UI/UX Design

UI/UX design is the work of figuring out how a web product or mobile app should work for its users, then turning that logic into an interface. Digitruva delivers the research, flows, Figma prototype and design system ready for your development team.

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What do we deliver in UI/UX design?

UI/UX design delivers user research, information architecture, wireframes, interface design, a Figma prototype and a design system. A corporate site explains the company. A product interface helps users get a task done.

  • User research

    Problems are identified through interviews, product data and a competitor review. You receive a report summarizing user needs and the priority problems.

  • Information architecture and flows

    Screen hierarchy, navigation and user paths are mapped. Error states, empty states and back-navigation are part of the map too.

  • Wireframes

    We sketch the skeleton of the core screens. Content priority and functional decisions get settled before anyone debates color.

  • Interface design

    Approved wireframes become web and mobile interfaces. Platform conventions, WCAG contrast criteria and readability are respected on every screen.

  • Figma prototype and testing

    We build a clickable prototype and test the core tasks with users. Findings reach you before development starts.

  • Design system and developer handoff

    Color, typography, spacing and components are brought together in one system. The Figma file is delivered with state definitions and measurements.

Which research method answers which question?

The method is chosen by the question it needs to answer. Applying the same method to every question produces either extra work or the wrong result.

Which research method answers which question?
Question it answersWhen to use itOutput
User interviewsWhy and in what context do users do this task?A new product or a new user groupSummary of needs and problems
Usability testingCan users complete the task?Prototypes and live productsList of friction points
Product data analysisWhere do users drop out of the flow?Live productsSteps where users are lost
Card sortingHow should navigation and content be grouped?While building the information architectureNavigation and category proposal
Competitor reviewWhich patterns already feel familiar to users?Discovery phaseNotes on patterns and opportunities

How is accessibility checked in the design file?

Accessibility is checked in the design file before anything moves to code. Contrast thresholds are covered in this page's FAQ section, and the other checks are listed below.

  • A focus state is drawn separately for every component
  • Error and success states are conveyed with text or an icon, not color alone
  • Form fields have visible labels, and placeholder text never stands in for a label
  • Headings follow the page order
  • The behavior of animated elements under a reduced-motion preference is defined
  • Alt text notes are written for images that carry meaning

Why are scope decisions locked in before interface work?

Changes are quick at the wireframe stage and expensive in code. That is why scope and flows are locked in before interface work begins.

  1. Discovery and scope

    Product goals, user groups, technical constraints and priority flows are put in writing.

  2. Research

    We run user interviews, and for new products we review similar products.

  3. UX design

    Flows and wireframes are reviewed together with your team.

  4. Interface and prototype

    The visual language is approved on the core screens, extended to the rest and brought together in the prototype.

  5. Testing and handoff

    Fixes are made based on the findings, files are handed over and questions are answered during development.

Who is the UI/UX design service for?

It fits teams that want user experience design for their own product.

  • Teams building a web application or SaaS product
  • Companies building a mobile app from scratch or redesigning one
  • Startups that want to test an idea in a prototype before investing in development
  • Organizations losing users in sign-up, application or checkout flows
  • Teams whose screens grew inconsistent as the product scaled and who need a design system

What you should know about UI/UX design

What are UX and UI?

UX (user experience) is about how easily a product helps users get their task done. UI (user interface) is the part of that experience you see on screen: layout, color, typography and components. A checkout screen shows the distinction best.

The number of steps, what the error message says and where a user whose card is declined goes next are UX decisions. The button color, field alignment and font size are UI decisions.

If the flow is wrong, a beautiful screen will not fix it. If the flow is right, a cluttered screen still costs trust. That is why the two are handled in the same process. Large teams may split the roles, while in small teams a single designer covers both.

What does user experience design involve?

User experience design defines which problem the product will solve and the steps a user takes to complete a task. UX design work starts with user interviews, product data and a competitor review.

Its outputs are structural rather than visual: information architecture, user flows, wireframes and content priority. A good flow covers not only the happy path but also errors, empty states, unauthorized access and abandoned actions.

These states raise the most questions during development. Digitruva writes them into the flow map from the start, so developers do not have to make decisions at their screens. On a live product, improvements based on user behavior inform the next steps.

What is the difference between a wireframe and a prototype?

A wireframe is a screen's skeleton before visual design. It shows what content goes where and which functions take priority, without any color or typography decisions. A prototype links screens together so the product can be tried out as if it were in use.

A low-fidelity prototype can be made from wireframes, while a high-fidelity prototype in Figma comes close to the real interface. The real difference is the question each one answers. A wireframe shows what should be on the screen, and a prototype shows whether the user can complete the task.

Digitruva tests core tasks with users on the prototype and shares the findings before development starts. This order matters because changing a flow after the code is written costs more.

What contrast ratio and touch target size should an interface meet?

The W3C's WCAG 2.2 contrast criterion requires a contrast ratio of at least 4.5:1 for normal text and 3:1 for large text at level AA. Large text is roughly 24 pixels and up, or about 18.7 pixels and up in bold.

Under the non-text contrast criterion, interface elements such as form field borders and icons also need 3:1 against adjacent colors. Under the target size criterion, click and touch targets must be at least 24 x 24 CSS pixels at level AA, with exceptions such as sufficient spacing.

Under the keyboard criterion, functions must also be usable with a keyboard. These criteria should be tested in the design file before anything moves to code, because contrast problems usually come from the color palette. Focus and error states should be drawn separately too, or they end up being guessed during development.

How is mobile app design different from web interface design?

Mobile app design differs more in context of use than in screen size. Users act one-handed, in short bursts and often on an unstable connection.

So primary actions go in easy-to-reach areas, form fields are cut down and what happens when the connection drops is designed in. iOS and Android each carry their own conventions. Apple's Human Interface Guidelines and Google's Material Design guidelines define navigation and component patterns.

Instead of copying the same screen to both platforms, the shared structure is kept and platform differences are adapted. Permission requests and notifications are part of the flow too. If the interface belongs to a site that presents the company, the work falls under corporate website design.

When should you set up a design system?

The best time to set up a design system is after the visual language has been approved on the core screens, not from the very first screen. A design system is the shared source where color, typography, spacing and components are gathered in one place along with their rules, and building a full library up front is usually premature.

At that point, recurring pieces are turned into components. For a product that has already grown, the existing screens are inventoried first, and different buttons that do the same job are merged.

In Figma, every component should have default, hover, focus, error and loading states defined. Digitruva hands the file to the development team with these states and measurements. If color and typography values come from an existing brand, interface consistency with your brand identity should be checked from the start.

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