When people get stuck

If customers drop out, phone for help or can't finish what they came to do, the design is getting in the way.

  • Too many people drop out before the enquiry, demo or sign-up.

  • Customers phone support to finish things they should be able to do online.

  • The interface is decided by opinion, because nobody has watched a user try it.

  • You're about to build something expensive and want to know it'll work first.

  • You need to know where disabled people get blocked, not just what an automated checker says.

Most sites still shut people out

Barriers you can find automatically are still everywhere, before anyone has tested with a real person.

  1. Research with real users

    Interviews and usability tests with the people who use your product, or should. We recruit, run and write them up, and you can watch.

  2. Map where people give up

    What people are trying to do, the route they take, and the points where they stop or call you instead.

  3. Prototype and test

    Clickable prototypes, tested with users before a line of production code is written.

  4. Design it

    UI design ready to build, accessible to WCAG 2.2 AA, and built on your design system if you have one.

  5. Check it worked

    After launch, against the measures we agreed at the start.

How good UX work happens

Three things worth knowing before you test.

Five users find problems, not proof

A handful of usability tests will show you most of what's broken. They won't tell you how common each problem is, so we pair them with your analytics.

Research isn't asking users what to build

People are good at showing you what they do and where they struggle, and less reliable at designing the fix. That part is our job.

Testing first is cheaper

Changing a prototype takes an afternoon. Changing a live platform takes a release.

Test one journey yourself

Pick the most important thing a customer does on your site, then ask someone who's never used it to try.

  • Can they say what you do and who it's for within ten seconds?
  • Can they find the thing they came for without using search?
  • Do they finish without asking you a question?
  • Can they do it using only a keyboard?
  • Did anything make them hesitate, re-read or go back?

Watch without helping, and write down every pause. That list is your starting point.

The things people usually ask

Plain answers about user experience design, what's involved and what we need from you. Anything else, just ask.

How many people do you test with?

Usually five to eight per round, which finds most usability problems. For bigger decisions we run more rounds rather than bigger ones.

Can you recruit our customers?

Yes, with your help, or we can recruit people who match them. We handle consent and incentives.

Can our team watch?

We'd like them to. Teams who watch users struggle are much quicker to agree on the fix.

Ways to get started

  • Projects

    Bigger products and platforms, built end to end or with our specialists in your team.

    Typical range
    £50k to £250k+

If we sound like a good fit, let's talk.