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Viithiisys
Decisions, not screens

UI and UX design that survives contact with engineering.

Design work delivered as decisions and components your developers can build from, not as screens that look finished and are not.

Building and running software since 2007Components delivered in the form your team already uses

Approved designOne screen, six states

States in the handover

  • Default
  • Empty
  • Error
  • Loading
  • Overflow
  • By role

Signed off, and engineering still has five questions before it can start.

When design adds work

Three ways a design project produces work instead of removing it.

Design is the wrong first step when the product decision itself is unsettled. Designing an interface for a process still being argued about encodes the argument.

  • The handover is a picture

    Screens are approved, then engineering asks what happens on error, on empty, on slow, and the answers do not exist yet.

  • Every screen is bespoke

    No shared components, so the tenth screen costs as much as the first and the product drifts visually as it grows.

  • It was never tested against the real task

    The design suits a demo. The person doing the job fifty times a day needs a different thing entirely.

What we take on

What we take on.

Six kinds of work, each named by the artefact it leaves behind rather than by the activity that produces it.

  1. Product and interface design

    Screens designed against the task, including the states that only appear once real data arrives.

  2. Design systems and components

    A shared set your developers build from, so the tenth screen costs less than the first.

  3. Discovery and prototyping

    Testing a direction before it is built, which is the cheapest point at which to be wrong.

  4. Usability work on what exists

    Where the product works and people avoid it, which is a different problem from a redesign.

  5. Design-to-build handover

    Specifications, states and behaviour written so engineering does not have to guess.

  6. Focus

    Accessibility as build quality

    Semantic structure, keyboard operation and readable contrast, tested rather than asserted.

Where the work is really about building the product rather than designing it, that sits with our software engineering practice.

The six questions

What a design handover has to contain before engineering can build it.

Most delay after a design is approved comes from questions the design did not answer. These six recur, and are worth checking against any handover.

Handover checklist6 items, answered before the build
  1. What does empty look like

    The first-run and no-data state designed, not implied

    Without it. Engineering invents it, and it is the state most new users see first.

  2. What does wrong look like

    Error and validation states per field, with the wording

    Without it. Generic messages that name a problem without a fix.

  3. What does slow look like

    Loading and partial states for anything that waits on a system

    Without it. A frozen interface that users interpret as broken.

  4. What does too much look like

    Long text, long lists and large numbers shown at realistic volume

    Without it. Layouts that hold in the design and break in production.

  5. Who sees what

    Screens per role, not one screen with parts hidden

    Without it. Permissions retrofitted into a finished interface, which is expensive.

  6. What is reusable

    Named components with their variants, not one-off screens

    Without it. Visual drift, and a rising cost per screen as the product grows.

We answer these six as part of the work rather than after it. They are also a fair test of a design you already have.

How the work runs

How a design engagement runs.

The component set is built as the screens emerge, rather than designing screens and extracting a system afterwards.

  1. Watch the task before drawing anything

    Including the workaround people currently use, which is usually where the real requirement is.

  2. Agree the six handover questions up front

    So they are answered as design decisions rather than as engineering guesses.

  3. Prototype the riskiest flow first

    The one where being wrong costs most, tested before the rest is drawn.

  4. Build the component set as the screens emerge

    Rather than designing screens and extracting a system afterwards.

  5. Review with the engineers who will build it

    Early and repeatedly, because a design nobody can build is not finished.

  6. Hand over states and behaviour, not just screens

    Specification alongside the visuals, so the build does not stall on interpretation.

Engineers review before sign-off. An approved design nobody can build is a delay dressed as progress.

Evidence

Closest available evidence, not equivalent.

We have no published design case study with a measured outcome. The engagements below involved interface work, and both published a result, but neither was measured as a design engagement.

  • Fleet operations

    Milo

    A driver-facing interface where the task was performed repeatedly under time pressure.

    Read the case study
  • Beauty and personal care

    Conscious Chemist

    A customer-facing product experience with a published response-time measure.

    Read the case study

Labelled closest available, not equivalent. Neither result is attributable to design work specifically, and we are not going to present them as though it were.

Where this starts

Where this work usually starts.

Situations rather than industries. We hold no sector-specific design evidence and will not imply otherwise.

Hand-drawn interface wireframes in watercolour, laid out side by side on paper
  1. An operations tool people avoid

    Where a system exists, works, and the team routes around it.

  2. A product about to add a second team

    Where the absence of a component set is about to become expensive.

  3. A build stalled on unanswered states

    Where engineering is waiting on decisions the design did not make.

  4. A product that grew visually inconsistent

    Where ten years of screens no longer look like one product.

How it gets judged

How design work is judged, other than by whether people like it.

Design is the easiest work to review by preference and the hardest to review by evidence. These four make a review objective without turning it into a research project.

  1. Task completion on the main path

    How it is taken
    A handful of real users attempting the actual task
    What it tells you
    Whether the design works, separately from whether it is admired.
  2. Time on the repeated task

    How it is taken
    Measured on the thing done fifty times a day, not the thing done once
    What it tells you
    Where the daily cost sits, which demos never reveal.
  3. Support contacts about the interface

    How it is taken
    Counted before and after, by type
    What it tells you
    Whether confusion moved or simply changed shape.
  4. Component reuse rate

    How it is taken
    Share of new screens built from existing components
    What it tells you
    Whether the system is actually reducing the cost per screen.

We agree which of these matter before the work starts, because a design judged only in a review meeting is judged on taste.

What you keep

What you have when the work ends.

Including the direction that was tried and dropped, which is often the more useful record.

  1. The component set, in the tool your team uses

    Named components with their variants, not a folder of screens.

  2. The six handover questions, answered

    Empty, error, loading, overflow, roles and reuse, written down per screen.

  3. Design decisions with their reasons

    So a later change is deliberate rather than an accident of a new designer's preference.

  4. Whatever was tested, and what it showed

    Including the direction that was tried and dropped, which is often the more useful record.

  5. A written list of what was not designed

    Deferred screens and states with the reason, so the next decision starts from the record.

Start here

Show us the screen your team complains about.

There is usually one. Describe the task people do most often and where it breaks, and we will tell you whether the answer is a redesign, a component set, or better handover.

FAQ

What teams ask before they start.

Pick a topic, or ask us directly. We answer every inbound within one business day.

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