Capability

Design that survives contact with engineering.

A design that cannot be built as drawn is not a design, it is a picture. Ours are produced in the same Pod that ships them.

The problem

The usual failure is organizational. Design happens in one company, engineering in another, and the handoff is a file. Every ambiguity in that file becomes a decision an engineer makes alone, at speed, without the context that produced the drawing.

Because design and delivery sit in the same Pod here, each flow is validated as a clickable prototype before implementation, and the design system is built as real components rather than as a library of symbols nobody can use.

We also research before we draw. Not a six-week study, but enough contact with actual users to know which of the three plausible flows matches how people already think about the task.

  • Clickable prototypes to validate direction before a line of code
  • Design systems delivered as usable components, not just as files
  • Research sized to the decision, not to a template
  • Accessibility considered in the flow, not bolted on at the end

What this covers

Product and UX design

Flows, wireframes, and interface design for real products.

Prototyping

Clickable validation of direction before implementation starts.

User research

Interviews and testing scoped to the decision at hand.

Design systems

Components, tokens, and documentation engineering can actually use.

Accessible by design

Contrast, focus order, and semantics decided during design.

Figma delivery

Handover that matches what gets built, because the same Pod builds it.

UX and UI Are Not the Same Purchase

UX

Whether the flow matches the task.

User experience is a question about structure. Which screens exist, in what order, what happens when something is missing, and whether the path matches how someone already thinks about the job. Get this wrong and no amount of interface work recovers it.

UI

Whether the surface is usable and yours.

The interface layer carries the brand and does the moment-to-moment work of being legible, tappable, and unambiguous. We build it as a design system of real components rather than a page of symbols, so the second screen costs less than the first.

Most requests for "design" arrive meaning the second one. The first is where the money is usually lost, because a beautiful interface over the wrong flow is a faster route to the wrong place.

How Design Runs Inside a Pod

  1. Step 01

    Frame the decision

    The question your design has to answer gets written down before anything is drawn.

    Days, not a discovery phase

  2. Step 02

    Draw and prototype

    Your flows become a clickable prototype. Redirecting a prototype costs a fraction of redirecting an implementation, which is the entire reason it exists.

    Cheap to change, on purpose

  3. Step 03

    Test on the prototype

    Usability testing happens before implementation rather than after your launch, while the answer is still free to act on.

    Five or six conversations, usually enough

  4. Step 04

    Hand to the same Pod

    Design runs roughly a cycle ahead of implementation, in the same Pod that ships it. No file goes over a wall, so ambiguity gets a conversation instead of a guess.

    One cycle ahead, rolling

  5. Step 05

    Grow the system

    Patterns that recur become components in your design system, so each later surface costs you less to design and less to build.

    Compounding, not linear

Research sized to the decision

Research has a bad reputation in product teams, and it earned it honestly. Six-week studies that arrive after the decision was made are theatre, and everyone involved knows it.

So we size research to the decision in front of us. If the question is which of three plausible flows matches how people already think about a task, that is five or six conversations and two days, not a discovery phase. If the question is whether an entire product category is worth entering, that is a bigger piece of work and it should be a separate engagement rather than smuggled into a build.

The test we apply is simple. If the finding could not change what we build next, we do not run the study. That constraint keeps research cheap enough to actually happen, which is the only way it affects anything.

  • The question is written down before the method is chosen
  • Usability testing on the clickable prototype, before implementation rather than after launch
  • Existing analytics and support tickets read first, because you often already have the answer
  • Findings delivered as decisions and open questions, not as a slide deck nobody opens

When the product does not exist yet

Sometimes the honest answer is that you have nothing to design yet, because the shape of the thing is not decided. That work is discovery, and it produces artefacts rather than screens.

What you get out of it is the material your estimate can be built from. A backlog broken into epics and user stories, a high-level architecture stating what your system has to talk to, and a service blueprint showing where your product touches your operation. Those three turn a vision into a scope that can be priced in story points.

Discovery is a separate engagement, not something smuggled into your build. It is also the right first step more often than people expect, and you will be told that rather than handed screens for a product nobody has bounded yet.

  • A backlog as epics and user stories, which is what gets priced
  • High-level architecture, so integrations are known before they surprise you
  • A service blueprint, showing where the product meets your operation
  • A scope that can be estimated in story points rather than in optimism

What drives the estimate

Design and engineering come out of the same capacity here, so design work competes with features rather than sitting in a separate budget you forget about. That makes it worth knowing what actually costs.

The answer is states, not screens. A screen is one drawing. A screen with empty, loading, partial, error, offline and permission-denied variants is six, and those variants are exactly what gets skipped in a handoff and then invented by an engineer at speed.

  • Distinct states per surface, which is the real unit of design work
  • Whether Tambora can be the starting point or the product needs its own visual language
  • The accessibility conformance level, if one has to be verified rather than merely intended
  • How many platforms the design has to survive, and whether they can share patterns
  • Research depth, which we size to the decision rather than to a template

Start with a free design audit

If you already have something built, the cheapest way to find out whether this capability is worth buying is to watch us assess your product first. A written heuristic audit, back in two to three business days, at no cost.

Questions worth asking

What is the free design audit, and what is the catch?
It is a heuristic review of a product you have already built, returned as a written report and a prioritized list of usability issues in two to three business days. The catch is that we hope you like the work enough to talk about the rest. The documents are yours either way, and most audits do not turn into engagements.
Can we bring our own designer?
Yes, and it works well when the boundary is clear. Your designer owns the visual direction and the flows; we own buildability and the state coverage. What does not work is a handoff with no conversation, because every ambiguity in the file becomes a decision an engineer makes alone.
Do we get the Figma files?
You do. Designs, source and documentation all become your property on full payment. The design system ships as usable components rather than only as a library of symbols.
Is design a separate phase before development?
No. Design runs ahead of implementation on a rolling basis inside the same Pod, typically a cycle or so in front. A long design phase before any code produces beautiful work that has never met a real constraint.
What if we do not like the direction?
That is what the clickable prototype is for, and it is deliberately early and cheap to change. Redirecting a prototype costs a fraction of redirecting an implementation, which is the entire reason we validate before building.
Do you do brand and marketing design too?
Product design is the capability we sell. We handle the product surface and the design system it needs. Full brand identity work is outside this and we will say so rather than take it on badly.

Awarded product work since 2019

Every Indigo Design Award this design work has taken since 2019, with the category it was given in and the product it was given to.

  • 58 Indigo Design Awards
  • 10 Gold
  • 27 Silver
  • 21 Bronze
  1. 2025 8 awards

    • Silver in Mobile App for Kunstrux
    • Silver in UX, Interface & Navigation for Purgo
    • Bronze in Mobile App for Gratitude
    • Bronze in UX, Interface & Navigation for Kunstrux, Draymatics, Gratitude
    • Bronze in Website Design for Purgo, Draymatics
  2. 2024 10 awards

    • Silver in Apps for FCC, DEVNAUT, Tuily
    • Silver in Mobile App for Sword and Scale, Tuily
    • Silver in UX, Interface & Navigation for DEVNAUT, Tuily
    • Bronze in UX, Interface & Navigation for Sword and Scale, FCC, Tuily
  3. 2023 14 awards

    • Gold in Mobile Responsive Design for RefMasters, Fashioned Health
    • Silver in Mobile App for RefMasters, Fashioned Health
    • Silver in Mobile Responsive Design for Trainerz, Wait Time
    • Silver in UX, Interface & Navigation for Wait Time, NINI and LOLI
    • Bronze in Mobile App for Trainerz, Wait Time
    • Bronze in UX, Interface & Navigation for RefMasters, Trainerz, Fashioned Health
    • Bronze in Website Design for NINI and LOLI
  4. 2022 12 awards

    • Gold in Mobile Responsive Design for Do It Center
    • Silver in Mobile App for Avidus, Do It Center
    • Silver in Mobile Responsive Design for Minnect
    • Silver in UX, Interface & Navigation for Avidus, Minnect, Do It Center
    • Bronze in Mobile App for Minnect
    • Bronze in Mobile Responsive Design for Avidus
    • Bronze in UX, Interface & Navigation for Joynup
    • Bronze in Website Design for Joynup, Do It Center
  5. 2021 5 awards

    • Gold in Interactive Design for Koombea
    • Gold in Mobile Responsive Design for Koombea
    • Gold in Website Design for Koombea
    • Silver in UX, Interface & Navigation for Koombea
    • Bronze in Animation & Illustration for Websites for Koombea
  6. 2020 8 awards

    • Gold in Mobile App for Luna
    • Gold in Mobile Interaction & Experience for Nab
    • Gold in Website Building Software for LINCSPRING
    • Silver in Interactive Design for Nab
    • Silver in UX, Interface & Navigation for Nab, LINCSPRING, Luna
    • Silver in Website Design for Nab
  7. 2019 1 award

    • Gold in UX, Interface & Navigation for FlightLogger

Where to go next

Bring us the backlog.

In 30 minutes, we will show you what a Pod would ship first and how we would price it.