What we do
Understanding who uses the product and what they are trying to accomplish, so decisions rest on evidence rather than opinion.
Organising content and functionality so people find things where they expect them. Most navigation problems are structure problems.
Testing ideas cheaply before a line of code exists. Changing a prototype takes minutes; changing built software takes weeks.
Clean, consistent, on-brand screens designed for real content rather than for an ideal empty state.
Reusable components, patterns and rules so the product stays coherent as it grows and as more people work on it.
Auditing an existing product to find exactly where users struggle, and what to fix first.
Designing so people using screen readers, keyboard navigation or with visual impairments can actually use your product.
Where UI/UX work matters most
SaaS and software products, where the interface is the product and usability directly drives retention and support costs.
Complex internal tools, often the highest-return design work available, because a tool used daily by staff multiplies every small friction across the whole team.
Mobile apps, where screens are small, attention is short and users abandon anything confusing in seconds.
Booking, checkout and signup flows, where a handful of design decisions determine whether people complete or leave.
Products with rising support tickets, since repeated questions are usually a design problem being solved by humans at considerable expense.
Design the right thing, the right way, for the right reasons
Three judgements that decide whether design money is well spent.
When a redesign is not the answer
A full redesign is expensive, disruptive and frequently the wrong response. If your users are struggling at one specific point, that is a targeted fix rather than a rebuild. If your product looks dated but works well, the honest question is whether appearance is actually costing you anything measurable. And if you are not sure what is wrong, a usability review costs a fraction of a redesign and tells you where the problems genuinely are.
We would rather run a review and fix two real issues than take a redesign budget for a problem nobody has diagnosed. Sometimes the review does conclude that a rebuild is warranted, and then you are spending with confidence rather than hope.
Designed to be built
This is where design projects most often fall apart. A design that ignores technical reality produces a build full of compromises, arguments and cost overruns. We avoid it by involving engineering early: we know what the framework handles well, what damages performance, what breaks on a real device and what looks simple but is not. We design for real content rather than perfect placeholder text, and we specify the states that get forgotten, including loading, empty, error and long content. Those unglamorous states are what separate a design that survives contact with users from one that does not.
What UI/UX design costs, honestly
Industry ranges. A usability review of an existing product is typically a small fixed engagement and often the most cost-effective design money you can spend. Designing a focused product or a defined set of screens is usually scoped by screen count and research depth. Full product design including research, prototyping and a design system runs higher. When design and build are done together, design typically forms a meaningful share of the overall project rather than a separate large purchase. We scope after understanding the product, and we will suggest the smaller engagement when it is enough.
How we work
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01
DiscoveryUsers, goals and constraints.
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02
Research and auditOf the current experience where one exists.
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03
Architecture and flowsAgreed before any visual work.
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04
Wireframes and prototypesTo test the structure cheaply.
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05
Visual designIterating with your feedback, plus a design system where the product justifies one.
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06
HandoverOrganised, build-ready files and a working session with the developers, ours or yours.
Ways to work with us
A fixed-price audit of an existing product with prioritised, practical recommendations. The best starting point when you know something is wrong but not what.
Research through to final designs for a defined product or feature set.
Design integrated with development as one project, which removes the handover gap entirely.
Components, patterns and documentation for teams that need consistency at scale.
Continuous design capacity for products that keep evolving.
Tools we work with
Figma for design, prototyping and handover, so you and your developers can inspect everything directly. Prototyping for user testing before build. Accessibility checking against WCAG guidance. Analytics and session recording tools when reviewing an existing product, because what users actually do is usually more informative than what they say.
Why Raydiant Webs for UI/UX
We build the software, so our designs are grounded in what can be made well rather than what looks impressive in a portfolio. We think about the whole system, not just the screens, because performance, data and edge cases shape the experience as much as layout does. We are honest about scope, including telling you when a review beats a redesign. And you get organised, documented files you own, so you are never dependent on us to move forward.
UI/UX design FAQ
UX is how the product works: the structure, the flow, whether people can accomplish what they came for. UI is the visual layer: layout, colour, typography, components. Good products need both, and we do both.
Yes, scaled to the project. That can mean interviews and usability testing, or reviewing analytics and support tickets where budget is tighter. Even a small amount of real user input beats none.
Yes. We usually start with a usability review so the redesign addresses what is genuinely causing problems rather than assumptions about it.
Yes. Organised, build-ready Figma files with components, specifications and states documented, plus a handover session with your team.
Yes, both, and we design to each platform's conventions rather than forcing one design onto both, because users notice when an app does not behave the way their phone behaves.
By agreeing what success means before starting: completion rates, drop-off at a specific step, support ticket volume, time to complete a task. Design without a measure is decoration.
Yes. We regularly design within established systems and brand guidelines, and can extend a system where it does not yet cover what you need.
Start your design project
Tell us what you are designing, or where users are struggling, and we will suggest the right starting point.
- A usability review before a costly rebuild
- Designs that are realistic to build
- Files you own, documented for your team
Want a product people find easy to use?
Tell us what you are designing, or where users are struggling, and we will suggest the right starting point.