A design system for a product
We reduce the interface to a set of repeating parts with rules for using them, so new screens get assembled rather than invented. Starts with a free review.
“Design” here covers four separate jobs, and each answers its own question. A UX audit asks why people reach the store and still don't buy: we walk the buyer's path and show where it breaks. A prototype settles what goes on every page before any coding, in grey blocks with no colour, so a change means moving a rectangle rather than rewriting code. The product page gets its own job because that is where the decision to add to cart is made. A design system is for a product that has grown to the point where every new screen is invented from scratch. You don't need all four. If the site is live and has visitors, the audit is usually the place to start; if there is no site yet, start with the prototype. The first review is free.
People come in, scroll and leave, and there are as many theories as there are advisers: the button colour, the home page, a whole new site. A UX audit replaces guesswork with a list of specific places where the buyer stops, and why. The phone is walked through separately, not as a shrunken browser window.
We'll review your situation in a free auditThe most expensive changes arrive after coding, when every “where is the delivery page?” costs a day or two of work. A prototype moves those conversations to the start: you approve the contents of each page in writing, and the development scope is counted from that.
They found the product and the filters worked, and right there they can't see the price with delivery, whether it's in stock, or the one parameter they choose by. We rebuild the page in the order of the questions buyers ask your sales staff, not the order the platform happened to lay out.
Buttons, fields and messages that do the same thing look different from screen to screen, and every change has to be hunted down everywhere. A design system reduces the interface to a set of parts that are already decided — once the product exists, not in place of it.
We find out what already exists: a live store with visitors, an idea with no pages yet, or a product that has sprawled. That decides which job to start with — and whether to start at all.
For a site with visitors, the first step is walking the buyer's path, separately on a phone, and checking it against analytics. The output is a list of findings sorted by impact and by the cost of fixing.
The list of pages and the contents of each in grey blocks, for wide and narrow screens. We approve it in writing: the scope of mockups and development is counted from the prototype.
Visual design on top of the approved structure. For a store, the product page separately — with variants, honest stock status and delivery cost, tested on awkward products.
We derive a set of components from the screens you already have, with all their states, and move several real pages onto it — as proof that the system holds up in actual work.
Usually with a UX audit. It shows exactly where people stop, and quite often it turns out the whole design doesn't need redoing: fixing a few steps on the product page or at checkout is enough. A new design without that knowledge is a blind bet that can remove what was working too.
“UI/UX design” is mockups for development: visual design in Figma for several screen sizes, handed over to a developer. This section collects the work around mockups. The audit and the prototype come before them: the first shows what to change, the second fixes the structure. The product page and the design system are taken on without a full redesign too.
Yes, each job has its own scope, timeline and result. The prototype stays yours whether or not you continue with us, and you can hand it to another developer. Some of the audit findings your own people will be able to fix — we mark which ones explicitly.
It's needed when parts that do the same thing look different across the product and every new screen gets invented from scratch. It's too early when there is no product yet: a system built from ideas rather than real screens almost always turns out to be about the wrong thing. Then it's more honest to start with a first version and derive the system from it.
If people reach the product page and don't add to cart, while the catalogue and search are fine, the product page is enough. If the problems are spread along the whole path, start with an audit: it will show whether the issue stops at the product page. Sometimes the cause isn't design at all but empty product specifications — then we will say so at the review.
Yes, it's the main platform we work with. Design for it takes into account how the theme is built inside: in older themes markup and logic are often tangled together, and a mockup that ignores this falls apart during coding. We built our own OpenCart theme precisely as a system with a set of settings, so we have a good idea of where it hurts.
We don't quote percentages: an honest figure depends on the store, and one promised in advance is a sales pitch, not an estimate. Design removes obstacles on the buyer's path; whether a person buys also depends on the product, the price and your sales team. To make the effect visible, we set up analytics events on the problem steps before changing anything.
Describe the task in your own words — we will tell you where to start and whether you need what you came for. If you do not, we will say so.