first even on projects sold as a visual refresh.
Do you redesign existing products?
Often, and we usually start with a usability review rather than a redesign. A targeted set of fixes frequently beats a full rebuild for a fraction of the cost, and if it does not, the review tells us exactly which parts genuinely need replacing.
How do you handle Nepali language interfaces?
Devanagari needs different line heights and vertical space from Latin text, matra marks get clipped by settings tuned for English, and translated strings run longer and break fixed-width components. We choose type that performs in both scripts and test with real translated content rather than retrofitting a second language into a layout built for English.
How much research is enough?
Proportionate to the decision. Five interviews before committing a significant budget is worth the fortnight. A month of discovery before a change you were always going to make is theatre, and we will tell you when that is what is being proposed.
Do you design in Figma and hand over files?
Yes, in Figma, with the file organised for a developer rather than for a presentation: named tokens, component variants, states, and annotations for breakpoints and accessibility. You own the file and the library.
Does accessibility make the design worse or more expensive?
As a design constraint it costs almost nothing and improves legibility for everyone, particularly on a phone in daylight. As a remediation project after launch it is expensive, which is the actual reason it has a reputation for being costly.



