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UI / UX design

Interfaces people understand on first use: clear flows, calm screens and a design system your developers can build from without guessing.

What UI / UX design covers#

UX is the structure: what someone needs to do, in what order, and what they need to know at each step. UI is the surface: type, spacing, colour, components and the small states that make a screen feel finished. I do both, because a good flow with a careless surface still feels broken, and a beautiful screen in the wrong place still loses people.

The work ranges from a single flow, like checkout or onboarding, to a full product: marketing site, web app and mobile app sharing one system.

  • Websites and ecommerce stores
  • Web apps and dashboards
  • iOS and Android apps
  • Design systems and component libraries

Who it is for#

Founders shipping a first version who need it to make sense to strangers. Growing teams whose product has been designed by many hands and no longer feels like one thing. Brands moving from a template to something that is properly theirs.

If you already have a product, I start with what exists: analytics, support tickets and a few hours watching people use it. If you are starting from nothing, I start with the people you are building for.

How I approach it#

Structure before pixels#

Every project starts with the flows and the content, sketched in grey. Decisions about what goes where are cheaper on a wireframe than on a polished screen, and easier for everyone to discuss.

Real content, early#

Layouts are designed with your actual product names, prices and copy, not lorem ipsum. Real content exposes the awkward cases, the long names and the missing images, while there is still time to design for them.

Tested with people#

Before anything is final, I put prototypes in front of five or six people who match your audience. It takes a few days and it settles arguments that would otherwise go on for weeks.

Built to be built#

Components are named, documented and organised the way developers think. Every state is designed: empty, loading, error, long text, small screens. Handover is a conversation, not a file dump.

Mobile first#

Most of your visitors arrive on a phone, so that is where the design starts. Navigation, tap targets, forms and product discovery are worked out at 390 pixels wide, then expanded for tablets and desktops. The result is an interface that feels native on a phone instead of a desktop site squeezed down.

What you get#

  • 01

    User flows

    Every key journey mapped, from entry point to the moment the task is done.

  • 02

    Wireframes

    Low-fidelity layouts for every screen, used to agree structure before visual design.

  • 03

    High-fidelity screens

    Final designs for mobile, tablet and desktop, with every state covered.

  • 04

    Clickable prototype

    A Figma prototype you can share with your team, investors and test participants.

  • 05

    Design system

    Type, colour, spacing and components with usage notes, ready for development.

  • 06

    Usability findings

    What testing showed, what changed because of it, and what to watch after launch.

  • 07

    Developer handover

    Annotated files, exported assets and a walkthrough call with your developers.

How we work#

A typical project runs four to eight weeks depending on the number of flows. You see work every week, and nothing moves forward without your sign-off.

  1. Discovery

    Week 1

    A kickoff workshop, a review of what exists, and short conversations with your users or customer-facing team. We agree the goals, the flows in scope and how success will be measured.

  2. Structure

    Weeks 1–2

    Sitemap, user flows and wireframes for every key screen. This is where most of the important decisions are made, together.

  3. Visual design

    Weeks 2–5

    The interface takes shape: type, colour, components and every screen at full fidelity, starting on mobile.

  4. Prototype and test

    Week 5–6

    A clickable prototype is tested with real people. Findings are shared in a short report and the design is refined.

  5. Handover and support

    Week 6+

    The design system and annotated screens go to your developers with a walkthrough. I stay available during the build to answer questions and review what gets built.

Questions#

How long does a UI / UX project take?

Most projects take four to eight weeks. A single flow or a redesign of a few key screens can be done in one to two weeks; a full product with a design system takes longer. You get a timeline with the quote.

How much does UI / UX design cost?

Every project is priced on its scope after a short call. You get a fixed quote and a written plan before any work starts, so there are no hourly surprises. Smaller pieces of work, like an audit or a single flow, start from a few days.

Which tools do you use?

Figma for design, prototypes and the design system, shared with your team from day one. FigJam for workshops and flows. For testing I use simple video calls or Maze, depending on the audience.

Do you also build the website or app?

I focus on design and work closely with your developers. If you do not have a development team, I can recommend developers I trust and stay involved through the build so the result matches the design.

Can you redesign an existing product without starting over?

Yes, and it is often the better choice. I start with an audit of what works and what does not, then improve it in stages so your users are never confronted with a product they no longer recognise.

Do you work with clients outside Kerala?

I am based in Thiruvananthapuram, Kerala, and work with teams across India and abroad. Most work happens remotely over shared Figma files and short calls; for teams in Kerala I am happy to meet in person for workshops and research.

Have a product that needs to make more sense?

Send a few lines about what you are building and who it is for. I reply within two working days with next steps.