UX/UI design services: an interface built on research and tested with users.
What is UX UI design?
UX UI design is the work of designing, together, the user experience (UX) that determines how easily a user completes a job on a site or app, and the user interface (UI) made up of the screens, components and interactions that experience passes through. The UX side decides what will work and how through user research, flows, prototypes and usability testing. The UI side turns these decisions into consistent components, interaction states and accessibility rules. The framework for the work is set by ISO 9241-210: this international standard sets out requirements and recommendations for the principles and activities of human-centred design throughout the life cycle of interactive systems.
We find out through interviews and analytics which job your visitors are trying to do and where they get stuck, and test the solution with users in a clickable prototype. We measure task success and errors, and put the approved design live with components we audit against the WCAG 2.2 AA accessibility criteria.
1In a user interview“Where do I download the invoice?”
2On the flow mapThe path to the invoice went from three screens to one.Simplified
3yourbrand.com › my-accountYour Brand | My invoices
A good UX/UI experience is built in three layers.
01
User research
We work out which job visitors do, in which conditions and where they struggle, with evidence from interviews, analytics and observation.
User interviews
With open, non-leading questions, we listen to users’ real examples and how they solve the job today.
Analytics and session recordings
We read GA4 data and Microsoft Clarity recordings to see how common the problem we heard in interviews is in the field.
Task analysis
For each user type, we put in writing the priority tasks, their steps and the criterion that shows the task is complete.
User needs
We turn findings into sentences, in the user’s own words, that say who needs what and why.
02
Information architecture and interaction
We turn tasks into a screen flow, the flow into wireframes and the wireframes into a clickable prototype, and test it with real users.
User flows
We draw every step from the entry point to the target screen, with decision points and error and empty states, in a single diagram.
Wireframes
Before color and imagery, we settle content priority, navigation and form structure on low-detail screens.
Prototype
We build clickable flows in Figma, connected with triggers and actions, that open on a phone too.
Usability testing
We give participants tasks that don’t give away the answer, ask them to think aloud and watch where they get stuck.
03
Interface and design system
We turn the approved flow into a component library with defined states, tokens and accessibility rules, and carry it into code.
Figma component library
We build elements such as buttons, fields and cards as main components, so a change spreads to every instance.
Design tokens
We define color, type and spacing with named tokens instead of hard-coded values, tying design and code to the same source.
Accessibility (WCAG 2.2)
We audit contrast, focus visibility, keyboard use and touch target size against the WCAG 2.2 AA criteria.
Handoff to development
We mark up screens in Figma Dev Mode with measurements, states and notes, and check that the built page behaves the same as the design.
How is a design decision tested with users?
Research shows which task visitors are trying to do and where they get stuck; that task becomes first a screen flow, then a clickable prototype. Real participants try the prototype while thinking aloud; where they get stuck is fixed and the flow is tested again.
30–60 minThe usual length GOV.UK gives for usability testing sessions; it varies with the number and complexity of tasks.6
24 × 24The minimum size, in CSS pixels, of a target selected with a pointer under WCAG 2.2 AA, except for defined exceptions.10
Design Task: download the invoice
Finding
User flow
My accountOrdersWhere’s the invoice?Download
3 screens → one screen: My invoicesFlow
Prototype
Figma · clickableOpens on a phone24 × 24 hedefFocus order
Proto
Test · thinking aloud
“Invoices aren’t in the menu; are they inside the order?”My invoices moved to the account menuTest again
Test
Task completed · 5/5
UX/UI design, step by step.
01
Discovery
We listen to your product, your user types, the data you have and the tasks you see as priorities, and set the scope of the work together.
02
Evidence and research
We read analytics and support logs, hold user interviews and turn the findings into written user needs.
03
Flows and prototype
We draw flows and wireframes for priority tasks and turn them into a clickable prototype in Figma.
04
Usability testing
We test the prototype with real participants, prioritize the sticking points, fix the design and retest when needed.
05
Interface and handoff
We build the approved design into the component library, audit it against WCAG 2.2 AA, build it and put it live.
Platforms and tools we work with.
Your data, from every angle, in Data Studio.
Data Studio22 Jun – 19 Sep 2026 ▾
InfoInfoPeriod over periodOverviewKeyword RankingAll PositionsTop 3 positionsPositions 4 - 10Positions 10 - 20Positions 20 +Focus KeywordsContent AnalysisBrand vs. GenericKeyword AnalysisLocationYear over yearOverviewKeyword Ranking
Main FiltersBrand / Generic ▾Device Category ▾Country ▾PeriodYear
Overview
Clicks400K▲ 28%prev. 312K
Impressions4.0M▲ 22%prev. 3.28M
URL CTR10.0%▲ 0.4 ptprev. 9.6%
Avg. Position8.0▼ 3.0prev. 11.0
Unique Queries24.8K▲ 19%prev. 20.8K
Unique Pages6.2K▲ 7%prev. 5.8K
Performance over TimeUrl Clicks (last 90 days)previous 90 daysJulAugSep
Keyword Ranking /All Positions
Queries by Position Group
Total Unique Queries24.8K▲ 19%
Top 3 positions2.2K▲ 34%
Between 4 and 105.2K▲ 27%
Between 10 and 206.4K▲ 16%
Positions 20 and higher11.0K▲ 15%
Clicks by Position Group400K totalTop 358%4–1029%10–209%20+4%
Top 3 share of clicks58% → 58%JulAugSepTop 3232K4–10116K
Url Clicks · 2026 vs 2025JulAugSep2026400K2025204K
Jul112K65.2KAug131K68.5KSep156K70.2K
Sample data.
Click to flip through the screens
The dashboard pulls Search Console and Analytics data at the same time. We update the filters to match the project’s goals and build new screens for each type of conversion step.
We build screens with filters Google’s own interface doesn’t offer. We track your queries separately in the top 3, 4–10, 10–20 and 20+ position groups.
We group keywords into clusters and look at the traffic a project gets from each cluster as a whole. We can compare an online store’s bag and shoe clusters on one screen, by search intent, against the previous period; that is a more useful way to measure success.
To report organic growth honestly, we split traffic into branded and non-branded searches. We analyze non-branded traffic separately; that is where the effect of SEO work shows most clearly.
All these filters show the losses too: not every one of the 25 screens shows green. The same screens reveal the swings caused by algorithm updates, and our recovery work starts there.
We track every keyword one by one: impressions, clicks, CTR and position on the same row. Where a keyword moves up but clicks don’t follow, we start work on the title and description.
We keep the city the traffic comes from on a separate screen. For brands with physical stores, the city breakdown decides where the budget and content go.
We compare with the same period last year: is it seasonality or real growth? A screen that looks good against the previous 90 days may be standing still against last year.
We wrote this guide for product, marketing and corporate site teams who want to see, based on evidence, why their site or app wears users out. In describing the UX UI design process, we draw on the human-centered design standard ISO 9241-210, W3C’s accessibility documentation and WCAG 2.2 (Web Content Accessibility Guidelines), the user research guides in the GOV.UK Service Manual, Apple’s Human Interface Guidelines, Google’s Material Design system and Figma’s help center, Figma Learn; the sources are numbered at the bottom of the page. We verified product names and features against the source as of September 2026. Our own field observations are marked separately under the heading “Expert note”.
Our work runs in three layers: research that finds the user’s task and where they get stuck, information architecture and interaction that test the task in a prototype, and an interface and design system that tie decisions to components and accessibility rules.
What do UX and UI mean, and how do they differ?
UX (user experience) is the whole of the experience a person has while using a product; UI (user interface) is the screens, components and interactions that experience passes through. The concept that makes UX measurable is usability: W3C defines usability as designing products to be effective, efficient and satisfying, and counts user experience design within this field.2 According to the ISO 9241-11 definition W3C cites, usability is the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.2 The definition’s three conditions take UX out of the realm of taste: could the user finish the job, how much effort did it take, and were they satisfied?
UI is the visible face of these questions: where the button sits, how an error is shown, whether focus is visible when navigating with a keyboard. An interface that looks good but makes the task longer carries a UX problem; that’s why we run UX design and UI design as two layers of the same work.
UX (user experience)
UI (user interface)
The question it answers
Can the user finish the job, and where do they struggle?
How does the decision look and behave on screen?
Main output
Research findings, user flows, wireframes, prototypes
Component library, interaction states, color and type tokens
Why does UX UI design rest on a human-centered process?
The human-centered design process rests on a cycle of research, design and evaluation, repeated throughout the product’s life, in which decisions are made on evidence from users. ISO 9241-210:2019 sets out requirements and recommendations for human-centered design principles and activities throughout the life cycle of computer-based interactive systems; it’s written for those managing design processes.1 The standard doesn’t go into the detail of methods and techniques; it leaves detailed usability and accessibility topics to other parts of ISO 9241 and other standards.1 The second edition, published in July 2019, was reviewed and confirmed in 2025.1
We build the methods side on the research guides the GOV.UK Service Manual wrote for public services. GOV.UK recommends treating every opinion and suggestion that doesn’t come from users as an assumption that needs to be proven by research.3 This principle changes the language of meetings: a suggestion that starts with “I think” isn’t rejected; it goes on the list of things to test.
An interface decision is settled not by whoever speaks most persuasively in the meeting, but by the path a user takes while trying the task in a prototype.
What does UX research start with?
UX research starts with reading the evidence you already have before collecting new data. As ways of getting to know users, GOV.UK lists reviewing existing evidence such as analytics, search logs, call center data and previous research reports, talking to and observing actual or potential users, and talking to people who work with those users.3 The guide defines a user need as a need the service must meet for the user to get the right outcome, and asks that needs be written in words the user would recognize and use themselves.3
The user need pattern
The format GOV.UK suggests: “As a [type of user], I need to [do something], so that [I can achieve an outcome].”3 For example: “As a corporate customer, I need to download my past invoices from one place, so that I can send them to accounting in full at the end of the month.” A request that doesn’t fit this pattern, such as “let’s add a sliding showcase to the home page”, doesn’t become a design decision until it’s tied to a need.
Each method shows one side of the problem; before prioritizing, we expect at least two methods to show the same problem:
Method
What it shows
What it doesn’t show
Analytics (GA4)
At which step, and how often, the task is abandoned
Why the user gave up
Session recordings and heatmaps
The order of clicks, scrolls and page transitions
What the user expected
User interviews
Context, lived examples, today’s workarounds
What the person actually does in the interface
Usability testing
Where and why the person trying the task gets stuck
How often the problem occurs in the field
We cover session recordings and funnel analysis on our CRO consulting page.
How are user interviews done?
User interviews are done with questions that, without asking participants what they want, get them to describe how they do the job today through lived examples. According to GOV.UK, in-depth interviews help you learn about different types of users, their circumstances, how they use a service and what they need from it; they can last between 30 minutes and 2 hours depending on the complexity of the topic and the number of questions.4 The guide recommends open, neutral questions such as “how do you do that?” and follow-up questions such as “can you tell me more about that?”, and asks you to focus on stories and real examples rather than how things “should” work.4
Leading questions, open questions
“Do you find the invoice screen confusing?” tells the participant the answer. “What did you do last month when you needed an invoice?” gets them to describe a lived example, the path they took and where they got stuck. We write the interview guide in this second form, and when a participant drifts into generalizing, we go back to the last concrete example.
GOV.UK writes that an interview can be combined with a moderated usability test: you talk to the participant first, then ask them to try a prototype or the service.4
How are user flows and wireframes built?
A user flow is built by drawing, in a single diagram, the steps a task goes through from its entry point to the target screen, with its decision points and error paths; a wireframe turns each step into a screen draft stripped of color and imagery. We draw a flow with five parts:
Entry point: a search result, an ad, an email link or an app notification; each entry point is drawn separately.
Steps: every screen or screen state the user sees; a pop-up window is a separate step too.
Decision points: questions that branch the flow, such as member or guest, in stock or not; every branch must have an end.
Error and empty states: invalid input, no results found, a dropped connection; screens that aren’t drawn in most projects but where users often get stuck.
Target screen: the screen that clearly shows the task is complete; the key event in measurement is defined here too.
In wireframes we decide only on content priority, navigation and form structure; because there’s no color or imagery, stakeholders’ attention stays on whether the flow is right. Before moving to a prototype, we check that every screen is tied to a need and to a step in the flow; a screen that can’t be tied to one comes out of the flow.
Why should a prototype be clickable?
A prototype should be clickable because users show their real behavior only while moving through the flow; comments made on a static screen remain opinions. According to Figma, prototyping features let you build interactive flows to explore how a user might interact with your design; with these flows you get feedback from the team and test interactions with users.5 Four of Figma’s prototyping concepts describe how a connection works:5
Connection: the arrow that links an interaction point to a destination screen.
Trigger: the interaction that advances the prototype, such as a click, a tap, a hover or a drag.
Action: the type of progress, such as moving to another screen or opening an external URL.
Destination: must be a top-level frame placed directly on the canvas; an object inside a frame can’t be a destination.
In Figma, the network of frames and connections on a page is called a flow; a prototype can have several flows showing different tasks, and each flow opens from a starting point.5 For testing, you can share a link to the whole prototype or to the starting point of a single flow.5 On sites where most visitors come from phones, we run the test on a phone; a flow tested on desktop can get stuck in other places on a touchscreen.
How is usability testing run?
In usability testing, the participant is given a realistic task and asked to think aloud while trying it, and the moderator running the session mostly stays quiet and watches where they get stuck. GOV.UK defines moderated testing as a method where you watch participants try to complete specific tasks using a service; the test helps you see whether users understand what they need to do, and find language and layout problems.6 Thinking aloud makes it easier to understand what the participant is doing, thinking and feeling.6 Here’s how we set up the test on GOV.UK’s recommendations:6
Topic
GOV.UK recommendation
What we do
Session length
Usually 30 to 60 minutes, depending on the number and complexity of tasks
We limit the number of tasks to fit the time
Daily load
No more than 6 one-hour sessions a day, with at least 15 minutes between them
We consolidate notes the same day
Writing tasks
Tasks with a clear goal, realistic, that don’t give away the answer or the route
We don’t use the interface’s button and menu names in tasks
Moderator
Mostly staying quiet, watching and listening; getting a fully stuck participant back on track
We first ask what they expected, and guide them only if they’re fully stuck
Timing
Most in the alpha, beta and live phases; in discovery, for an existing service too
We start at the prototype and repeat on the live site after launch
According to W3C, usability processes and user involvement alone can’t solve every accessibility problem.2 So where possible we include participants who use screen readers or magnification in testing, and in every case we audit the interface separately against WCAG 2.2.
What does a design system and component library get you?
A design system stops the same decision from being made again on every screen: a button, a field or a card is defined once and used everywhere from the same source. In Figma, the main component defines the properties; instances are copies linked to the main component and receive updates made to it.7 Components can be shared across files and folders with a team library.7
The layer below the component is design tokens. Material Design defines tokens as small, reusable design decisions that make up a design system’s visual style; each token consists of a code-like name and a value, and they fall into three classes:8
Class
What it holds
Name format
Reference (ref)
All the style options in the system; usually a fixed value such as a color code or type size
md.ref.palette.secondary90
System (sys)
The purpose of a reference token in the interface; changes with contexts such as light and dark themes
Starts with the sys prefix
Component (comp)
Properties assigned to a component’s container, label, icon and states; still in development in Material
md.comp.fab.primary.container.color
According to Material, when the designer’s drawing and the engineer’s code are tied to the same token, both sides use the same color even if the value is updated later; tokens also reduce confusion at handoff.8 According to the same document, tokens are less useful in an app written with hard-coded values that isn’t expected to change in the next year or two, or in a product without a design system.8 That’s why we choose the system’s scope based on the size of the product.
Material Design defines six states to show a component’s interaction state: enabled, disabled, hover, focused, pressed and dragged.9 For accessibility, each state has two visual indicators; states such as selected and hover can also combine.9
A component’s handover checklist
We take every component into the library with its purpose, variants, applicable interaction states, error and empty states, the tokens it uses, keyboard behavior and minimum touch area. If any of these is missing, the component isn’t considered “ready”.
How is accessibility built into the interface?
Rather than auditing accessibility after the design is done, we write it into components’ sizes, colors and states as rules from the start; our yardstick is WCAG 2.2. WCAG 2.2 was published as a W3C Recommendation on 5 October 2023 and added nine new success criteria; the 2.0 and 2.1 criteria stayed essentially the same, except for the removed 4.1.1 Parsing.10 Four of the new criteria are at level AA and directly affect the interface:10
2.4.11 Focus Not Obscured (Minimum, AA): a component receiving keyboard focus isn’t entirely hidden by the page’s own content; we audit sticky headers and bottom bands against this criterion.
2.5.7 Dragging Movements (AA): every function done by dragging can also be done with a single pointer without dragging, unless dragging is essential.
2.5.8 Target Size (Minimum, AA): a target selected with a pointer is at least 24 × 24 CSS pixels, except for defined exceptions such as spacing, an equivalent control and inline text.
3.3.8 Accessible Authentication (Minimum, AA): no step of authentication requires a cognitive function test unless that step offers one of the defined alternatives.
Two new criteria at level A are also part of our audit: 3.2.6 Consistent Help requires help mechanisms repeated across pages to appear in the same order relative to other content; 3.3.7 Redundant Entry requires information requested again in the same process to be auto-populated or available to select, except for defined exceptions.10
Apple’s Human Interface Guidelines recommend a separate default and minimum control size for each platform: on iOS and iPadOS, the default size is 44×44 pt and the minimum is 28×28 pt.11 Apple’s Accessibility Inspector tool uses WCAG AA values when assessing contrast: at least 4.5:1 for text 17 points and smaller, and 3:1 for 18-point text and bold text at any size.11 The document also recommends that text can ideally be enlarged by at least 200 percent (140 percent on watchOS).11
In web interfaces we treat WCAG 2.2 AA as the floor, and leave touch areas close to Apple’s default value for primary buttons used often on phones.
How do our UX/UI design services run through the first 30 days and handoff?
The first 30 days are given to a cycle of research, flows and testing; after that, the approved design is handed over to development with a delivery that leaves no state to guesswork. The first four weeks go in this order:
Week 1 · Evidence and plan: analytics, support logs and previous research are read; priority tasks and the interview guide are drawn up.
Week 2 · Interviews and needs: user interviews are held, and findings are turned into the user need pattern.
Week 3 · Flows and prototype: flows and wireframes for priority tasks are drawn, and a clickable prototype is built in Figma.
Week 4 · Testing and decision: the prototype is put through usability testing; the scope of the next phase is set together.
Figma Dev Mode, which we use at handoff, is according to Figma a developer-facing interface for navigating design files and translating designs into code: finished sections, frames and components are marked “Ready for dev”, measurements and notes are added with annotations, and frame versions can be compared.12 Dev Mode is available on all paid plans and requires a Full or Dev seat.12
We cover work that spans the whole site on our corporate website page.
UX agency, freelance designer or in-house team: what’s the difference?
Who does the UX/UI work decides whether research and the interface stay in the same hands.
Model
Strength
What to watch
When it fits
UX/UI agency
Research, testing, interface, design system and build in one team
Whether research is really done with users, or only with stakeholders
Products with many tasks and screens, or ones that need a redesign
Freelance UI designer
Fast visual output, a flexible schedule
Research and usability testing are often out of scope; states can go missing at handoff
Work where evidence and flows already exist and only the interface layer is needed
In-house product designer
Knows the product and its users continuously
Research, testing and the system all rest on one person; an outside view can be missing
Digital products under continuous development
How should you choose a UX/UI design agency?
However good the screens in a portfolio look, only testing with users shows whether an interface works. Ask about these points in the meeting:
Research source: what research are decisions based on; do they talk to users, or only to managers?
Testing: is the prototype tested with realistic tasks, written so they don’t give away the answer?
Accessibility criteria: what is the interface audited against, for example WCAG 2.2 AA?
Handoff: are error, empty list, loading and disabled states drawn at handoff, and how are measurements and notes passed to developers?
File ownership: whose name are the Figma team space, the component library and research recordings opened in?
How results are stated: task success measured before and after, rather than a promised conversion increase.
What determines UX/UI design pricing?
The cost of UX/UI work depends more on the scope of research and testing than on the number of screens:
Factor
What it changes
Tasks and screens
The tasks to review, map as flows and prototype
Research scope
The number of interviews, the variety of user types and participant recruiting
Test rounds
How many rounds of usability testing run on the prototype and on the live site
Design system
Anything from a few core components to a full token and component library
Build
Turning approved components into theme blocks, or handing off to your developers only
We work out the scope together in the first meeting, then send a written proposal. If a paid tool such as Figma is needed, the license is opened in your name and paid directly to the tool provider.
2–3 people: UX specialist + two UI designers · 3–5 weeks · 30–50 team hours
$1,800–$3,000
The lower end of each range is the starting price; excluding VAT. Scope is confirmed in a written proposal after the first meeting. As of October 2026.
If you’d like to see together which task your users struggle with, pick a meeting day that suits you below; in the first meeting we settle the priority tasks and the data you already have.
UX/UI: frequently asked questions.
What is UX/UI design?
UX (user experience) is about whether users can finish a job, how much effort it takes and how satisfied they are; UI (user interface) is the screens, components and interactions that job passes through. They aren’t the same thing, but they don’t work apart either: if a good-looking interface makes the task longer, the experience has a problem. When we say UX UI design, we handle the UX layer of research, flows, prototypes and testing, and the UI layer of components, states and accessibility rules, within the same work.
How is UX/UI design pricing set?
The fee depends on the number of tasks and screens to review, the scope of interview and test sessions, the size of the design system, and whether the build phase is included. We work out the scope together in the first meeting, then send a written proposal. Figma Dev Mode, which we use at handoff to development, is available on paid plans and requires a Full or Dev seat. If a paid tool like this is needed, the license is opened in your name and paid directly to the tool provider; it’s separate from our fee. Starting prices are in the pricing table on this page; the final fee is set in a written proposal.
How long does UX design work take, and when will we see results?
The timeline depends on the number of tasks and the complexity of the product. In the first 30 days we aim to read the existing evidence, hold the interviews, build a prototype of the priority tasks and complete the first usability test; this test shows concretely which screen causes trouble and why. The timeline and scope of the interface, design system and build phases become clear after this test. We don’t promise a specific conversion increase; we report task success and errors before and after.
Who finds participants for interviews and tests?
We find them: with your approval, we select them from your customers and visitors, keeping personal data to a minimum; if we can’t reach suitable people in your audience, we plan recruiting from outside together. We get explicit consent from every participant for the interview and recording, and use recordings only for research. We plan the number of participants around the research question and the variety of user types; sessions with a single user type don’t reveal another type’s problems.
Can we get only interface (UI) design, or only usability testing?
Yes; the service is modular and can start with any of the three layers. If you have recent research or approved flows, we first read that evidence together and then move straight to the interface and design system layer. When only testing is wanted, we write the tasks on your current site or prototype, run the sessions, prioritize the findings and implement the fixes. If there’s no evidence at all, we recommend at least a short round of testing before drawing the interface.
Do you redesign our current site from scratch?
Not always; we measure first. Analytics and testing show which screens and tasks the problems cluster in; sometimes redesigning the flow of a few priority tasks is enough instead of the whole site. If a full redesign is needed, we recommend it based on the findings and plan it as part of corporate website work.
Who builds the design, and is development included?
The markention team handles the build too; on WordPress-based sites, we turn approved components into theme blocks that can be managed from the panel. If your site has a development team, we mark up the design in Figma Dev Mode with measurements, states and notes, and release the change following their release process. After launch, we check screen by screen that the live page behaves the same as the design.
Is accessibility (WCAG 2.2) included?
Yes; we write accessibility rules into every component’s definition from the start. We audit contrast, focus visibility, keyboard use, form labels and error messages, and a target size of at least 24 × 24 CSS pixels except for defined exceptions, against the WCAG 2.2 AA criteria. Where possible, we also include participants who use screen readers or magnification in testing; W3C also writes that usability processes alone can’t solve every accessibility problem. We recommend reviewing legal obligations with your legal counsel.
Does a small site need a design system?
Not at the same scale in every product. According to Material Design, tokens are most useful in products built from scratch or redesigned, and in systems used across several products or platforms; they’re less useful in an app written with hard-coded values that isn’t expected to change in the next year or two. On a small site, a few core components, color and type tokens and state definitions are usually enough; we expand the library as the site grows.
How do you measure whether the design works?
In usability testing we try the same tasks before and after the design, looking at whether the task is completed without help, where people get stuck, and errors. After launch, we track the steps of the same task in GA4 and Microsoft Clarity, and compare the change’s effect in the field with the previous period. We state separately in the report that a before-and-after comparison isn’t proof of causation; if traffic allows, we measure the effect with an A/B test.
Who runs the UX/UI work, and who will our contact be?
The markention team runs the work; we’re a marketing and business development operation added to your company as a module, and UX/UI is one of this operation’s modules. Research, interview and test sessions, interface design, the design system and the build all move forward within the same team. We settle who your contact will be and how decision meetings will run in the first meeting.
Should we hire a UX designer or a UX agency?
Look at the evidence you have and how broad the work is. If you have recent research and approved flows, a freelance designer may be enough for the interface layer alone. If you don’t yet know where users get stuck, or you need research, testing, a design system and the build together, a UX agency that runs these in one team makes it easier to keep decisions tied to evidence. Whichever you choose, ask for the Figma files and research recordings to be opened in your name.
What’s the difference between UX consulting and UX/UI design services?
UX consulting finds and prioritizes where and why users struggle, through research and testing; UX/UI design services turn those findings into flows, prototypes, an interface and components. With consulting alone, your own team does the implementation; with design alone, decisions can lack evidence. We run both in the same engagement, and if you already have recent research, we start directly at the interface layer.
Who keeps the Figma files, research recordings and accounts?
The Figma team space, GA4, Microsoft Clarity and, if any, hosting and code repository accounts are opened in your name; we work as authorized users. Design files, the component library, research notes and test recordings stay with you. If the work ends, our access is removed; we leave the library and handoff notes in a form whoever runs the next piece of work can use.
The rhythm of the operation: month, week, day, hour.
Every project has one mentor and two specialists. The tools we use: Claude, Search Console, Semrush, Yandex, Screaming Frog, Google Analytics, ChatGPT · Codex, Google Ads, Ahrefs, Data Studio, Merchant Center, Google Trends, Meta Business, Google Business Profile. We check your Search Console and Analytics every day; Merchant Center one day a month, and the other tools come in as the calendar requires.
Mentor
28 days with markention
2 strategy meetings · a live Data Studio report, 24/7 · 8 operations meetings · plus opportunity-driven work as it comes up
Week 1Meeting with you
Week 2Your Data Studio report
Week 3Meeting with you
Week 4Your Data Studio report
10:00MonPlanningMonday, week 1: We plan your weekWe open the month by checking your product feed in Merchant Center, then set the week’s priorities in our 10:00–11:00 team meeting.
TueStrategyTuesday, week 1: Your strategy sessionYour mentor and specialists get together: we review where your project stands, discuss ideas and prepare the agenda for Thursday’s meeting with you.
WedCrawlWednesday, week 1: Technical crawl of your siteWe crawl your site end to end with Screaming Frog: broken links, redirects and indexing issues go onto your task list.
ThuMeetingThursday, week 1: Meeting with youWe meet every two weeks. Your mentor and two specialists are at the table; we record the meeting and write down the decisions.
16:00FriWrap-upFriday, week 1: Weekly reviewWe close the week with our 16:00 team review: what was done and what comes next.
10:00MonPlanningMonday, week 2: We plan your weekWe start the day by reviewing your Google Ads and Meta Business accounts, then set the week’s priorities in our 10:00–11:00 team meeting.
TueBacklinksTuesday, week 2: Your link profile auditWe review your link profile with Ahrefs and separate gained, lost and risky links.
WedMarketWednesday, week 2: Your market and competitor researchWe scan your market and competitors with Semrush: rankings, new opportunities and lost queries go onto your task list.
ThuReportThursday, week 2: Your Data Studio reportWe crawl your site again; in the week without a meeting we send your report together with your updated dashboard, which brings together 310 distinct data types.
16:00FriWrap-upFriday, week 2: Weekly reviewWe close the week with our 16:00 team review: what was done and what comes next.
10:00MonPlanningMonday, week 3: We plan your weekWe start the day by checking your visibility on Yandex and your Google Business Profile, then set the week’s priorities in our 10:00–11:00 team meeting.
TueStrategyTuesday, week 3: Your strategy sessionYour mentor and specialists get together: we review where your project stands, discuss ideas and prepare the agenda for Thursday’s meeting with you.
WedAIWednesday, week 3: Your brand in superintelligence answersWe check how your brand appears in ChatGPT and Claude answers and add the questions left unanswered to your content plan.
ThuMeetingThursday, week 3: Meeting with youWe meet every two weeks. Your mentor and two specialists are at the table; we record the meeting and write down the decisions.
16:00FriWrap-upFriday, week 3: Weekly reviewWe look at rising searches in your field with Google Trends and close the week with our 16:00 team review.
10:00MonPlanningMonday, week 4: We plan your weekWe start the day by reviewing your Google Ads and Meta Business accounts, then set the week’s priorities in our 10:00–11:00 team meeting.
TueAnalysisTuesday, week 4: Your traffic and conversion analysisIn Google Analytics we look at where your visitors come from and which pages bring conversions; the findings go into Thursday’s report.
WedAI OverviewsWednesday, week 4: Your brand in Google’s AI answersWe check whether your brand is cited as a source in Google’s AI Overviews and AI Mode answers and add the questions left unanswered to your content plan.
ThuReportThursday, week 4: Your Data Studio reportIn the week without a meeting we send your report together with your updated dashboard.
16:00FriWrap-upFriday, week 4: Weekly reviewWe close the week with our 16:00 team review: what was done and what comes next.
Sample flow: if your meeting day is Thursday.
08:00Checking your site09:0010:00Production on your project10:00Our team meeting11:00Production on your project10:00Production on your project16:00Our team meeting10:00Production on your projectDaytimeYour strategy session10:00Production on your projectDaytimeMeeting with you10:00Production on your projectDaytimeYour Data Studio report
Monday·Week 1We plan your week
We open the month by checking your product feed in Merchant Center, then set the week’s priorities in our 10:00–11:00 team meeting.
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