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Service

UI/UX and product design people understand at a glance

We design websites, apps, and software that feel obvious to use. You get research with real users, clickable prototypes, and finished screens that developers can build exactly, so your product looks good and works the first time.

  • 1,200+ clients helped
  • Building since 2010
  • 15 services, one team
  • 50+ technologies
A laptop displaying interface icons

At a glance

What we build

We make software and websites easy to understand and pleasant to use: we research users, design the UI (user interface) and the UX (user experience), test them, and hand them to builders.

Every project gets its own squad from our 100+ engineers and designers: a project lead, a product designer, and engineers matched to your stack, with the same people from kickoff to launch.

Why it matters

Design is how the product feels to use

When software is hard to use, people give up, make mistakes, or phone for help. Staff need training for tools that should be obvious. Customers leave at the checkout. These are design problems, even when they look like technical ones.

Design is not decoration. It is deciding what to show first, how to word a button, how many steps a task needs, and what to do when something goes wrong.

We keep it practical. We design for the real people who will use the product, test with them, and measure whether the change helped.

An example

What a design change looks like

Here is one common fix: a form people abandon, made clearer without changing what it asks.

What a design change looks like

Before: A form people abandon. Fifteen fields on one screen; Labels that use internal words; Errors shown only at the end. After: A form people finish. Three short steps; Labels in the customer's own words; Errors shown next to the field.

Before

A form people abandon

Everything at once, with little help.

  • Fifteen fields on one screen
  • Labels that use internal words
  • Errors shown only at the end

After

A form people finish

Short steps, plain words, help in context.

  • Three short steps
  • Labels in the customer's own words
  • Errors shown next to the field
This diagram contrasts a long, confusing form with the same form redesigned into short steps with plain labels and helpful errors.

The process

From learning about users to a design ready to build

Good design tests ideas with real people early, when changes are cheap, and only then hands them to the builders.

From learning about users to a design ready to build

A sequence of 5 steps. Learn from users: Talk to people and watch how they work.; Explore ideas: Sketch several ways to solve the problem.; Prototype: Make a clickable model that feels real.; Test with people: Watch real users try it, and fix what confuses them.; Hand over: Give builders everything they need..

  1. Learn from usersTalk to people and watch how they work.
  2. Explore ideasSketch several ways to solve the problem.
  3. PrototypeMake a clickable model that feels real.
  4. Test with peopleWatch real users try it, and fix what confuses them.
  5. Hand overGive builders everything they need.
This diagram follows a design project through five steps, from learning about users to a tested design handed to the builders.

Terms explained

UI, UX, and product design: what is the difference?

Comparison of UI design, UX design, and product design
TermWhat it is aboutExample question
UX design How it feels to get something done: the steps, the order, and the effort. Can someone book an appointment without help?
UI design What people see and touch: layout, color, type, buttons, and icons. Is the main button obvious, and is the text readable?
Product design The bigger picture: what the product should do, for whom, and why, across all its screens. Which problem should the product solve first?

What you receive

What you get from a design project

A team reviewing process diagrams and interface layouts across several monitors, one colleague pointing at a step in the flow.
  1. User research

    What people need, in their own words, from interviews, observation, and data.

  2. Wireframes and prototypes

    Simple sketches and clickable models you can try before anything is built.

  3. Visual design

    The look of every screen, for phone and desktop, in your brand.

  4. Usability testing

    Watching real people use the design, and fixing what trips them up.

  5. Dashboards and software screens

    Clear screens for complex information, so people see what matters.

  6. A design system

    A shared kit of parts and rules that keeps every screen consistent.

Design systems

What a design system is

A design system is a shared kit. It saves time and keeps a product looking and behaving the same everywhere.

What a design system is

Layers from top to bottom. Principles; Colors, type, and spacing; Components; Page patterns.

  1. PrinciplesHow the product should feel and behave.
  2. Colors, type, and spacingThe basic choices every screen uses.
  3. ComponentsReady-made buttons, forms, menus, and tables.
  4. Page patternsTested layouts for common screens, such as sign-in or checkout.
This diagram shows a design system as four layers, from principles at the top to ready-made page patterns, each built on the one above.

How a project runs

How a design project runs

  1. Understand the goal and the people

    We agree what success means and who the product is for.

    What it produces

    • Goals
    • User profiles
  2. Research

    We talk to users, watch how they work, and study what the data shows.

    What it produces

    • Research findings
    • Main problems to solve
  3. Explore and prototype

    We sketch options, choose a direction with you, and build a clickable model.

    What it produces

    • Options
    • Clickable prototype
  4. Test and refine

    We test with real users, fix the problems, and test again.

    What it produces

    • Test results
    • Improved design
  5. Hand over

    We prepare designs, specs, and parts for builders, and stay involved while it is built.

    What it produces

    • Final designs
    • Design system
    • Notes for builders

Good design

Four things we check on every screen

Clear

  • People know where they are and what to do next.
  • Words are plain, and labels match what people expect.

Efficient

  • The common task takes the fewest steps.
  • Nothing is asked for twice.

Forgiving

  • Mistakes are easy to undo.
  • Error messages say what happened and how to fix it.

Accessible

  • Works with a keyboard and a screen reader.
  • Text is readable, with enough contrast.

Worth knowing

Test with real people, not opinions

Design debates often come down to taste. A short test with a handful of real users usually settles it, and finds problems nobody expected.

We build testing into the process. Even a few sessions can show what to fix first.

Technology

The design tools we use

What we settle early: design and prototyping tools, accessibility, and from design to code, so nothing surprises your team later.

We design and prototype in Figma, and work with other tools such as Adobe XD, Illustrator, and Photoshop when a project needs them.

In practice

What testing with real people looks like

A usability test is simpler than it sounds. A person who resembles your customer is asked to complete a realistic task, such as booking an appointment, while we watch quietly and note where they hesitate, click the wrong thing, or ask a question.

Five or six sessions usually reveal the main problems, which is a small investment compared with building the wrong thing and having to redo it, because the same difficulties appear again and again. We then fix those, and test again with fresh people to confirm that the changes helped.

The results are shown in plain terms: short clips, quotes, and a ranked list of what to change first. That keeps discussions focused on what people did, and not on what anyone prefers. We also note what worked well, so good parts of the design are kept as the product changes.

Pricing and timelines

What design work costs

Every project is quoted in writing after a short call. These ranges show where most projects land, so you can plan before you talk to us.

  • UX audit

    What confuses your users, and exactly what to change.

    Typical range

    $1,500 to $4,000

    1 week from approved scope

  • Website or app design

    Designed screens for a site or app, ready for development.

    Typical range

    $3,000 to $8,000

    1 to 3 weeks from approved scope

  • Full product design

    Research, flows, a clickable prototype, and every screen designed.

    Typical range

    $10,000 to $24,000

    3 to 6 weeks from approved scope

  • Design system

    Components, rules, and documentation so every new screen stays consistent.

    Typical range

    $12,000 to $30,000+

    4 to 8 weeks from approved scope

The timeline starts once the scope is approved and we have what we need from you.

What moves the price

  • Number of screens and flows
  • User research
  • Prototype depth
  • Platforms covered

Not sure which fits? Tell us what you need and we will send a fixed quote and timeline for your project.

Get a quote

What clients say

In our clients' words

Read all client testimonials
  • Five students got stuck on the same screen during our first usability session. By the next round, they were getting through it without needing us to explain every step.

    Aiden RiveraProduct Design LeadLearnSpring EducationEducation
  • I expected a new visual design. What we got first was a clearer way to choose a membership. People could compare the plans without opening several pages, and the team had fewer questions to answer at the front desk.

    Leah ScottMembership Services ManagerCommunityFit ClubFitness

Common questions

Questions about design

Do we need research before design?

Not always. If you already know your users well, we can move straight to design and test. If you are unsure what people need, a short round of research saves much more than it costs.

How many people do you need to test with?

A handful of the right people often reveals most of the major problems. We test in rounds, fixing issues between them.

Can you redesign something that already exists?

Yes. We start by finding where people struggle, then improve those parts first instead of redoing everything.

Will the design be ready for developers?

Yes. We hand over designs, specifications, and a component kit, and stay involved while it is built. Our software and web teams can build it.

Do you design for mobile?

Yes. We design for phones first and widen from there. See our mobile app service.

How is design different from branding?

Design makes a product easy to use. Branding shapes how an organization looks and is remembered. They work best together.

Have a different question?

Tell us what you are weighing up and we will answer it plainly.

Ask a question

Already a client? Email support@dechytech.com

Show us what is not working

Tell us about the screen or journey that causes trouble, or the product you want to create. We will suggest where design effort will pay off most.