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

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.
Problems we solve
People cannot find things, abandon forms, or need training for tools that should be obvious. Teams argue about design because nothing has been tested.
Who we serve
Teams building a product or site, and organizations whose screens confuse customers or staff.
How to choose
Choose by what you have: research when you do not know what people need, design when you know but cannot show it, and testing when something exists but does not work well.
- 1,200+Happy clients
- 1,500+Projects delivered
- 100+Engineers and designers
- 20+Countries served
- 22Certifications
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
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..
- Learn from usersTalk to people and watch how they work.
- Explore ideasSketch several ways to solve the problem.
- PrototypeMake a clickable model that feels real.
- Test with peopleWatch real users try it, and fix what confuses them.
- Hand overGive builders everything they need.
Terms explained
UI, UX, and product design: what is the difference?
| Term | What it is about | Example 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

User research
What people need, in their own words, from interviews, observation, and data.
Wireframes and prototypes
Simple sketches and clickable models you can try before anything is built.
Visual design
The look of every screen, for phone and desktop, in your brand.
Usability testing
Watching real people use the design, and fixing what trips them up.
Dashboards and software screens
Clear screens for complex information, so people see what matters.
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.
- PrinciplesHow the product should feel and behave.
- Colors, type, and spacingThe basic choices every screen uses.
- ComponentsReady-made buttons, forms, menus, and tables.
- Page patternsTested layouts for common screens, such as sign-in or checkout.
How a project runs
How a design project runs
Understand the goal and the people
We agree what success means and who the product is for.
What it produces
- Goals
- User profiles
Research
We talk to users, watch how they work, and study what the data shows.
What it produces
- Research findings
- Main problems to solve
Explore and prototype
We sketch options, choose a direction with you, and build a clickable model.
What it produces
- Options
- Clickable prototype
Test and refine
We test with real users, fix the problems, and test again.
What it produces
- Test results
- Improved design
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.
We design to the Web Content Accessibility Guidelines (WCAG), the widely used standard for making websites usable by everyone, and test with keyboards and screen readers.
- Components in the design system match components in code.
- Design tokens (shared values for color, type, and spacing) keep the two in step.
- Designers and developers review work together.
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 quoteSelected work
UI/UX & Product Design projects we have delivered
What clients say
In our clients' words
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?
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 questionAlready a client? Email support@dechytech.com
What it looks like
See the design systems we build
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.



