UX & Product Design Process

The latest design tools and methods enables almost everybody to create “good enough” product experiences. We say it's not enough to understand the user – that’s why we make every effort to understand your business, understand what strategy you have to follow, understand growth and marketing.

Every project is unique, so we usually follow a customised route, tailored to the particular product, company and team setup.

However, there is a universal process how we solve problems. Below is a high level view of the UX Design processes we follow based on the experience of the past. It is being continuously enhanced and amended depending on the circumstances. We adapt easily.


It starts by defining the problem we try to solve, the product goals, the audience and how we measure success. It’s critical to understand our users’ problems, motivations and typical behaviours. Can be done fully or partially remote.

We need to understand the context the product is used and how users went through the journey in the past.

Finally, we need to work on gathering the business and technical constraints. We usually sit down with developers to understand any technical limitations.

Then discuss very closely with stakeholders and with the business to understand the wider problem and define a roadmap or the scope of an MVP.


The design process might include the following typical steps:

1 > Information architecture: sorting out the information into categories.

2 > Sketching: drawing quick sketches on paper or whiteboard that becomes the foundation for the next steps. Can be a solo or collaborative session with the business, stakeholders or developers. This is a crucial part of the process and we use it along the way up to the delivery phase.

3 > Wireframing: depending on the project complexity this step might be skipped. Wireframes have its place though – using them with particular projects speeds up the design process and makes user testing less biased.
It’s not always necessary (or possible) to use wires. Furthermore, if a decent component library exists, it’s even quicker and more efficient to start building the screens with real, ready to use components.

4 > Clickable prototype: can be either wireframe based or high fidelity colour prototype using an existing component library. Sharing a clickable prototype link with the wider team and stakeholders is a magical moment in the product design process. Using prototypes is the best way to test our end users.

5 > Continuous iteration of the prototype based on user feedback. During the iteration process the prototype can be visually enhanced, moving away from monochrome wireframes using pixel perfect visuals, components from a shared library.


Using a high fidelity, heavily tested and approved prototype, we are almost ready to go. The tools we use ensures the assets and styling are in the right format for the front-end team.

Specification: most of the design specifications and animations are embedded into the prototype.

Building phase: We work closely with developers and QA testers when possible, help them out and controlling quality of the product.